TEXT: SPIRIT MAGIC
  
  LEGEND
  SPIRIT MAGIC
  Original Authors
  Lawrence Whitaker & Pete Nash
  Developer
  Gareth Hanrahan
  Editor
  Charlotte Law
  Layout & Graphic Design
  Will Chapman
  Interior Illustrations
  Carlos Nunez de Castro Torres, Javier Charro, Nick Egberts & Sendol Studio’s
  Playtesters
  Tressy Arts, Nathan Baron, Sergio Bonomo, Simon Bray, Ken Cabana, Colin Driver, David Ednie, Jessica Ednie, Ernest 
  Givens, David Groves, Paolo Guccione, Sally Head, John Hutchinson, Bruce Mason, Carl Pates, Ben Quant, Michael 
  Rieft, Nick Robinson, David Shaw, Manuele Verduci, Phill Winters, Ray Davis, Tammie Davis, Nick Davis, Tim 
  Truelove, Sandrine Thirache, James Lothian, Graham Ellis, Katrina Hepburn and Andrew McMillan
  Copyright Information
  Legend ©2011 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of 
  this work by any means without the written permission of the publisher is expressly forbidden. Legend is 
  presented under the Open Game Licence. See page 29 for the text of this licence. All text paragraphs and 
  tables containing game mechanics and statistics derivative of Open Game Content and the System Reference 
  Document are considered to be Open Game Content.  All other signiﬁ cant characters, names, places, items, 
  art and text herein are copyrighted by Mongoose Publishing.  All rights reserved.  Printed in USA
  
  2
  SPIRIT MAGIC
  Spirit Magic is the practice of animism and ancestor worship. Spirit magicians call upon spirits 
  which manifest their powers on behalf of their summoner or binder. These beings have many 
  names… dryads, nymphs, diseases, ghosts, nightmares, elementals, ancestors; yet in truth, are all 
  sentient fragments of magical energy from which everything is derived. A spirit does not teach 
  or use magic, rather they are magic.
  Spirits ﬂ ow between the mundane plane and the spirit plane, eternally transferring the power of 
  magic to the mundane world and back again. 
  Spirit magicians interact with these beings, utilising the spirit’s magic to augment or protect 
  themselves. Such sentient immaterial beings are powerful allies, being capable of independent 
  action and manifesting their powers for unlimited periods of time.
  The  Spirit Plane
  The spirit world is a place which exists tangentially to the material world. Nothing physical can 
  exist there, only the immaterial. The spirit world is populated by many spirits, which are linked 
  to the natural geographical features, animals and plants of the material world. Also present are 
  the faint souls of mortal beings whose spirits are still bound to a material body. These appear as 
  pale shadows and are hard to perceive.
  The landscape of the spirit plane is abstract, similar to the terrain of its counterpart, but the size, 
  colour and vividness of individual features are dependent on the spirits that inhabit it. Thus a 
  wild, craggy mountain in the real world may appear as a tremendous spirit on the spirit plane, 
  whereas an urbanised region might show as grey lifeless area full of translucent apparitions.
  A soul or spirit which inhabits a physical body or item is deﬁ ned as being corporeal. A corporeal 
  spirit cannot enter the spirit world until drawn forth from its material residence. A soul pulled 
  from its physical body up onto the spirit plane, or a spirit which resides there, is considered 
  discorporate. Whilst discorporate, souls are separated from the senses and sensations of their 
  body.
   How Spirit Magic Works
  Spirit magicians do not use spells to ﬁ nd or inﬂ uence the spirits from which their power derives. 
  Instead they learn two mystical skills, Spirit Walking and Spirit Binding. The ﬁ rst enables them to 
  perceive spirits and spiritually enter the Spirit Plane. The second allows them to summon, bind and 
  dominate spirits in spirit combat. 
  
  3
   Spirit Walking (POW+CON)
  This skill represents the spirit magician’s awareness of the Spirit Plane and its denizens. Anyone 
  with this skill can, with a successful roll, detect (but not observe) the presence of spirits within 
  a range of their POW in metres. The skill is capable of far more – but such secrets are jealously 
  guarded by tribal shamans and only revealed to those who progress higher in a spirit cult’s 
  hierarchy. Each further level of knowledge allows the skill to be used in new ways, permitting 
  observation, communication and eventually freedom to travel the Spirit Plane. 
  Utilising any of the following abilities requires entering a trance-like state, which takes a number of 
  minutes equal to the Species Maximum POW minus their Characteristic POW and costs a single 
  Magic Point.
  If the Skill Test is successful then the spirit magician can perform the following dependant on 
  his rank:
  X Follower – Can see and identify spirits within range.
  X Votary/Seer – Can communicate with spirits within range.
  X Shaman – Can project their own soul onto the Spirit Plane.
  X High Shaman – Can drag the souls of others onto the Spirit Plane with them, at a cost 
  of 1 extra Magic Point per additional person. Unwilling participants resist using their 
  Persistence in an opposed roll against the Spirit Walking skill of the High Shaman.
  Shaman and High Shaman may travel the Spirit Plane to observe and locate other spirits. The 
  skill provides an abstract understanding of the geography and nature of the region and the 
  shaman can travel up to his skill’s value in kilometres away from his body. From the Spirit 
  Plane a shaman who succeeds in a Perception test, can also distinguish the spirits of corporeal 
  creatures in the material world and thus hunt for particular species or even seek out speciﬁ c 
  people.
  If the roll is a critical success then entering the trance is achieved in a single minute. If the roll is 
  fumbled, the shaman is barred from entering the spirit plane for a full day.
   Spirit Binding (POW+CHA)
  Spirit Binding is used to bind spirits into fetishes and control their actions once bound. 
  Additionally, it can be used to summon and coerce a known spirit to perform a single deed for 
  a mutually acceptable service. The POW of the largest spirit which can be bound or controlled 
  cannot exceed three times the critical range of this skill. Thus a character with a Spirit Binding 
  skill of 45% could control spirits of up to 15 POW.
  The binding skill is also used for spirit combat – using mental domination to overcome 
  immaterial beings in a battle of willpower. In this case the value of the Spirit Binding skill is 
  used to calculate the amount of damage inﬂ icted by the spirit magician during spirit combat. 
  
  4
  Spirit Damage
  Skill Value
  Magic Point Damage Inﬂ icted
  01–20
  1D2
  21–40
  1D4
  41–60
  1D6
  61–80
  1D8
  81–100
  1D10
  101–120
  2D6
  121–140
  2D8
  141–160
  2D10
  161–180
  2D12
  181–200
  3D10
  If the Spirit Binding roll is a critical success, then maximum damage is inﬂ icted. If the roll is a 
  fumble, then the shaman overstrain’s himself and sustains the rolled damage to his own Magic 
  Points!
  The Fetch
  A fetch is a shaman’s guardian spirit, which is usually related in form or nature to the totem spirit 
  of his tribe or cult. In order to become a shaman, a spirit magician must ﬁ rst locate his fetch 
  in a dangerous initiation ritual. Such spirit-quests involve the re-enactment of his cult’s mythic 
  foundation to locate his guardian and culminate in a dangerous battle against the traditional 
  enemy of his practice.
  The fetch aids the shaman, protecting and guiding him in the spirit world. It is in every way his 
  spirit brother.
  The beneﬁ ts of a fetch are:
  X The shaman can see spirits, souls and magical auras without needing to enter a trance.
  X The shaman can transfer the Magic Points of the fetch to replenish his own.
  X The fetch can discorporate the soul of a mundane living being, who may resist with an 
  opposed roll of his Persistence against the spirit’s Discorporation skill.
  X The fetch can possess the shaman’s body whilst he is discorporate, protecting it.
  X The fetch can substitute itself instead of the Shaman in spirit combat (if in the same 
  location).
  X The fetch and shaman are in permanent mental contact and are aware of each other's 
  senses.
  X The shaman may invoke any power or ability his fetch knows and likewise the fetch may 
  cast any Common Magic the shaman knows.
  X The bond between shaman and fetch is not vulnerable to magical dismissal.
  The detriments of a fetch are:
  X The fetch may inﬂ uence the personality of the shaman depending on its totem nature (a 
  bear spirit fetch may cause the shaman to become soporiﬁ c during the winter).
  X The fetch may draw upon the Magic Points of the shaman in times of dire need.
  X The fetch will abandon the shaman if he betrays the teachings of his shamanic tradition.
  
