Sikkanos Ash-Djinn (Fire/Dust Spirit)

(Generated 12 times)
Namelist None
Tags
Desert
Glorantha
Nargan desert
Spirit
Rank Veteran
Race Spirit
Cult rank None
Notes Born from the catastrophic Firefall that destroyed the Artmali Empire and turned the southern lands into the lifeless, poisonous wastes of the Nargan Desert, this spirit manifests purely as a swirling, sentient vortex of burning dust and ashes. **Djinn Abilities (Intangibility & Invisibility)**: Like the legendary jinn born of "smokeless, scorching fire," the Ash-Djinn is naturally Invisible and Intangible. It drifts unseen upon the toxic Sikkanos winds, completely immune to non-magical weapons, only revealing its burning, granular form when it chooses to strike. **Haunt Ability (Miasma)**: Drawing upon the abilities of a Haunt, the spirit projects a Miasma—a crushing aura of dread and horror extending in a radius around it. Those caught in this sweltering aura must succeed in a Willpower struggle or flee in abject terror from the supernatural heat. **Curse Ability (Choking Ash)**: The spirit weaponizes the poisonous nature of the Nargan Desert by inflicting a Curse that drains a victim's vitality. When the burning dust infiltrates the victim's lungs, it drastically reduces their Action Points or inflicts severe fatigue, leaving them sluggish, suffocating, and unable to effectively fight back. **Passion Ability (Madness or Fear)**: If the spirit successfully overcomes a victim's magic points in spirit combat, it can covertly possess them to inflict a debilitating Passion (Madness) or Passion (Fear). The victim’s mind is overwhelmed by the apocalyptic terror of the sky pouring eternal fire, causing them to hallucinate or stand stupefied as their body burns.
Creatorhkokko
Stats
INT 3d6
POW 18+1d6
CHA 3d6
D20Hit locationArmor
Attributes
Movement 6
Natural armor No

Additional features

FeatureProbability
Madness type 100% View items

Non-random features

ListFeature
Ability ***Intangible*** can pass through solid objects unhindered. This includes trying to lift or move objects, unless they use their Telekinesis ability Likewise, they are immune to non-magical damage, although they can injure each other using ‘physical’ attacks.
Ability ***Invisible*** Naturally invisible, but can make themselves visible with conscious effort. Since they can see others of their kind, invisible or not, they require the use of the Stealth skill to sneak past one another.
Spirit Ability Miasma - Enables the spirit to induce feelings of despair, dread and horror within a radius of its POW in metres. The Magnitude of the effect is equal to twice the spirit’s Intensity. Anyone unable to block the magic must succeed in an opposed test of Willpower skills, or else flee the area in abject terror.
Curse Spirit Ability Reduce Attribute - Action points by 1 point per three full points of Intensity. A possessed victim can be rendered helpless if reduced to zero Action Points
Passion Spirit Intensity 2 ***Madness*** Akin to having a demon whispering into your ear, madness spirits force the host – at times of stress – into acts of irrational or gibbering behaviour. Depending on the spirit’s inclination, this is done by changing the perceptions of the victim, sadistically torturing them, or instilling a degree of increasing paranoia. Madness attacks last 1d3x10 minutes, occurring whenever a skill check is made by the host, and the spirit overcomes that roll in an opposed test using its Willpower.
Passion Spirit Intensity 2 ***Fear*** The possessed host suffers foreboding and timidity, as if they were under the effect of the Demoralise spell (RAW page 125). The subject of the fear must be related to the cult or tradition, thus a sea based spirit could inflict a fear of drowning, and so on.

Standard skills

Spectral combat POW+CHA+50 Willpower POW+POW+50