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
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

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.

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.