  5
  A fetch starts with 200 skill points to be assigned to its skills. Fetches can grow in experience just 
  as the shaman does. If desired, a shaman can transfer any or all of his skill improvement rolls to 
  his fetch instead. 
   Locating and Gaining Spirits
  Spirits can be found in the spirit world inhabiting objects or locations relevant to their elemental 
  source, be it an animal or object. Most are found in remote places where they can dwell without 
  the magical disturbances which accompany higher civilisation or the crowding of other, possibly 
  hostile, types of spirit. Often the location is a place of striking or beautiful appearance but in the 
  case of more transient elements or creatures the locale can shift. River spirits, for example, will 
  obviously be found in rivers and streams, but they could be located anywhere along these from 
  the source to the mouth.
  Locating a spirit normally requires a shaman to travel on the Spirit Plane to seek out a suitable 
  specimen. In some cases a spirit can be stumbled upon by complete accident, in others the 
  home of a speciﬁ c spirit may be a secret known to the seeker’s shamanic tradition.
  Once located, the magician may attempt to gain control over the spirit, either by negotiation 
  or binding.
  Negotiating with a Spirit
  To bargain with a spirit for its aid, the spirit must be willing to negotiate and the supplicant able 
  to communicate with it. This requires the supplicant to be of at least Votary rank and successfully 
  enter a ritual trance. Conversely the supplicant can be discorporated by a shaman’s fetch, the 
  Spirit Walking skill of a high shaman, or the spirit itself, so that bargaining is performed directly 
  on the Spirit Plane. Once communication has been established, the supplicant may either request 
  the spirit’s aid to perform a single task in return for performing a like service for the spirit; or he 
  may offer to form an alliance with the spirit, in which case the supplicant gains its name with 
  which it can be summoned in return for seasonal propitiation.
  Dice
  Average
  Traits: Life Sense, Magic Sense, Possession
  Common Skills: Common Magic, Inﬂ uence, 
  Insight, Lore (Shamanic Tradition), Lore 
  (Spirit World), Perception, and Persistence
  Spirit Advanced Skills: Discorporate 
  (INT+POW), Spectral Combat (POW+CHA)
  STR
  —
  —
  CON
  —
  —
  DEX
  —
  —
  SIZ
  —
  —
  INT
  2D6+6
  13
  POW
  2D6+6
  13
  CHA
  2D6+6
  13
  Combat Actions
  3
  Magic Points
  13
  Movement
  20m ﬂ ying
  Spirit Damage
  Refer to Spirit Damage table, using Spectral Combat skill
  Strike Rank
  +13
  
  6
  Such bargains can be settled by Games Master ﬁ at, or resolved with an Opposed Test of suitable 
  skills, such as the supplicant’s Inﬂ uence skill versus the spirit’s Persistence. Failure to reach an 
  accord has no further effect. Fumbling the roll however, may cause the spirit to react angrily.
   Binding a Spirit
  To capture and bind a spirit instead, the binder must enter the Spirit Plane (using the same 
  methods as with negotiating) and engage it directly in spirit combat. If he is able to beat the spirit 
  down to zero Magic Points and its POW does not exceed the limit set by his Spirit Binding skill, 
  he may then bind it into a physical object; usually an item with ritual and congruent signiﬁ cance. 
  Such objects, once bound with a spirit, are known as fetishes.
  The recipient of a bound spirit does not necessarily need to have captured it himself. Shamans 
  may locate and bind spirits for other tribal members. However, once the spirit is passed over to 
  another, the recipient must perform all duties and responsibilities concerning it and it counts 
  against the recipient’s maximum number of spirits they can hold at any one time.
  The maximum number of spirits which can be held by a spirit magician depends on cult rank:
  X Follower: 1.
  X Votary: ¼ of CHA.
  X Seer: ½ of CHA.
  X Shaman: ¾ of CHA.
  X High Shaman: All CHA.
  If this number is ever exceeded, then the strongest spirit(s) break free, possibly extracting 
  revenge if they were hostile to the binding.
   Using Bound Spirits
  Spirits which are held within fetishes are tied to the Material Plane. Whilst within its fetish a 
  spirit cannot be harmed by hostile magic, other spirits, or break free of its binding – if imprisoned 
  against its nature. However, whilst contained within the fetish, the beneﬁ cial magical power of 
  the spirit cannot be accessed either.
  To use a spirit, the magician must ﬁ rst call it forth from its fetish. This takes a single Combat 
  Action. Once freed, the spirit manifests as a ghostly shape forming a whirling intangible aura 
  about its owner. It is only directly observable to those who have invoked their Spirit Walking skill, 
  or can see magic. Once loosed from its fetish the spirit becomes vulnerable to magical attacks, or 
  the attentions of other spirits.
  Commanding a released spirit is a free action but requires the owner make a successful Spirit 
  Binding Skill Test to ensure that his instructions are understood and followed. Each attempt 
  costs a single Magic Point. If the roll is failed, hostile spirits may act maliciously against the best 
  interests of their owner. Fumbling the roll breaks the binding, returning the spirit to the Spirit 
  Plane and potentially turning on him if hostile. 
  If the spirit’s POW is greater than the limit set by the user’s Spirit Binding skill, any attempt to 
  command it fails.
  Spirits may range up to their owner’s POW in metres. Recalling a spirit back to its binding fetish 
  is automatic. 
  
  7
  The greatest strength of spirits is that their effects are persistent, lasting as long as it is let out from 
  its fetish. This can make spirit magicians formidable foes, yet their spirits are vulnerable to spells 
  such as the Banish, Spirit Block, or even blasting them with some form of magical damage. Once 
  dismissed or destroyed, the spirit is gone for good until a new replacement can be summoned. Thus 
  most practitioners of shamanism tend to keep their spirits carefully hidden away in fetishes until 
  the most propitious time to use them.
   Spirit Combat
  Spirit combat can only occur on the Spirit Plane. Since the souls of mortal beings are tied to their ﬂ esh, 
  they cannot enter the Spirit Plane naturally without aid; and are therefore normally insulated from 
  spiritual attack. Likewise spirits which have been bound to a physical fetish are tied to the material world 
  and removed from the Spirit Plane. 
  However, many spirits such as those of diseases, predatory animals or the malevolent dead, have 
  the ability to discorporate the soul of a corporeal creature. This literally drags the mortal’s spirit 
  out of its body and fully into the Spirit Plane. Once there, they become vulnerable to spiritual 
  combat. In addition, some mortals such as shaman can learn to discorporate themselves and High 
  Shamans can even bring others with them into the spirit world. Other methods exist too. Some 
  narcotics and rare herbs are said to be able to separate the soul from the body and there are even 
  spells that can replicate the effect magically.
  
  Spirit Domination – Optional Rule
  In many genres the soul of a possessed victim can sometimes ﬁ ght against the spirit 
  dominating him, temporarily regaining control of their own body before the possession 
  is re-established. In settings supporting such circumstances Spirit Combat is permitted 
  within the material world but only if both spirits are concurrently occupying the same 
  body or fetish.
  What is a Fetish?
  A fetish is a ceremonial physical symbol, usually portable, that embodies magical power. Any 
  form of item can become a fetish for a spirit but amongst primitive cultures fetishes tend to be 
  items made from an item associated with that spirit. Thus, a fetish holding a tiger spirit might 
  be a necklace of tiger teeth; or an ancestor fetish might be a bone from the ancestor’s body.
  Fetishes are jealously guarded by their owners and it is usually taboo to touch a shaman’s fetish 
  unless speciﬁ cally invited to do so by its owner.
  8
  Encountering a spirit on the Spirit Plane does not necessarily mean that combat will inevitably 
  occur. Many encounters, even with spirits who have discorporated a mortal, can be peaceful, 
  mutually beneﬁ cial and informative. However, if the spirit is hostile then battle generally follows. 
  Fleeing spirit combat is impossible for souls who do not have the Spirit Walking skill, or some 
  form of magic to escape from the spirit world.
  Spirit combat is run in a very similar way to physical combat, save that lacking physical bodies on 
  the Spirit Plane, Attributes are calculated using different characteristics. A spirit or discorporated 
  soul’s spiritual attributes are calculated the following way:
  Combat Actions are determined from its average of INT and POW, rather than the average of 
  DEX and INT.
  Strike Rank is calculated from the average of INT and CHA, instead of the average of DEX 
  and INT.
  Magic Points are calculated as normal but are used by spirits and souls as their Hit Points.
  Spirit Damage is based upon the value of a spirit’s Spectral Combat skill or a soul’s Spirit Binding 
  skill; see the Spirit Damage Table (page 4). If a discorporated Adventurer lacks Spirit Binding, 
  they use half the value of their Persistence on the table instead. 
  Spirit combat progresses just like normal combat. Initiative is rolled and the character or spirit 
  with the highest adjusted Strike Rank goes ﬁ rst, the second highest goes second and so on. Thus a 
  Spirit Combat can be run simultaneously with physical combat using the same SR countdown. 
  Instead of weapons, most spirits have a Spectral Combat skill which they use in spirit combat. Spirit 
  magicians use their Spirit Binding skill instead, whereas those uninitiated in spirit magic must rely on 
  half of their raw Persistence skill. Attacks are made by rolling an Opposed Test between the attacker 
  and the defender, using their relevant skills. 
  If the attacker wins the Opposed Test they inﬂ ict an amount of damage equal to their Spirit 
  Damage to the opponent’s Magic Points. If the defender wins, then no damage is incurred. 
  
