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 (page 242).
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.
Binding - Can bind one spirit, holding it upon the Spirit Plane without the necessity of a fetish. Old RQ6
Bless - The spirit can boost one Attribute or Skill of whomever controls it. The amount increased depends on the Intensity of the spirit, and the specific type of blessing (see Curse Spirit Effects table for associated costs pg 143), but no Attribute or Skill may be boosted beyond double its original value.
Boost Attribute - Strike Rank by value of intensity. See bless
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.
Curse - The spirit can lower one Attribute or Skill of a victim it passively or covertly possesses. The amount reduced depends on the Intensity of the spirit and the specific type of curse. See page 143
Deadly - Dissipate - Can Dissipate a spirit it has beaten in Spirit Combat.
Deadly - Sunder - Can Sunder a spirit it has beaten in Spirit Combat.
Demesne - A potent ability, the spirit gains dominion over aspects of its environment within a range of one hundred times its POW in metres. Normally the limits of its influence are specified in the spirit’s description. For example, a plant spirit could control the growth, flowering and fruiting of vegetation within its area of effect, whilst a truth spirit might prevent falsehoods being uttered. If the demesne of the spirit is challenged by a character, they may attempt to over- come its power by winning an opposed roll of relevant skills.
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.
Disease - Attacks in spirit combat - if it achieves level of success the victim rolls vs Endurance. Crit = effect occurs each week, Success = every day, Failure every hour Fumble = possessed and carrier. The disease endures until cured magically. Mythras page 143
Domination - Grants the shaman the ability to command all living animals of the cult’s totem within the fetch’s POW in metres.
Elemental - Manifestation - abilities of an Elemental spirit of equal Intensity (assuming it is manifested in the physical world). This is old RQ6.
Eternal - The spirit has Recurring trait (page 138), which enables it to return after being dissipated.
Glamour - Enables the spirit to create illusions within a range equal to its POW in metres. This glamour is a mental illusion that works in a similar way to the sorcery spell Phantom (Sense) (page 171). The spirit can affect one sense per level of its Intensity, with a Magnitude of twice that.
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.
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.
Passion - The spirit can invoke an overwhelmingly strong passion or state of mind in those it possesses. Although in a few cases they can be used beneficently, most are used in a hostile manner. See page 144
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.
Possession - Fetch gains the ability to Possess others – normally an animal of the cult’s totem or the shaman’s body whilst he is discorporate, protecting it from harm.
Puppeteer - The possessing spirit can control the physical body of others. It can be used benevolently to take control of a totem animal or protect a spirit magician’s body whilst he is discorporate. Hostile spirits on the other hand, use this ability to steal the body of a foe to achieve the spirit’s strongest desires.
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.
Telekinesis - This ability grants the spirit the ability to move objects in the physical world despite its nominally intangible form. It gains a STR equal to its Intensity, and can shift items up to its POW in metres distant.
Undeath Spirit: Animate (Dead Flesh) May animate a corpse up to their POW in SIZ. Adds triple its intensity to STR and CON.
Cannot initiate Spirit Combat.
Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead.
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.
Wither - The spirit is able to physically damage corporeal beings, using its Spectral Combat skill or some other Combat Style it possessed before death. The blows inflicts damage equal to its usual Spirit Damage that ignores all non-magical parries and physical armour; requiring opponents to Evade or flee its attacks.