Animate Specific Element - The spirit can embody itself into non-living matter, allowing it to shape or move the substance as if an actual body. If the material is a pure element such as earth or fire, the spirit may manifest itself physically as per an Elemental with a size in cubic metres equal to twice its Intensity
Animate Specific Substance - The spirit can embody itself into non-living matter, allowing it to shape or move the substance as if an actual body.. If the material is flesh of a dead creature, it instead provides the powers of an Undeath spirit granting bonuses to physical Characteristics (page 153).
Autonomy -Spirit has the ability to venture beyond the normal distance limits of a binding or its summoner’s aura of influence. This allows the fetch to act as an independent scout or messenger.
Cannibalistic - The spirit gains the ability to regenerate its own Magic Points by absorbing the essence of spirits it battles in Spirit Combat. Every successful attack the spirit makes transfers that many Magic Points to its own total. If this exceeds the spirit’s own POW, any surplus energy is wasted.
Comprehension - Grants the ability to understand and speak with creatures associated with that spirit or its animal totem.
Conjugate -Spirit can maintain a permanent mental link with an animist who summons or binds it, no matter the distance between the two or seperation if one or other is within the Spirit World.
Covert - Spirit gains the Stealth skill at 50%+INT+CHA. It can hide from active magical or spiritual observation, by opposing the Perception skill of the observer.
Deadly - Dissipate - Can Dissipate a spirit it has beaten in Spirit Combat.
Deadly - Sunder - Can Sunder a spirit it has beaten in Spirit Combat.
Discorporate - Assuming the spirit is not bound, it may drag the soul of a mortal from their body into the Spirit World. The spirit has a base Dis- corporate skill of 50%+POW+INT. An unwilling target may resist the attempt in an opposed roll of their Willpower versus the spirit’s Discorporate skill. If they succeed, they cannot be affected by the discorporation ability of that spirit again, until a full day has passed.
Domination - Grants the shaman the ability to command all living animals of the cult’s totem within the fetch’s POW in metres.
Eternal - The spirit has Recurring trait (page 138), which enables it to return after being dissipated.
Healing - The spirit is able to cure the effects of disease, if its Intensity is sufficient to counter the condition (see Disease Ability, page 143). It also permits recovery of Minor, Serious and Major Wounds (although they are unable to replace lost limbs), by sacrificing 1 Magic Point per Hit Point healed.
Mana - Permits the spirit to donate its Magic Points to the summoner or holder of its fetish, for use in casting magic or aiding in Spirit Combat.
Manifestation - Spirit may move between the mundane and Spirit World at will. It takes one Action to shift from one to the other. Whilst in the Spirit World the spirit is immune from all attacks (magical or physical) from corporal opponents.
Perceptive -Spirit has the ability to see possessing spirits, bound spirits inside creatures and fetishes, shapeshifted beings, and penetrate illusions in its immediate vicinity. The spirit has a base Perceive Unseen skill of 50%+POW+INT which can be countered by the target of its scrutiny with an opposed test against Conceal, Disguise, Stealth, or a pertinent magical skill.
Persistent - Fetch gains immunity to magical dismissal of any form. This does not mean it is immune to magical damage or Spirit Combat, only that spells such as Banish or Exorcism do not affect it.
Sagacity -Possesses a skill at a value equal to the spirit’s 100% + (INTx2). See pg 145
Shapechange -Grants the ability to shape change the spirit magician into his cult’s totem animal, as described under Shape-shifting spirits (page 152).
Spellcasting -Allows the spirit to either cast magic on behalf of its summoner with a skill of 50%+POW+CHA, or share knowledge of the spells it knows with the holder of its fetish.
Subjugate - Allows the spirit the ability to bind one or more other spirits of lesser Intensity, holding them as vassals without the necessity of a fetish. For spirits of the same tradition, this is usually a willing servitude – a mountain spirit holding several lesser earth elemental spir- its, for instance. If the spirits are not associated, the subjugation is more one of forced enslavement. Each lesser spirit held in subjugation reduces the holding spirit’s Magic Points by a value equal to its Intensity as an enduring cost. Subjugation ends if the holding spirit is ever reduced to zero Magic Points.
Warding -Gains the ability to ward off hostile magic from something the spirit guards, automatically blocking spells with a Magnitude less than or equal to twice the spirit’s Intensity. Although magic is blocked, it is not dismissed by contact with the spirit. For instance, weapon enhancement spells do not vanish when the magician is hit, nor is the enchanted weapon prevented from striking them; only that any magical boosting to damage does not occur.