Spirits of AirBARSCILWEdgEssMInitIP
F–2F+3F+4F–3FFFFFFF(Fx2)+32

Movement: 15/75 (flight)Astral INIT/IP:F x 23

Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat

Powers: Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search

OptionalPowers: Elemental Attack, Energy Aura, Fear, Guard, Noxious Breath, Psychokinesis

Spirits of BeastsBARSCILWEdgEssMInitIP
F+2F+1F+2F+2FFFFFFF(Fx2)+22

Movement: 10/45Astral INIT/IP: F x 23

Skills: Assensing, Astral Combat, Dodge, Perception, Unarmed Combat

Powers: Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience

OptionalPowers: Concealment, Confusion, Guard, Natural Weapon (DV = Force Physical damage, AP 0), Noxious Breath, Search, Venom

Spirits of EarthBARSCILWEdgEssMInitIP
F+4F–2F+2F+4FFFFFFF(Fx2)+22

Movement: 10/25Astral INIT/IP: F x 23

Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat

Powers: Astral Form, Binding, Guard, Materialization, Movement, Sapience, Search

OptionalPowers: Concealment, Confusion, Engulf, Elemental Attack, Fear

Spirits of FireBARSCILWEdgEssMInitIP
F+1F+2F+3F–2FFFFFFF(Fx2)+32

Movement: 15/40 (flight)Astral INIT/IP: F x 23

Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat

Powers: Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Materialization, Sapience

OptionalPowers: Fear, Guard, Noxious Breath, Search

Weaknesses: Allergy (Water, Severe)

Spirits of ManBARSCILWEdgEssMInitIP
F+1FF+2F–2FFFFFFF(Fx2)+22

Movement: 10/25Astral INIT/IP: F x 23

Skills: Assensing, Astral Combat, Dodge, Perception, Spellcasting, Unarmed Combat

Powers: Accident, Astral Form, Concealment, Confusion, Enhanced Senses (Low-Light, Thermographic Vision), Guard, Influence, Materialization, Sapience, Search.

OptionalPowers: Fear, Innate Spell (any one spell known by the summoner, Force is limited to the spirit’s Magic), Movement, Psychokinesis

Spirits of WaterBARSCILWEdgEssMInitIP
F+2FF+2FFFFFFFF(Fx2)+22

Movement: 10/25 (30/75 swimming)Astral INIT/IP: F x 23

Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat

Powers: Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search

OptionalPowers: Accident, Binding, Elemental Attack, Energy Aura, Guard, Weather Control

Weaknesses: Allergy (Fire, Severe)

Watcher SpiritsBARSCILWEdgEssMInitIP
1111111101123

Skills: Assensing 1, Astral Combat 1, Dodge 1

Powers: Astral Form, Search

Watcher spirits only exist on the astral plane (though they may manifest on the physical). Their Force is always 1. Watchers will obey the commands of their summoner to the best of their limited abilities for as long as they last. Watchers do not need to remain in the summoner’s vicinity, but they may get lost if sent on a remote mission. Watchers are commonly used for the following tasks:

  • Tracking: Watchers excel at astral tracking, thanks in part to their one power: Search (p.297).
  • Astral Alarm: can be instructed to watch or patrol an area of astral space, and to alert a specified person if they spot an intruder.
  • Attack: Though largely ineffective in astral combat, watchers can be used to harry or distract opponents.
  • Courier: A watcher can be sent to a specific place or person known to its summoner to manifest and deliver a spoken message. It can also display simple pictures, shown to it by its summoner. If required, the spirit will get a reply and return to its master.
  • Irritant: A watcher can be ordered to find a person and follow him or her around, loudly repeating some offensive slogan or insult or even carrying on an argument. For this job, the watcher manifests visibly and audibly on the physical plane.
  • Shadow: Watchers can be instructed to follow or even eavesdrop on someone astrally or physically and then report back to its summoner. If the target passes through an astral mana barrier or projects onto a metaplane, the watcher will lose track of him.