  9
  If the defender runs out of Combat Actions with which to defend themselves, then they are left 
  wide open and the attacker may attempt to make an unopposed attack roll. A character engaged in 
  spirit combat may forgo their attack in order to cast magic instead.
  Combat continues until one of the combatants is reduced to zero Magic Points. At this point the 
  loser may automatically be either Possessed (if mortal), Bound (if a spirit), Exorcised (if currently 
  possessing a mortal) or Dissipated (destroyed). If the dissipated spirit was a discorporated mortal, 
  then the physical body dies with the destruction of its soul. Some spirits can recover from being 
  dissipated if they have the Recurring trait.
   Possession and Exorcism
  A possessed creature is one whose control of their physical body has been usurped by another spirit or 
  soul. This is normally the result of losing a Spirit Combat, whereupon the victor entwines itself around 
  the defeated soul and rides it back to the loser’s corporeal body in the material world. There are two forms 
  of possession, Dominant and Covert.
  Dominant Possession occurs when the possessing entity literally takes complete control of the 
  possessed body. The victim is fully aware that its body has been taken over but is absolutely 
  helpless, unable to take any action at all. The possessor does not have access to any of the 
  memories, skills or magic of the possessed but substitutes its own instead.
  To detect a dominant possession requires a successful, unopposed test of either Perception if 
  viewed magically, or Spirit Walking.
  Covert Possession is when the spirit hides in the body of the possessed, riding it like a hitchhiker. The 
  victim retains complete control over his body and remains completely unaware of his possession, 
  unless the spirit chooses to inform him of its presence. Some spirits take over the victim’s body 
  at night when they are sleeping, thus keeping their existence secret – save for inevitable physical 
  exhaustion and ﬂ eeting nightmares. Another example of covert possession is a curse or disease spirit 
  which infects that creature with some form of debilitation. No manner of magic or healing will stop 
  the effects until the spirit responsible is somehow cast out.
  Detecting a covert possession requires a successful Opposed Test of the investigator’s Perception 
  (if viewed magically) or Spirit Walking skill versus the spirit’s Stealth skill.
  No creature can ever purge itself of a possessing entity. They may only be exorcised by a separate 
  individual defeating the possessor in spirit combat, or by successfully casting a speciﬁ c type of 
  expulsion magic. If the original body of a mortal possessor has been killed in its absence, then its 
  soul dies when it is exorcised. Spirits merely return to the spirit plane.
  Needless to say, a possessing spirit or soul can willingly abandon a possession at any time – unless 
  they have been maliciously bound to that particular body.
   Spirit Types
  There are many forms and types of spirits. They range in power from minor sprites all the way 
  up to the Great Spirits who may be seasonal storm winds, plagues, turbulent rivers, terrifying 
  wildﬁ res or huge mountains.
  
  Designing Spirits
  Most of the spirits listed here are simply examples of an almost inﬁ nite range of possibilities. 
  To help Game Masters create new and unique spirits, use the following guidelines:
  X A spirit usually provides a single advantage. This can be either knowledge, an attribute 
  (not characteristic) boost, a Heroic Ability, domination of a particular species, or 
  inﬂ icting a detrimental effect.
  X Whatever the advantage, it has to be capable of being a permanent effect – being 
  constantly on. The effect must also be balanced according to other comparable spirits, 
  Divine Magic and Sorcery.
  X The magnitude of the spirit’s advantage is always proportional to its POW. Since many 
  spirits have a variable amount of POW, you can have weak to great versions of most sorts 
  of spirit.
  X The majority of spirits by default possess a minimum Spectral Combat skill equal to their 
  POWx5% and a Persistence of POWx4%. Those which attack mortals by discoporation 
  have a Discorporate skill of POWx5% and those which covertly possess victims also have 
  a default Stealth skill of POWx4%.
  10
  X A spirit can be an incarnation of an abstract magical or natural effect.
  X A spirit can be a collective soul of a species of plant or animal.
  X A spirit can be the venerated soul of a dead ancestor.
  X A spirit can be the vengeful remnant of a dead creature.
  All spirits are sentient, although the degree of sentience and freewill is likely to be dictated by the 
  nature of the spirit. Ancestor spirits, for example, will display all the intelligence and coherence 
  of their mortal form; but nature spirits are likely to see, view and articulate themselves in ways 
  that reﬂ ect their origin. Shamans are capable of communicating with spirits, interpreting their 
  sometimes incoherent ways of communicating, through their training and exposure to the spirit 
  world.
  Ancestor Spirits
  Ancestor spirits are the souls of family members who reside on the Spirit Plane after death. A spirit 
  magician who quests on the Spirit Plane will only ever encounter ancestors with whom he has a 
  relationship, ﬁ nding both venerated ancestors and despised enemies. Such spirits continue their 
  existence in houses, halls, tribes or communities resembling those they occupied before death. 
  Spirit magicians may ask questions or request aid from their honoured ancestors; or conversely 
  attempt to bind and imprison an enemy ancestor, preventing it from being called upon by their 
  foes.
  Ancestor spirits are a source of knowledge. They possess skills in which they excelled during their 
  life, the mastery of which has prompted their continued veneration. The spirits of those who 
  died without noteworthy deeds tend to fade and dissipate, once their immediate descendants 
  pass on. Thus most ancestor spirits are noted heroes, remembered many generations after their 
  death.
  Normally an ancestor spirit may only be summoned to the material world by a spirit magician 
  of direct descent. If no blood tie exists, a shaman must travel to the home of that ancestor on the 
  
  11
  Spirit Plane. Once summoned or located, the spirit can be asked questions concerning the family 
  line, or events which happened during its lifetime. Such requests only require the successful use 
  of the Inﬂ uence skill and cost nothing further.
  Alternatively, the spirit magician may request the ancestor’s aid in performing an important deed. 
  Such appeals come at a cost, usually involving a personal sacriﬁ ce (a treasured item, a habit, a 
  relationship and so on) and votive gifts to that particular spirit. This veneration keeps the memory of 
  the ancestor alive, promoting his continued existence. In return the ancestor will possess the body of 
  its descendant. This bargain places the supplicant at a dangerous disadvantage since he cannot prevent 
  the ancestor from using his body in any way the spirit likes. Unsympathetic ancestors often succumb 
  to long forgotten passions, or attempt extreme acts to further their renown – being in little danger of 
  personal harm if their host dies.
  However, most venerated ancestors are content to remain in the peace of the afterlife. To prove 
  both themselves and the task are worthy of its stature, the magician must defeat his ancestor in 
  mock Spirit Combat. If the descendant is defeated, then the ancestor considers the request below 
  their dignity and refuses aid. If the ancestor is defeated, it is roused into providing aid and will 
  possess their descendant.
  Whilst possessed, the spirit magician may substitute certain of his own skills for the heroic level 
  skills of the ancestor. The older and more powerful the ancestor, the higher its skill mastery. 
  They normally know 1d3+2 skills at a heroic level of 90%+POW. Warrior ancestors have combat 
  skills, shaman ancestors have spirit skills, hunter ancestors have stealth and tracking skills and so 
  on. In addition, every ancestor has 1d3 Heroic Abilities.
  Whilst possessing the body of a descendant, the ancestor cannot be called upon by other tribal 
  members. For this reason, an ancestor spirit usually only remains until it has achieved the 
  objective for which it was summoned. Since ancestors refuse to be bound into fetishes (unless 
  forced to by an enemy shaman) they do not count towards the normal limit of spirit bindings.
  INT – As per mortal of the species.
  POW – Usually 1d10+10 and greater.
  CHA – As per mortal of the species.
  Skills (at 90+POW%): Choose from any skill relevant to the ancestor’s profession and culture, plus 
  Persistence at POWx4% and Spectral Combat at POWx5%. Ancestors know as many points of 
  Common Magic as they have POW. Lacking fetishes, they do not have any bound spirits but can 
  summon favoured spirit allies they used during their life (shaman still have their fetch however).
  Bane Spirits
  Bane spirits strive to absorb the essence of other spirits. Due to their entropic touch, the Magic 
  Point damage they inﬂ ict is permanent and spirits dissipated by them are forever destroyed. 
  Bane spirits are so abhorred by most shaman that they are often bound and imprisoned in 
  remote or accursed locations, preventing them from causing harm. They are rarely used, save by 
  the insane, or those driven to suicidal revenge. If constrained to a fetish, bane spirits can be sent 
  against other spirits to engage them in spirit combat. If the bane spirit wins, it consumes the 
  defeated spirit, destroying it utterly, including other bane spirits.
  Their characteristics are 1d6 for INT and CHA and a POW which ranges from 3d6 upwards.
  
