Spirit
(Redirected from The Spirit)
Categories: Cosmology | Setting | Rules
Spirits are a natural part of the world. They are pure life essence without a physical form on this world though some people learn magical means to sense how they look. Spirits often take the form of people, animals, or monsters but some are just wisps or clouds.
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Spirits and People
Every living creature hosts at least one spirit, the one the creature was born with. When a creature dies, the spirit is freed. Resurrection spells can reconnect a spirit to its host. Reincarnation connects spirits to a new host.
A person can collect spirits over the course of a lifetime. This collection of spirits is called the soul. Invisible spirits are attracted to people who perform great deeds. They may watch a person for weeks or years before choosing to join the person's soul. When the spirit is ready, the person can feel the spirit's presence and accept it into his soul. Warriors often take on the spirits of powerful, respected enemies they have defeated. When a person with many spirits dies, it is difficult to reconnect all of those spirits. Usually one is lost.
Every time a spirit joins a person's soul, his power and his capacity for learning increase. Each spirit brings new abilities and thirst for knowledge. Each spirit increases the life force inherent in the person, making him more capable of heroic (or dastardly) deeds.
Rules
In game terms, each spirit represents a level. Gains in hit points are due to more life force being present in the character.
Resurrection spells cause a loss of level and a loss of a spirit.
The 1st level divine spell detect spiritual aura will give a cleric or druid a vague indication of the number of spirits in a person's soul (within a group of four, such as 1-4, 5-8, 9-12, 13-16, and so on). The 2rd level divine spell detect spirits will give a caster the exact number of spirits. The 3rd level divine spell see spirits will tell the caster the number and type of spirits (in game terms, the target's classes and levels). All of these spells allow a Will save. If the Will save succeeds, the target may choose how many spirits the caster sees (and what types for see spirits), but may not exceed his own levels. For example, a Rogue 4/Fighter 3 who makes two successful Will saves could represent himself as a Rogue 1/Fighter 1 or a Rogue 1 but not a Rogue 6 or a Wizard of any level.
Spirits are invisible because they are phased out.
Spirits and Objects
Sometimes spirits bind themselves to items, or are bound to them by magical processes. The life energy of the spirit makes the item more potent. Weapons are often enchanted this way.
Rules
In game terms, each +1 bonus represents a spirit bound to an item. Additionally, each special power represents an additional spirit (regardless of that power's "plus" equivalent).
An item may be upgraded by a ritual that binds a spirit to it. Spirit binding becomes more difficult as more spirits are bound. The rituals are lengthy, expensive, and difficult. In any case, a willing spirit must be found or one must be forced to serve. Bound spirits do not necessarily give an item an intelligence rating or any kind of sentience.
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