Spirit Level ("SpL"): 1 to 10
Saving Level = 2 * SpL
Typical Number Encountered: 1. Nature Spirits are almost always associated with a particular natural locale, where a special charge or place is their home. If it is destroyed, they abandon the will to live, and so die. Spirits are often classified by their charges, with which they have a special affinity, though their magical Powers are not limited to related Spells, all Nature Spirits being able to perform all standard Cycles and types of Druidic Spells, subject to level constraints as shown in the table below.
Nature Spirits may be Summoned to produce Druidic Spell effects, but still remain unseen by lesser Beings. A few have gone rogue, and may be encountered by adventurers.
Usual Alignment: N/N
Description: shapechangers, but tend to appear humanoid, of an appearance appropriate to their charges
Habitat: everywhere in the World where there is Nature
Language: Old Speech, most other languages spoken in their areas
Chars: all = 10 + SpL
Movement:
Tend to move magically by a means appropriate to their Classes (e.g Dryads Transport from tree to tree, Oreads Earthwalk, Potameidis swim)
Otherwise may move at up to 10 + SpL ft/sec
If Summoned, Teleport to whoever Activated them (after completing any current Spell Casts).
Fighter Abilities:
SpL/3, FRU AMR D = 25 + (5SpL) % RD = 5 + (5SpL) % 10SpL HP
Attack Modes:
Claw @ A = 8SpL %, DAM = d6 + SpL
but usually prefer Magical attacks or other ways of defending their charges
HitLoc Table:
Depends on form assumed. May typically be as per a person of Sz (10+SpL): see HitLoc Tables in Ft system.
ADS: SpL
Invulnerability 3: invulnerable to non-magical and silver attacks, vulnerable to magical attacks, other beings with Invulnerability 3 are vulnerable to it. For further details see the Notes to the Elementalist Invulnerability Spell.
Effects of Specific Damage: as for People
Regenerates @ SpL HP/mr
Thievish Abilities:
M on Th Activities:
Defensive ThL = SpL
Magical Abilities:
Nature Spirits have 5SpL SP
A Nature Spirit has the Power to produce the effect of any Druidic Spell within the standard Cycles of a Spell Level less than or equal to its Spirit Level. The Nature Spirit must allocate (Spell Level)+1 Spell Points to each Spell effect it is currently producing. But it does not use up the SP or incur IST when producing Spells, because it is using its own magical Power, rather than using the magic of another. The number of Spell effects it can produce simultaneously is limited by its SP, and it can add SpL new ones per second.
Certain Druidic Cults have their own unique Spell Cycles. Spirits of the appropriate type can produce Spell effects within these Cycles (e.g. a Dryad for the Sered Cycles of the Tree Peoples, or a Geleid for the Gelid Cycle).
The Maximum Throw Nature Spirits of a given Spirit Level can produce is as follows:
Success Throw | Spell Level | Level of Nature Spirit | |||||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||
11 | 1 | 25 | 30 | 35 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
12 | 2 | X | 25 | 30 | 35 | 40 | 50 | 60 | 70 | 80 | 90 |
13 | 3 | X | X | 25 | 30 | 35 | 45 | 55 | 65 | 75 | 85 |
14 | 4 | X | X | X | 25 | 30 | 40 | 50 | 60 | 70 | 80 |
15 | 5 | X | X | X | X | 25 | 35 | 45 | 55 | 65 | 75 |
16 | 6 | X | X | X | X | X | 30 | 40 | 50 | 60 | 70 |
17 | 7 | X | X | X | X | X | X | 35 | 45 | 55 | 65 |
18 | 8 | X | X | X | X | X | X | X | 40 | 50 | 60 |
19 | 9 | X | X | X | X | X | X | X | X | 45 | 55 |
20 | 10 | X | X | X | X | X | X | X | X | X | 50 |
X = Spirit cannot produce Spells of that Level.
No.= Maximum Throw Spirit can produce on a Spell of that Level
Success Throw (in the left-most column) is the usual Throw required for a Spell of that Level to Succeed. For the actual Throw required for a particular Spell to Succeed, see its Spell Specification.
Other Abilities / Powers / Notes:
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