  12
   Elemental Spirits
  These spirits originate from the elements, Air, Darkness, Earth, Fire, Moon and Water. They are 
  the same beings summoned by such spells as Elemental Summoning but a spirit magician can 
  invest their powers within his own body.
  For example, a shaman could bind a ﬁ re elemental and use it to give himself a burning touch, an earth 
  elemental to move himself through earth and rock, a water elemental to survive underwater and swim 
  fast and so on.
  An elemental spirit’s INT, CHA and abilities are equal to an elemental of corresponding size. The 
  spirit’s POW is 1D6+6 for the equivalent of a 1 cubic metre elemental. Each further +6 increases 
  its size by another cubic metre.
   Guardian Spirits
  These spirits originate from the Spirit Plane and ward the summoner from hostile magic. They 
  are often found in places where vast sorceries have been cast, or holy sites where a god invoked 
  his immortal power. They can also be drawn to intense concentrations of magic, large ceremonies 
  or battleﬁ elds for example.
  A guardian spirit protects the holder of its fetish by interposing itself before offensive spells. The spell 
  must ﬁ rst overcome the Persistence of the guardian spirit. If it fails, the spell is negated. If the spell 
  overcomes the spirit, it continues onto the spirit magician, who may then also resist the spell. 
  The spirit can neutralise spells of up to one Magnitude for every three points of its POW. If 
  the spell’s Magnitude is greater, the spirit is unable to affect it. If a magic spirit encounters an 
  anti-spirit spell, such as Spirit Block or Banish, it may attempt to resist the spell, before it is 
  affected.
  Guardian spirits characteristics are 2d6 for INT and CHA and have a POW which ranges from 
  3d6 upwards
   Nature Spirits
  These are the spirits of natural things which live and grow in the material world. Sometimes 
  speciﬁ c animals or plants are worshipped as totems – the spiritual guardian and strength of a 
  tribe. Spirit magicians who devote themselves to a particular species in this way are always on 
  friendly terms with spirits related to their totem but suffer neutral or hostile reactions from other 
  nature spirits.
  Nature spirits embody a myriad of different abilities depending on the plant or animal they 
  originate from. In general each spirit should encompass one of the following effects, something 
  which represents a quality expressed by its species’ corporeal form. If two or more nature spirits 
  with the same ability are used at the same time by the same magician, only the stronger spirit will 
  take effect.
  X Boost an attribute – Armour Points, Damage Bonus, Hit Points, Magic Points, Movement 
  or Strike Rank.
  X Dominate species – Can control behaviour of members of its own species (even plants!).
  X Increase a skill – Gain a bonus to a skill used by that species.
  X Manifest a Trait – Use a Trait possessed by the species, such as a special sense or 
  movement.
  
  13
  X Combat Manoeuvre – Grants a speciﬁ c combat manoeuvre which can be automatically 
  used if they succeed in the relevant attack or parry, in addition to any they may have gained 
  for the better level of success.
  The intensity of the effect is equal to either:
  X The number of steps an Attribute is increased, such as increasing Hit Points by 2 on each 
  location would be two steps.
  X The number of creatures which can be controlled simultaneously.
  X Each 10% increase to a skill .
  The Characteristic POW of nature spirits is based on the intensity of their effect. A level 1 
  intensity spirit has a POW of 1d6+6, an intensity two spirit a POW of 1d6+12, an intensity three 
  spirit a POW of 1d6+18 and so on.
  Spirits which embody Combat Manoeuvres or Traits are the exception. Those which grant a 
  Combat Manoeuvre have a minimum POW of 1d6+18 (1d6+24 for critical only manoeuvres); 
  whereas those which grant Traits have a minimum POW of 1d6+12 and sometimes more if the 
  particular effect warrants it.
  The other characteristics of a nature spirit match those of its corporeal cousins. A lion spirit 
  would have an INT of 5 and a CHA of 5, for example. If no example characteristics are available 
  for the species, they can be randomly generated by rolling 1d4+2.
  Some example nature spirits follow. Remember that these are individual spirits and others of 
  their kind may be more or less powerful.
  Rhino Hide (Intensity 3 boost AP, rhino spirit) – INT 3, POW 20, CHA 3. CA 2, SR +3, HP 
  20, Spirit Damage +1d10. Persistence 80%, Spectral Horn 100%. Increases the natural Armour 
  Points of the magician by 3 points. These do not affect the wearing of additional armour, or 
  reduce Strike Rank.
  Strong Claw (Intensity 1 boost Damage Bonus, bear spirit) – INT 5, POW 10, CHA 5. CA 2, 
  SR +5, HP 10, Spirit Damage +1d6. Persistence 40%, Spectral Claw 50%. This spirit boosts the 
  Damage Modiﬁ er of the magician by one step, a shaman whose Damage Modiﬁ er was normally 
  +1d2 would be increased to +1d4.
  Tawny Might (Intensity 2 boost Hit Points, grifﬁ n spirit) – INT 6, POW 16, CHA 7. CA 2, SR 
  +7, HP 16, Spirit Damage +1d8. Persistence 64%, Spectral Gore 80%. Adds an extra 2 HP to 
  each location of the magician.
  Green Vigour (Intensity 4 boost Magic Points, oak spirit) – INT 1, POW 25, CHA 1. CA 3, 
  SR +1, HP 25, Spirit Damage +2d8. Persistence 100%, Spectral Roots and Branches 125%. 
  Increases the magician’s Magic Points by 4.
  Long Hoof (Intensity 3 boost Movement, horse spirit) – INT 4, POW 22, CHA 5. CA 3, SR 
  +5, HP 22, Spirit Damage +2d6. Persistence 88%, Spectral Hoof 110%. The spirit boosts the 
  magician’s Movement by 3 metres.
  
  14
  Swift Thought (Intensity 2 boost Strike Rank, mongoose spirit) – INT 4, POW 17, CHA 5. CA 
  3, SR +5, HP 22, Spirit Damage +1d10. Persistence 68%, Spectral Bite 85%. Augments the 
  Strike Rank of the magician by 2 points.
  Fang Brother (Intensity 1 Dominate Species, wolf spirit) – INT 5, POW 9, CHA 5. CA 2, SR +5, 
  HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%. Spirit will allow the magician 
  to dominate and control a single wolf. 
  Tenacious Life (Intensity 2 Increase Skill, ivy spirit) – INT 1, POW 14, CHA 1. CA 2, SR +1, 
  HP 14, Spirit Damage +1d8. Persistence 56%, Spectral Hoof 70%. Increases the magician’s 
  Resilience skill by 20%.
  Sharp Ears (Intensity 2 Manifest Trait, bat spirit) – INT 3, POW 18, CHA 3. CA 2, SR +3, 
  HP 18, Spirit Damage +1d10. Persistence 72%, Spectral Squeal 90%. Magician gains the 
  Echolocation Trait.
  Savage Snip (Intensity 3 Combat Manoeuvre, praying mantis spirit) – INT 3, POW 23, CHA 3. 
  CA 3, SR +3, HP 23, Spirit Damage +2d6. Persistence 92%, Spectral Foreclaw 112%. Grants the 
  automatic free use of the Choose Location combat manoeuvre whenever the magician succeeds 
  in his attack.
   Sickness and Curse Spirits
  Sickness and curse spirits are malevolent beings which attack and covertly possess mortals. Once 
  in possession they emulate speciﬁ c disease effects (see page 78 of the Legend Core Rulebook). 
  Sickness spirits tend to gather (on the Spirit Plane) near the bodies of the recently dead, attracted 
  by the eventual departure of its soul. From there they usually lay in wait for mortals to approach 
  and follow them until they sleep or pass into an unconscious state. At this point they use their 
  Discorporation skill to drag the target’s soul onto the Spirit Plane. If they succeed in defeating 
  the victim in spirit combat then they covertly possess him and inﬂ icting the effect of their 
  disease.
  Curse spirits are similar in effect to sickness spirits but they are normally captured by shaman at 
  sites of great disaster and misfortune. Once bound they are used as offensive weapons to overtly 
  possess the spirit magician’s enemies.
  Both types of spirit have an INT and CHA of 2d6. Their POW can range from 1d6+6 upwards. 
  The bigger the POW the stronger they are in spirit combat and the more difﬁ cult to exorcise 
  once discovered. Each +6 grants an additional disease/poison effect (see Poisons & Diseases, page 
  78 of the Legend Core Rulebook).
  
  15
  SHAMANISM FOR FUN 
  AND PROPHETS
  Legend introduces a new, free-form system of Spirit Magic mixing a blend of academic 
  realism and fantasy. The rules provide a toolkit of ideas that can be used to create many 
  different kind of animistic traditions but the openness of the system can make it hard to 
  know where to start or how to ﬁ t spirit magic into your own campaign. This article provides 
  answers to questions that have been asked and tools to help bring spirit worship to life in any 
  campaign. This is the ﬁ rst of two articles: the second will expand upon the range of spirits 
  and spirit encounters available to spirit worshippers.
  Animism is the broadest term for a worldview in which the world is infused by spirits, and 
  shamanism is just one type of animism. Legend focuses on shamanism but the rules can 
  accommodate most forms of animism. For example, Shinto or ‘folk Hinduism’ can be seen 
  as animistic practices as can ancestor worship among the Romans and ancient Greeks. And, 
  as can be seen in any bookshop, many new age beliefs are fundamentally animistic. Legend 
  spirit magic is as applicable to the modern world as it is to the ancient.
  Spirit Cults & Traditions
  Although most spirit worshippers will be a member of a cult, the organisation is unlikely to 
  be anywhere near as formal as a divine cult or sorcery school. Spirit cults are more likely to 
  be loose afﬁ liations or may simply consist of members of single family or clan or tradition of 
  veneration of spirits. Such traditions share one simple insight: the world is alive. Each rock, 
  plant, animal and each cloud, pool and storm has its own spirit. Such spirits themselves, 
  especially the spirits of ancestors, may also be members of a tradition or be friendly towards 
  a particular tradition. Other spirits may simply have no interest in the mundane world. Some 
  may be actively hostile to members of a particular tradition. 
  Because there are so many ways to approach spirit worship, cults tend to be diverse but as a 
  rule of thumb each spirit cult tends to have access to ﬁ ve or six types of spirit with whom it 
  is friendly and when added up, these spirits will usually offer 7-12 different beneﬁ ts. Smaller 
  spirit cults have access to fewer friendly spirits. 
  Nearly all cults will have access to ancestors and guardian spirits plus a number of nature 
  spirits depending on the cult’s background. Cults with particular elemental afﬁ liations will 
  have access to elemental spirits. Curse and bane spirits are not usually part of a tradition and 
  any spirit magician attempting to bind them into service is taking a serious risk.
  Defining Spirits
  The denizens of the spirit plane are varied and diverse. Spirit magic allows practitioners to 
  approach spirits in two ways: as beings with which they can communicate and as entities 
  which can be bound to service. A spirit magician’s most frequent interaction with spirits 
  will be through the use of the Spirit Walking skill to communicate with them. In this respect 
  spirits are non player characters who can be interacted with during game sessions. Spirit 
  
