Spirit Specification

Nature Spirits

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:

  1. Shapechange at will to forms appropriate to Class
  2. Can merge with their charges to move unseen by lesser Beings

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