CHARACTERISTICS | ATTRIBUTES | COMBAT SKILLS | |||
---|---|---|---|---|---|
STR | - | Hit Points | N/A | Incorporeal | 63% |
CON | - | Major Wound | N/A | Ranged | N/A |
DEX | - | Damage Mod. | N/A | Unarmed | N/A |
SIZ | - | Magic Pts. | 11 | RESISTANCES | |
INT | 8 | Movement | 20m | Dodge | 30% |
POW | 11 | Armour Worn | None | Persistence | 30% |
CHA | 8 | Armour Points | 0 | Resilience | N/A |
PRACTICAL SKILLS | KNOWLEDGE SKILLS | MAGIC SKILLS | |||
---|---|---|---|---|---|
Deception | 38% | Language (own) | 78% | Sorcery | 58% |
Influence | 43% | SPELLS | |||
Perception | 39% | Diminish (CON), Palsy, Tap (CON) |
Combat
Spirits are immune to normal damage, and if any attack is to harm them, it must be magical in nature. This magical damage is deducted from the spirit's magic points, and once its magic points reach zero the spirit is destroyed. Spirits also observe the following rules during combat:
- Spirits use INT to determine their combat order.
- A spirit's attack is an opposed test using its Incorporeal combat skill versus the target's Persistence.
- If the attack succeeds, the target looses 1d4 magic points.
Spirits may also become invisible at will, though they must remain visible in order to cast spells or to attack.
Special Rules
All spirits have dark sight and are considered to be Fearsome I creatures. However, because different spirits manifest themselves in different ways, PCs who pass their Persistence test may thereafter only ignore the fear effect of that particular spirit (i.e. they will still be required to make Persistence tests for other spirits they encounter).