  16
  Binding is the skill of persuading or forcing a spirit into service or protecting oneself from 
  harmful spirits. Legend provides a basic breakdown of spirit types and how to quantify what 
  beneﬁ ts a bound spirit might provide. The two key elements anyone wishing to bind a spirit 
  needs to know about it are its Intensity and its attitude towards the spirit mage.
  Intensity
  Intensity is an attribute of spirits. When it comes to Spirit Magic, the Intensity of a spirit 
  measures the beneﬁ t it can give to the spirit’s controller as well as how difﬁ cult it is to 
  command. The greater a spirit’s POW, the greater its Intensity. A spirit’s Intensity can be 
  calculated from the following table.
  Spirit Intensity Table
  Intensity POW
  POW Range
  Typical POW
  1
  1D6+6
  7-12
  10
  2
  1D6+12
  13-18
  16
  3
  1D6+18
  19-24
  22
  +1
  +6
  +6
  +6
  Attitude
  Each spirit has an attitude towards magicians who approach it. Some will be friendly, others 
  neutral and some hostile. Spirits belonging to the magician’s tradition will most likely be 
  friendly. Neutral spirits consist of both those belonging to traditions which are not hostile 
  to the shaman as well as those not considered part of any tradition. Hostile spirits are those 
  belonging to enemy traditions or are inherently antagonistic due to mythic, runic or elemental 
  oppositions. The attitude of a spirit towards a spirit magician affects how it will react to being 
  approached, to being bound and what it might do if it ever escapes a binding. 
  Binding Spirits 
  The Legend rules leave it up to the players and Games Master in any campaign to determine 
  the precise procedures for gaining spirits with the assumption each campaign will generate 
  its own guidelines. There are, however, some common elements that are likely to underlie 
  most Spirit Magic traditions. 
  Worshippers of a spirit cult gain spirits through undertaking a ritual in collaboration with 
  a shaman to bind a spirit into a fetish. The shaman searches the spirit plane for a suitable 
  spirit for the supplicant, defeats it in spirit combat and then binds it to a fetish that has been 
  prepared by both shaman and supplicant. While the shaman journeys, the supplicant fasts and 
  mediates, purifying himself in preparation for the gift of the spirit. The bound spirit counts 
  against the owner’s limit, not the shaman’s. Although there is nothing stopping a non-shaman 
  undertaking the search and binding a spirit by himself, the task is dangerous and would be 
  frowned on by other members of the community. 
  Shamans will usually only provide spirits to members of the same tradition or in recompense 
  for great favours and they will only bind friendly spirits associated with their cult in this 
  manner. The fetish costs the recipient one Improvement Roll per point of Intensity of the 
  spirit. This cost represents the time and personal development needed for a spirit worshipper 
  to make themselves worthy of the gift. The ritual usually takes a week and at the end of 
  
  17
  the week the player should roll the spirit’s characteristics randomly based on the spirit’s 
  Intensity. It is possible the spirit gained may be too powerful for the adventurer to control. 
  Spirits with an Intensity of 5 or more are likely to have a POW of over 30 and a spectral 
  combat skill of 150% or more meaning that only the greatest of the High Shamans can defeat 
  them in spirit combat unless several shamans join together in a Concert. Such actions should 
  be played out rather than relegated to Down Time. 
  Once bound to the mundane plane in a fetish a spirit can no longer regenerate Magic Points 
  nor can it perceive the world around it so the spirit lies quiescent until either temporarily 
  released or the fetish is broken. 
  An adventurer may ‘upgrade’ the spirit in a fetish to a more powerful spirit of the same type 
  by paying the difference in Improvement Rolls. For example an adventurer with a fetish 
  containing an Intensity 2 Nature spirit can upgrade it to an Intensity 3 Nature Spirit by paying 
  1 Improvement Roll. They can also replace the spirit with the same type of spirit of the same 
  Intensity if they wish and they can persuade a shaman. 
  Remember shamans are not magic item factories. Each shaman is a combination of priest, 
  doctor, teacher, lawyer, undertaker and spiritual border guard for their community. Most of 
  their time is taken up with mundane affairs and they have very little time for the extensive 
  work required for creating fetishes. Most community members may gain a fetish as an 
  adulthood ritual and maybe at one other rite-de passage. Shamans have more important 
  things to do than provide magic items for wandering adventurers. 
  Using Fetishes 
  A bound spirit must be released from its fetish in order to use its ability. To release the 
  spirit the magician simply spends a single Combat Action: this does not cost any Magic 
  Points and automatically succeeds without any skill test required. Commanding a released 
  spirit is more difﬁ cult. The spirit magician must use a free action, spend one 1 Magic Point 
  and succeed at a Spirit Binding skill test in order to make a successful Spirit Command 
  Test. The Magic Point is spent regardless of whether or not the Spirit Binding skill roll is a 
  success. A free action is an action that can be performed at the same time as a regular Combat 
  Action. Generally, one free action can be performed per Combat Action. Therefore a spirit 
  magician can spend 1 Combat Action to release the spirit and, as part of the same action, try 
  to Command the spirit. This is how a spirit magician normally attempts to control their spirits 
  because a spirit released from a fetish without being commanded can act as it sees ﬁ t until 
  it is brought under control. If the spirit is a hostile one, such as a curse spirit, it may take the 
  chance to immediately attack the owner of the fetish. 
  A critical success when trying to Command a spirit means the attempt costs no Magic Points. 
  A failed attempt to Command the spirit means that the spirit magician must wait until their 
  next Combat Action to try again. While a spirit is under the owner’s control it will perform 
  its orders to the best of its abilities but if the owner wishes it to perform a new action, he will 
  have to make a new Spirit Command Test. There is always the possibility of losing control 
  of a spirit and the more powerful a spirit is, the more dangerous it is likely to be if the owner 
  loses control. 
  Commanding a spirit currently under its owner’s control to return to its fetish automatically 
  succeeds and does not cost any Magic Points; this is an effect of the binding ritual. If however 
  
  18
  the owner does not have control of the spirit he will have to make a successful Spirit Command 
  Test to order the spirit back into its fetish. Given the potential risk of uncontrolled spirits it is 
  no surprise shamans will only provide their followers with friendly, easy to control spirits.
  A fetish created by a spirit magician can only be used with the Spirit Binding skill. Should 
  someone come into possession of a fetish but not have the Spirit Binding skill then they will 
  not be able to use the fetish. However he could take the risk of breaking the fetish and hoping 
  that the spirit will be grateful. As an optional rule it is possible to release a spirit from a fetish 
  by spending 1 Magic Point. This does not naturally give any control over the spirit but fans 
  of Sinbad tales may see ways to utilise this rule creatively. 
  A fetish holding a spirit will take on some of the spirit’s essence over time. So a bear tooth 
  holding a bear spirit may seem dozy in winter or take on bearish odour. Fetishes holding 
  curse or sickness spirits may emit a miasma inducing minor symptoms in the holder, making 
  such fetishes extremely unpleasant. On the other hand, a stone holding a Salamander Spirit 
  will be warm to the touch, which may occasionally be useful.
  Breaking a fetish immediately frees the spirit it contains and allows it to return to the spirit 
  plane. A freed spirit may attempt to ﬂ ee back to the spirit plane or, if hostile, possibly attempt 
  to attack the owner who imprisoned it. Malicious shamans sometimes trap places with easily 
  broken fetishes containing dangerous spirits. 
  The visual effects of using a fetish will vary depending on the setting. In a pseudo-historical 
  setting the spirit’s effects would be invisible to the naked eye. In fantasy setting the magician 
  might take on certain visual cues or the shadow might change. In an epic fantasy campaign 
  perhaps the snarling ﬁ gure of a wolf might surround the magician, seeming to lash out at 
  enemies. 
  Shamans and spirits
  The previous section looked at how to gain and use a fetish provided by a shaman. This 
  section examines how a shaman can gain spirits by journeying to the spirit plane and binding 
  spirits to service. Using Intensity as a measure of a spirit’s power, the table below shows what 
  the shaman’s required minimum skill in spirit binding along with the cost in Improvement 
  Rolls to bind a spirit. 
  Spirit Hunting
  Intensity
  Spirit Binding Skill Minimum Requirements
  IRs
  1
  61%
  1
  2
  81%
  2
  3
  121%
  3
  4
  141%
  4
  For friendly spirits, the minimum skill requirement is reduced by 20%. In addition, a shaman 
  may pay 1 additional Improvement Roll for friendly or neutral spirits in order to reduce 
  the minimum spirit binding skill requirement by another 20%. So, a shaman spending 4 
  Improvement Rolls and approaching a friendly spirit of Intensity 3 needs a minimum spirit 
  binding skill of 81% rather than the usual 121%. These ﬁ gures are based on shamans acquiring 
  spirits during Down Time and represent a minimum of risk and maximum guarantee of 
  
