Difference between revisions of "SR5:Spirits:Basic"
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Spirits are denizens of the metaplanes. They’re usually only found when a magician summons them, but there are many free spirits who live unbound on the material plane. Here is the game information for the six types of spirits in this book.Physical Attributes: The Physical attributes listed below are used when a spirit is materialized in the physical plane. The minimum attribute rating is 1, even if the table says it should be lower. | Spirits are denizens of the metaplanes. They’re usually only found when a magician summons them, but there are many free spirits who live unbound on the material plane. Here is the game information for the six types of spirits in this book.Physical Attributes: The Physical attributes listed below are used when a spirit is materialized in the physical plane. The minimum attribute rating is 1, even if the table says it should be lower. |
Revision as of 21:47, 10 April 2016
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Spellcasting | Preparations | Adepts | Spirits | Traditions | Initiation | Dark Magic |
Spell List | Ritual List | Spirit List | Adept Powers List | Mentor Spirits List | Metamagics List | Traditions List |
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Spirits are denizens of the metaplanes. They’re usually only found when a magician summons them, but there are many free spirits who live unbound on the material plane. Here is the game information for the six types of spirits in this book.Physical Attributes: The Physical attributes listed below are used when a spirit is materialized in the physical plane. The minimum attribute rating is 1, even if the table says it should be lower.
- Skills
- Spirits have the listed skills at a rating equal to their Force.Movement: On the physical plane, spirits’ Walking rate is Agility x 2. Their Running rate is Agility x 4. They can move in any direction, ignoring gravity. They use the Running skill to “sprint” for +2 meters per hit.
- Optional Powers
- For every 3 full points of Force a spirit has, it has one optional power. A spirit can’t change the optional powers it has.
Contents
Spirits of Air
B | A | R | S | W | L | I | C | Source |
---|---|---|---|---|---|---|---|---|
F-2 | F+3 | F+4 | F-3 | F | F | F | F | Core |
Initiative | (Fx2)+4+2D6 | |||||||
Astral Initiative | (Fx2)+3D6 |
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Running, Unarmed Combat
- Powers
- Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search
- Optional Powers
- Elemental Attack, Energy Aura, Fear, Guard, Noxious Breath, Psychokinesis
Spirits of Air get +10 meters per hit when Sprinting
Spirits of Earth
B | A | R | S | W | L | I | C | Source |
---|---|---|---|---|---|---|---|---|
F+4 | F-2 | F-1 | F+4 | F | F-1 | F | F | Core |
Initiative | (Fx2)-1+2D6 | |||||||
Astral Initiative | (Fx2)+3D6 |
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Unarmed Combat
- Powers
- Astral Form, Binding, Guard, Materialization, Movement, Sapience, Search
- Optional Powers
- Concealment, Confusion, Engulf, Elemental Attack, Fear
Spirits of Beasts
B | A | R | S | W | L | I | C | Source |
---|---|---|---|---|---|---|---|---|
F+2 | F+1 | F | F+2 | F | F | F | F | Core |
Initiative | (Fx2)+2D6 | |||||||
Astral Initiative | (Fx2)+3D6 |
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Perception, Unarmed Combat
- Powers
- Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience
- Optional Powers
- Concealment, Confusion, Guard, Natural Weapon (Drain Value = Force Physical damage, AP —), Noxious Breath, Search, Venom
Spirits of Fire
B | A | R | S | W | L | I | C | Source |
---|---|---|---|---|---|---|---|---|
F+1 | F+2 | F+3 | F-2 | F | F | F+1 | F | Core |
Initiative | (Fx2)+3+2D6 | |||||||
Astral Initiative | (Fx2)+3D6 |
- Weaknesses
- Allergy (Water, Severe)
- Skills
- Assensing, Astral Combat, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat
- Powers
- Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Materialization, Sapience
- Optional Powers
- Fear, Guard, Noxious Breath, Search
Spirits of Fire get +5 meters per hit when Sprinting
Spirits of Man
B | A | R | S | W | L | I | C | Source |
---|---|---|---|---|---|---|---|---|
F+1 | F | F+2 | F-2 | F | F | F+1 | F | Core |
Initiative | (Fx2)+2+2D6 | |||||||
Astral Initiative | (Fx2)+3D6 |
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Perception, Spellcasting, Unarmed Combat
- Powers
- Accident, Astral Form, Concealment, Confusion, Enhanced Senses (Low-Light, Thermographic Vision), Guard, Influence, Materialization, Sapience, Search
- Optional Powers
- Fear, Innate Spell (any one spell known by the summoner; Force is limited to spirit’s Magic), Movement, Psychokinesis
Spirits of Water
B | A | R | S | W | L | I | C | Source |
---|---|---|---|---|---|---|---|---|
F | F+1 | F+2 | F | F | F | F | F | Core |
Initiative | (Fx2)+2+2D6 | |||||||
Astral Initiative | (Fx2)+3D6 |
- Weaknesses
- Allergy (Fire, Severe)
- Skills
- Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Unarmed Combat
- Powers
- Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search
- Optional Powers
- Accident, Binding, Elemental Attack, Energy Aura, Guard, Weather Control
Spirits of Water move twice as fast when in water.