  19
  success. It takes 1D6 days of Down Time to ﬁ nd and bind a friendly spirit, 2D6 days to ﬁ nd 
  a neutral spirit and 2D6+6 days of careful planning to safely ﬁ nd a hostile spirit that can be 
  bound. 
  The Spirit Binding Skill requirement to ﬁ nd a spirit on the spirit plane and defeat it in spirit 
  combat is not the same as the requirement needed to control a spirit already bound into a 
  fetish. A spirit magician with a Spirit Binding skill of 40% is able to control a bound spirit of 
  up to POW 12. However that same spirit will probably have a spectral combat skill of 60% 
  (POWx5%) and would is likely to defeat the magician if he attacked it in spirit combat. It 
  takes a higher skill to ﬁ nd and bind a spirit than it does to merely control one already bound 
  in a fetish. 
  Of course players can have their shaman characters undertake quests to ﬁ nd spirits during play 
  sessions. In this case there is no Improvement Roll cost involved and they can tackle more 
  dangerous spirits with help from allies. Such sessions are full of roleplaying opportunities. 
  The Shaman’s Fetch 
  Not every Shamanic tradition features fetches and those that do vary in the nature of the 
  fetch. In some traditions the fetch is the awakened “other half” of the shaman. In this case 
  the fetch and shaman are two sides of the same soul with the fetch perceiving the Spirit Plane 
  while the shaman exists on the mundane plane. In other traditions the fetch is a spirit (often 
  an animal guide) who is drawn to the shaman to become their spiritual partner. In both cases 
  the prospective shaman must undertake a successful Vision Quest in order to gain the fetch. 
  This is a dangerous ritual, and it may cripple or kill the shaman if he fails to complete it 
  successfully. 
  The precise abilities of a fetch vary widely between traditions. In cases where the fetch is the 
  shaman’s other half the fetch often provides the shaman with the ability to shapechange. If 
  the fetch is an animal guide then the shaman may gain the ability to communicate with such 
  animals, control them or gain traits of the animal; this is commonly the case with the animal 
  nomad shamans in Glorantha. 
  A fetch is never bound into a fetish. In some cases a shaman may create an item referred to as 
  a fetish, which is used to focus their relationship with their fetch but this is generally a matter 
  of tradition and does not usually have a game effect. 
  This is potentially a huge advantage and Games Masters will have to decide whether concerts 
  exist in their campaign and how easy it is to ﬁ nd a teacher for the Concert skill. By default 
  it is rare skill and it is recommended you do not introduce it into a game until you feel 
  comfortable with spirit magic.
  Spirit Allies
  Over time a shaman gradually makes contact with many spirits. Rather than binding them all 
  to service, most Shamans attempt to strike bargains; they provide something the spirit wants 
  and the spirit undertakes some service. In game terms, such spirits are effectively contacts and 
  act as non player characters. Some spirits are willing to enter into a more formal arrangement 
  by providing the Shaman with their name, becoming an ally of the shaman. In response the 
  Shaman agrees to undertake some sort of repeating task or to uphold a geas or compulsion. 
  On the most abstract level assume the task will cost the shaman one Improvement Roll per 
  year to represent the service or inconvenience. 
  
  20
  Summoning a spirit contact or ally requires the shaman to make a Spirit Walking skill test 
  and spend 1 Magic Point; this takes a single Combat Action and the Magic Point is spent 
  even if the skill test fails. It will usually take 1D6 minutes before the spirit arrives. If the spirit 
  is a contact then the shaman must succeed at the Spirit Walking skill test or else the spirit 
  does not appear. If it is an ally it will appear regardless of the skill result unless the Shaman 
  fumbles. In either case, if the skill test is a critical success the spirit will appear at the end of 
  the Combat Round.
  Some allies may be willing to undertake tasks for the magician or even ﬁ ght for him by 
  discorporating an enemy but this should be a relationship that unfolds over time in play. 
  Most spirits are no more capable of interacting with the mundane world than mortals are 
  capable of interacting with the spirit world. A shaman can however use their Spirit Walking 
  skill to summon a consenting spirit to the mundane world. A High Shaman can use their 
  Spirit Walking skill to forcibly drag a spirit to the mundane plane if he overcomes the spirit’s 
  Persistence.
  Spirit Powers
  There are four ways in which a spirit magician can use a spirit’s powers. The simplest and 
  safest way is the augmentation provided by nature and guardian spirits. The spirit gives the 
  magician a beneﬁ t by impressing itself upon the magician’s soul and is easily returned to a 
  fetish. Elemental spirits however require embodiment, a harder and more demanding act. A 
  weak magician who incautiously embodies an elemental spirit risks being consumed by it. 
  Finally, ancestor spirits possess the magician, taking complete control. Should an ancestor 
  not wish to depart there is little the unfortunate magician can do. Finally some spirits such 
  as curse and sickness spirits are freed to attack a victim. The danger in this act is that if the 
  magician is weak the spirit may turn on him instead.
  Ancestor Spirits
  Unlike the other spirits which are generally bound for their abilities, ancestors are venerated 
  by spirit magicians and their aid is requested. If the ancestor agrees to aid it possesses the 
  spirit magician’s body. As the spirit magician’s body is the link to the mundane plane no 
  fetish is required, instead there must be a blood link between the host and the ancestor. The 
  ancestor may agree to inhabit the body of a willing third party provided a blood link exists.
  Some ancestors are prepared to temporarily inhabit an item of great signiﬁ cance to the 
  ancestor in order to be manifested for some purpose. The item might be an altar, family 
  sword, a crown or even a signiﬁ cant place such as a tree in a secret grove. The ancestor will 
  voluntarily enter the item as if it were a fetish and wait to be released when it will perform 
  one agreed upon service. Being bound in this way is extremely unpleasant so the expectation 
  is that this will only last a few hours. Any longer and the spirit may extract penance at the ﬁ rst 
  possibility. Regardless of whether the ancestor is inhabiting a body or object it counts against 
  the number of spirits able to be controlled by a spirit magician.
  Although ancestor spirits of Intensity 1 exist they tend to be too weak and too little known 
  to be venerated outside of maybe a small family shrine. All venerable ancestors tend to be 
  Intensity 2 or greater and were notable heroes in their time. Since they died, the veneration 
  they have received is likely to have further enhanced their POW. We will present a simple 
  system for designing ancestor spirits of any Intensity. 
  All ancestor spirits know the Lore and Culture skills of their people and region at 90% plus 
  their POW. They also know Persistence at POWx4%, and Spectral Combat at POWx5%. In 
  
  21
  addition, for each level of Intensity an ancestor spirit can choose one additional skill which 
  it knows at 90% plus its POW and pick twice from the following list:
  • another skill at 90% plus POW;
  • Discorporate skill at POW*5%;
  • one Heroic ability;
  • one Common Magic spell at the maximum Magnitude it can memorise (as well as Common
  Magic skill at 90% plus POW if it is not already known);
  • has a fetch. (The ancestor is a shaman. The Fetch’s characteristics are equal to the ancestor’s
  +1D6-1D6. For example an ancestor with a POW of 20 has a fetch with a POW of 20-
  1D6+1D6.)
  • has a spirit ally of one less Intensity than the ancestor which will appear within 1D3 Combat
  Rounds of being summoned by the ancestor through use of the Spirit Walking Skill. These 
  allies will not themselves usually bring allies. That said, ancestors of Intensity 6 or greater 
  may control a whole army of spirits.
  These abilities will cover most options but, of course, players and Games Masters should 
  feel free to be as creative as they want in designing ancestor spirits to ﬁ t the needs of their 
  campaign. Remember as well that the most common interaction with ancestors is likely to 
  be the use of Spirit Walking to talk with them or request aid other than possession. Over the 
  period of a campaign, some ancestors may become recurring non player characters, with 
  their own agendas.
  Curse, Sickness and Bane spirits 
  Although these spirits can be bound for later use they are never used to augment the spirit 
  magician, rather they are sent against an enemy. They are hostile to all traditions save those 
  perverse enough to revere them. The Intensity of Curse & Sickness spirits measures the 
  number and severity of the conditions they can inﬂ ict on a target once they have possessed 
  the victim. Each condition requires one or more points of Intensity, so an Intensity 2 Curse 
  spirit can inﬂ ict two Intensity one conditions or one Intensity two condition. Diseases tend 
  to be a package of conditions so you can assess the Intensity of the Disease spirit carrying a 
  particular disease by looking at the conditions it causes. 
  • Intensity 1: Blindness, Confusion, Contagious, Deafness, Dumbness, Exhaustion, Fever,
  Hallucination, Maiming, Mania, Nausea, Unconsciousness. 
  • Intensity 2: Agony, Bleeding, Paralysis, Sapping.
  • Intensity 3: Asphyxiation, Death.
  See Legend (page 79) for a description of the effects of each condition. Unlike ‘normal’ 
  diseases, conditions caused by spirits do not recover naturally even with application of 
  healing skills. Some Higher Magic spells may work for a while if their Magnitude is greater 
  than the spirit’s Intensity. Thus a Divine Spell to cure blindness of higher Magnitude than 
  the possessing spirit’s Intensity will work but unless the spirit is driven out, the effects will 
  gradually return. 
  Elemental Spirits 
  The differences between the elementals summoned by priests and wizards and the elemental 
  spirits bound by Shamans are subtle but signiﬁ cant. An elemental is summoned to the mundane 
  plane and embodied within the appropriate source. A shaman is capable of embodying an 
  elemental spirit, which means that shaman’s body itself becomes the elemental. Elemental 
  
  22
  spirits of high POW are often intelligent and self-willed. As with any spirit, the potency of 
  the embodied elemental spirit depends on its Intensity. 
  A Spirit Magician can bind an elemental spirit into a fetish in the normal manner but the 
  fetish must be chosen carefully for even while bound some of the elemental spirit’s power is 
  manifested. A ﬁ re elemental must be bound into a fetish capable of withstanding heat while 
  an water elemental’s fetish will become damp and clammy. 
  When the spirit magician releases an elemental spirit from a fetish it does not need any 
  source material but while uncontrolled it will gravitate to the nearest source of its element 
  within range of the binding object. By itself it is just a spirit and has no signiﬁ cant effect on 
  the mundane plane. The spirit’s power does not truly manifest until the spirit magic controls 
  and embodies it through use of the Spirit Binding Skill. As with any control attempt, the spirit 
  magician must succeed at the skill and spend 1 Magic Point as a Free Action. If the spirit 
  magician succeeds, their body itself becomes the elemental. A spirit magician embodying a 
  sylph transforms into a vortex of buffeting winds while a one embodying a gnome will sink 
  into the ground as if they were some type of earthen whirlpool. 
  While embodying an elemental spirit, the spirit magician cannot turn off or dampen the 
  effects. Furthermore, returning the elemental spirit to the fetish is far more difﬁ cult than for 
  other spirits as the magician must make a successful Command Roll in order to successfully 
  force the spirit back into the fetish. Finally, while in his elemental form, the spirit magician 
  is vulnerable to opposing elements just as an elemental is. For all these reasons, embodying 
  a powerful elemental spirit is never lightly undertaken. 
  A spirit magician embodying an elemental spirit essentially becomes an elemental of size 
  based on the spirit’s Intensity as outlined on the table below.
  Elemental Spirit Size Table
  Spirit Intensity
  Elemental Size
  1
  1 cubic metre
  2
  3 cubic metres
  3
  6 cubic metres
  4
  10 cubic metres
  5
  15 cubic metres
  +1
  +6, +7 and so on cubic metres
  The magician’s STR, DEX and Hit Points are replaced by the spirit’s values (which are 
  rolled as normal for an elemental of its SIZ when ﬁ rst encountered) and he gains all the 
  abilities (including its weaknesses) of the elemental. When the elemental spirit is returned 
  to the fetish, any damage done to the magician while embodying the spirit is divided evenly 
  between all his Hit Locations (rounding up as usual). For example if a human took 23 points 
  of damage while in elemental form then he would take 4 points of damage to each of his 7 
  locations once he returned to human form. 
  Shamans forming concerts to control huge elemental spirits face particular problems. 
  Although a concert with 300% in Spirit Binding could theoretically control a bound elemental 
  spirit of 90 POW the leader of the concert would have to embody an elemental of some 120 
  cubic metres. Remember that all concert members need to be within a few metres of each 
  other, which means they risk being incinerated, drowned or otherwise affected due to the 
  
  23
  sheer scale of the elemental. Furthermore, if the concert breaks down as well as the potential 
  backlash the shaman embodying the elemental spirit will no longer be able to control it. 
  Although embodying an elemental spirit can be extremely impressive it also opens the 
  magician up to new problems. Like an elemental, a magician embodying an elemental spirit 
  will take double damage from the opposing element and can be neutralised by an opposing 
  elemental of the same size or bigger in cubic metres. Reducing the magician to 0 Hit Points 
  while embodying the elemental spirit instantly breaks the fetish and frees the spirit, possibly 
  also killing the magician in the process. Spells able to dismiss elementals (such as the divine 
  spell Dismiss Elemental or the sorcery spell Banish) will free the elemental and destroy the 
  fetish if the effect is great enough to affect an elemental of the appropriate size or POW.
  A common optional rule is to allow elementals to mutually annihilate each other. Generally 
  Fire and Water cancel each other out while Earth and Air also oppose each other. Different 
  settings have different elemental cosmologies. Opposed elementals can annihilate each other 
  it by inﬂ icting damage equal to their Hit Points directly to each other. Alternately any attacks 
  launched by an elemental inﬂ ict double damage to their opposed element. For example, an 
  air elemental with 21 Hit Points is grabbed by an earth elemental with 32 Hit Points. The 
  air elemental takes 32 Hit Points damage and is dispersed while the earth elemental suffers 
  21 Hit Points damage; it has been severely knocked about by the air elemental but still 
  standing.
  Nature Spirits
  These spirits augment the spirit magician’s abilities exactly as described. It is possible to 
  augment Combat Actions but that requires a minimum Intensity of 2, giving +1 Combat 
  Action per point of Intensity after the ﬁ rst (so an Intensity 3 spirit gives +2 Combat Actions). 
  Magicians cannot command their spirits to augment others’ abilities: it is the bond between 
  magician and spirit that allows the augmentation. 
  When designing Nature and Guardian spirits for non player characters there is no need to 
  determine all its skills and characteristics in advance as they can always be ﬁ gured out on 
  the ﬂ y. Usually it is enough to write something like: Armour Points +2 (Bear spirit, Intensity 
  2, POW 14).
  Finally, nature spirits do not have to be bound to be useful. Higher Intensity spirits will be 
  fully sapient and can be negotiated with to undertake tasks, gather information or come to 
  the spirit magician’s aid. 
  Spirit Combat
  Spirit combat occurs only on the spirit plane and requires both participants to be there. High 
  Shamans can discorporate corporeal beings through spending one Magic Point and pitting 
  their Spirit Walking skill against the target’s Persistence as a Combat Action. The target has 
  to be within range of the skill (the Shaman’s POW in metres). Spirits using the Discorporate 
  skill likewise must spend one Magic Point and a Combat Action to discorporate a corporeal 
  being whose soul they can perceive and who is within their POW in metres on the spirit 
  plane. Naturally they can keep trying for as long as they have Magic Points but if the target 
  successfully resists with a critical then it is reasonable to assume the target is immune to 
  being discorporated by that particular shaman or spirit for at least a week. As discorporation 
  is an extremely powerful ability then one option is to increase the cost for multiple attempts 
  against the same person by one Magic Point each time. So the ﬁ rst attempt at discorporation 
  
  24
  costs 1 Magic Point, the second costs two, the third costs three and so on. This will prevent 
  spirits from simply trying over and over again until they succeed. 
  Once both participants are on the spirit plane Spirit Combat may continue until one side has 
  been reduced to zero Magic Points. The winner does not have to take advantage of the loser 
  and it is important to remember that spirit combat can represent any kind of contest from a 
  battle of wits to an artistic performance; it does not always have to be a grim battle to the end. 
  The same mechanic is used but how it plays out depends on the beings involved. 
  Spirit Combat and bound spirits 
  Spirit combat happens on the spirit plane and a fetish (or other binding object) binds a spirit to 
  the mundane plane so it follows logically that a spirit bound in a fetish cannot be commanded 
  to attack an opponent in the spirit plane. A spirit magician wishing to use a curse, sickness 
  or even bane spirit this way must therefore free the spirit by breaking the fetish. Of course, 
  breaking the fetish frees the spirit from the magician’s control so there is no obligation for 
  the spirit to do what the magician wants. Indeed there is now nothing stopping the spirit from 
  turning on the person who freed it. Generally the procedure is that the magician points the 
  fetish at the victim and promises the spirit freedom if it attacks the target. Usually it will 
  agree because its nature is to attack and possess corporeal beings and also because usually the 
  magician who bound it is more powerful than the spirit. If, however, the owner is weaker than 
  the spirit the spirit is completely free to attack its owner instead. This is yet another reason 
  shamans are reluctant to provide these types of spirits to worshippers in their tradition. 
  In game terms, assume that a spirit with a lower POW than the magician will attack the 
  intended target. Optionally, call for a Spirit Binding roll opposed by the spirit’s Spectral 
  Combat Skill. If the magician fails to win, the spirit simply departs. If the magician fumbles, 
  or if he fails while the spirit succeeds and the spirit is of greater POW than the magician, it 
  will turn on him instead. 
  Generally a spirit magician does not bind an aggressive spirit like a curse spirit to a fetish as 
  the risks are high and the fetish is unpleasant to handle. Instead, if the magician wishes to 
  send such a spirit against an enemy the usual procedure is to journey to the spirit plane and 
  defeat the appropriate spirit; once defeated the shaman can compel the spirit to one service. 
  A possession or part of the target is burnt or otherwise consumed in order to identify the 
  target. Once the spirit has regained its Magic Points it will journey to the target and attack 
  it. Alternately the shaman may command the defeated spirit to perform one service in the 
  future. Such a spirit will act like a spirit contact and come within 1D6 minutes of a successful 
  Spirit Walking skill test to attack an opponent. 
  The most fearsome shamans are those from traditions with friendly curse and sickness spirits. 
  Such spirits may become allies and willingly attack victims nominated by the shaman. Once 
  the victim is dead, the ally will return to the shaman to beg for more victims. 
  If spirit combat happens on the spirit plane, what does it look like back on the mundane 
  plane? The answer to that depends on the victim’s Spirit Walking skill. Someone with no 
  ability in the skill has no way of controlling their physical body while they are on the spirit 
  plane so when they are attacked they might writhe around and show symptoms of the attack. 
  Someone being attacked by a sickness spirit might break out in boils and cold sweats or 
  might vomit endlessly depending on the conditions they are ﬁ ghting against. Someone who 
  has training in Spirit Walking may be able to mostly control their body showing just small 
  signs of stress. A shaman with a Fetch will be able to sit serenely, their body undisturbed 
  while on the spirit plane the struggle ensues. 
  
  25
  In campaigns with a lot of spirit combat various questions come up about how exactly ﬁ ghts 
  occur and whether it is possible for one side to ﬂ ee. Generally speaking, if a spirit magician 
  is looking for a spirit to bind he must hunt the spirit, sneaking close enough to it to be 
  able to attack it. Spirit walking corporeal beings as well as natural spirits can attack anyone 
  within their POW in metres. While adjacent the combat looks like two enemies exchanging 
  blows while enemies distant from each other appear to aim missiles or simply leap at each 
  other. Like normal combat, spirit combat can generate Combat Manoeuvres although many 
  will be effectively meaningless. The Change Range manoeuvre (or action) can be used to 
  disengage and ﬂ ee. If the ﬂ eeing spirit has a higher POW than the other spirit then once it 
  has successfully performed a Range Change it can ﬂ ee automatically. If the other spirit has a 
  higher POW then it will be able to hunt down the ﬂ eeing spirit, though that might take some 
  time. As a rule of thumb spirits and spirit walking mortals travel at a speed equal to their 
  POW on the spirit plane. Unfortunates on the spirit plane without any kind of spirit walking 
  skill are virtually trapped as they can move but can not follow a direction so they tend to drift 
  aimlessly. Such characters trying to defend themselves in spirit combat through using half 
  their Persistence skill are also unable to gain Combat Manoeuvres. 
  Characters who have Dedicated a large amount of their POW can be very vulnerable to spirit 
  combat. One option is to rule the cost to discorporate a character with Dedicated POW is 
  one Magic Point plus one Magic Point for each point of Dedicated POW of the target. A 
  spirit wishing to discorporate a character who has 4 points of Dedicated POW would have 
  to spend 5 Magic Points to make the attempt. This represents the difﬁ culty of transferring 
  the Dedicated element of a person’s soul to the spirit plane. Discorporating a character with 
  a large amount of Dedicated POW may also draw the attention of spiritual guardians tasked 
  to protect the faithful.
  One of the primary tasks for shamans is to exorcise spirits possessing the faithful. The most 
  common technique is to use Spirit Walking to ﬁ nd the spirit within its body. At this point a 
  High Shaman can use their Spirit Walking skill to forcibly discorporate the spirit and then 
  either he or his fetch can battle it on the spirit plane. More junior shamans will have to rely on 
  their fetch to discorporate the spirit. In both cases it is usually the fetch that battles the spirit, 
  leaving the shaman free to perform physical actions acting as a complementary skill for the 
  fetch’s combat skill. Usually this will be the use of the Healing skill but it may also include 
  drumming, singing, dancing, burning of herbs to make the spirit drowsy and so on. That said, 
  once the spirit has been discorporated it may attempt to ﬂ ee if the shaman or his fetch clearly 
  overmatches it so it is often up to the shaman as to whether he wishes to pursue it.
  Spirits & Society
  In societies where Spirit Magic is the main form of spirituality, spirits and fetishes are ever-
  present and a shaman fulﬁ ls the same role as a priest. It can be easy to forget that spirits are 
  not just “power ups” or resources to be used. The spirits are not tools, however, they are part 
  of the society. Most people will have a shrine to revered ancestors, a fetish holding a totem 
  spirit and will take part in ceremonies of remembrance and revitalisation. In general, animists 
  regard spirits in one of three ways.
  • they revere their honoured ancestors and totem spirits;
  • they respect the power of the spirits of the world around them;
  • and they fear the malevolent spirits of their enemies.
  Player characters who walk the spirit plane, binding spirits against their will and generally 
  treating them as weapons and armour will soon gain a poor reputation both in the mundane 
  world and on the spirit plane.
  
  26
  Most members of the society will know enough Spirit Walking to see the spirits around them 
  when they meditate and enough Spirit Binding to use their fetishes properly provided they 
  take time. It is highly unlikely they will ever engage in a life and death battle on the spirit 
  plane (that is what the shaman is for) so for them the Binding skill represents the proper 
  means of address, the proper visualisation and proper state of mind needed to invoke the 
  power of the spirit within the Fetish.
  The shaman is the bridge between the mortal world and the spirit world. He lives a life in two 
  worlds and with the shaman’s help, the members of the tribe can pass through to the spirit 
  world to converse with those who have gone before. Naturally a powerful shaman tends to 
  attract attention on the spirit plane. When viewed on the spirit plane, the shaman’s soul echo is 
  often at the centre of many spirits eager for attention. This can be highly distracting and may 
  attract the attention of predators but a powerful shaman should have built a strong enough 
  web of allies that most predators would rather hunt less powerful prey. Player character 
  shamans, however, should expect occasional very unpleasant surprises...
  Trapped Spirits
  Some spirits occasionally get accidentally bound to the mundane plane and become Haunts. 
  The spirits of the dead who did not receive the proper funeral rites or who have died violently 
  may be incapable of leaving the mundane plane. Other mortals may have been cursed or may 
  have died before an important vow was completed or died full of hatred and rage and become 
  bound to the mundane world. Such spirits may be bound to the bones of their corpse, a tree 
  from which they were hung or maybe a cliff from which they jumped to commit suicide. By 
  deﬁ nition Haunts are trapped on the mundane plane and cannot discorporate victims in an 
  attempt to possess them. In fact most such spirits can do little but bewail their fate. Some, 
  though, may have acquired certain powers. The list should be limited only by your creativity 
  but some include.
  • Telekinesis: the spirit has a STR equal to its Intensity, which it can use to move items
  around.
  • Miasma: the spirit can induce feelings of dread and despair, maybe even fear and terror. The
  Magnitude of the effect depends on the spirit’s Intensity. An Intensity 4 Haunt may be able to 
  induce a level of Fear that is potentially lethal.
  • Wraith form: the spirit is able to physically damage corporeal beings. The spirit can
  physically attack with a skill equal to its POW*3% doing Hit Point damage equal to its usual 
  Spirit Damage ignoring all physical armour. For example a spirit with a POW of 18 usually 
  has a spectral combat skill of 90% meaning that it normally does 1D10 damage to Magic 
  Points. When attacking physically it attacks at a skill of 54% and does 1D10 damage to Hit 
  Points in a location ignoring all physical armour. Magical armour such as Protection still 
  works however. • Cast magic. Becoming a Haunt usually severs the spirit from any form of 
  higher magic but some may retain the ability to cast Common Magic. An awful lot of Haunts 
  consist of spirits casting magic such as Befuddle, Disruption, Demoralise, Fanaticism and 
  so on. 
  Like bound spirits, Haunts cannot regenerate Magic Points normally but they are able to 
  tap Magic Points from the natural world around them, a process that inevitably creates an 
  unsettling area shunned by animals and where the plants are stunted and withered. A Haunt 
  can tap the POW of any animal or plant with lower POW than the Haunt’s Intensity to 
  provide it with Magic Points up to the limit of its normal POW. Generally most Haunts 
  must manifest in order to use any of their abilities. While a Haunt is manifested it becomes 
  vulnerable to magical damage, however destroying it with damage simply drives it back to its 
  binding until it has regained Magic Points through tapping its surroundings. 
  
  27
  Dealing with a Haunt is not easy. Spirit Walking or magical senses may reveal the location of 
  the binding object. Sometimes destroying the binding object is enough to release the Haunt 
  but usually any attempt to release the Haunt requires determining why the spirit became 
  bound in the ﬁ rst place and undoing the effects.
  Fighting Wraiths 
  A manifested Wraith Spirit has only one hit location and it has a number of Hit Points equal 
  to its POW. Reducing its Hit Points to zero will temporarily drive the Wraith back to its 
  binding for 24 hours, after which its Hit Points will be fully regenerated. The weapon the 
  spirit uses depends on its Intensity. Each point of Intensity counts as one rank of Size and 
  Reach so an Intensity 3 spirit could use a spectral weapon with a Size of Large and Reach 
  of Medium. As the spirit is intangible parrying the attack has no effect normally but if a 
  weapon is affected by some form of weapon enhancing magic then it can usually block 1 
  size equivalent for each point of Magnitude. As with any kind of combat both participants 
  can generate Combat Manoeuvres where they are appropriate; being impaled by a spectral 
  dagger is every bit as nasty as being impaled by a real one. 
  
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  Legend Core Rulebook, Copyright 2011, Mongoose Publishing Ltd
  
  This book contains all you will need for adventuring in worlds of sword and 
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