Spirit Contact Tabled100 RollSmartsSpirit (PP)01-10d4 (A)d4 (8)11-20d4d4 (8)21-35d4d6 (12)36-75d6d8 (16)76-90d8d10 (20)91-95d8d12 (24)96d10d12+1 (26)97d12d12+2 (28)98d12+1d12+3 (30)99d12+2d12+4 (32)100UnlimitedDeitySpirits can perceive other spirits and sources of Power Points at a range of Spirit x 10. Within a range of Spirit x 1, they can determine roughly how many
Power Points the being possesses (within four or ve
points either way) and can sense Mindlink and Runic
(but not cult) afliations. They can also attempt Spirit
Speech at that range. Once in actual contact, spir-
its can sense religious afliations; the exact Smarts,
Spirit, and Current Power Points of a creature; and itsintent. Contact is also the range at which Spirit Com- bat begins.To engage a spirit in combat, a character must locateone with a Detect Spirit spell or arrange for a priest
or shaman to nd one for him. If not automatically
attacked by the spirit, the character may issue a chal-lenge; a declared challenge will do, since the spiritcan read the Power Points (aura) of the character wellenough to sense the invitation. Combat then begins,automatically breaking Mind Link and temporarilydisconnecting the combatants from any other bound or allied spirits. Each round of Spirit Combat consists of opposed Power Point rolls (round down to the closestdie type; current power points of 11 is a d10 for theroll) between the combatants.The winner of a round can do one of several things:1 A spirit could choose to disengage if combat-ing a physical creature.2 The winner can temporarily drain one Power Point from the loser if he achieved a simple success,and one additional Power Point for each raise.3 A winner with superiority in Power Points mayattempt to capture the opponent. This happens im-mediately and requires a second opposed Spirit roll. If the combatant attempting the capture wins this secondcontest, one of two things will occur—a victoriousspirit will possess the victim or a “physical” challeng-er will be able to bind the captured spirit, if he knowsthe Control Spirit spell and has an appropriate bindingobject. If the opposed roll to capture fails, the SpiritCombat will continue next combat round.
To bind a spirit, a character must defeat one in SpiritCombat, know the Spirit Binding spell, and have anappropriate animal or spirit binding crystal at theready. A bound spirit is in permanent telepathic link
with the binder up to a range of ve miles, and this
contact can only be broken by spirit combat. If a binder dies, all of his bound spirits are automaticallyset free. A binder can use the Smarts of a bound spiritto store spells and Power Points to fuel Battle Magics.Furthermore, a spirit bound into an animal can act asa familiar! A character may never have more boundspirits than ½ his Spirit die type.
Initiate (specic Deity)
: These vary by religion, but initiatestatus usually requires proof of dedication throughregular attendance at services as a lay member for ayear or longer and the successful completion of a test.This exam is abstracted by the requirement that thecandidate possess various skills and abilities at certainlevels of competence.
: Reduced spell training costs, if any; CultBattle Magics up to 4 levels available; Initiate DivineIntervention; the opportunity to obtain rune magics;ransom equal to Spirit x 100L; possible room and board while visiting the temple; contacts and supportthrough fellow members.
Must tithe 10% of all income to the cult;must dedicate 10% of time to working for the cult;other strictures, treated as a Vow (Major), as indicated
by the specic cult. See the cult descriptions for spe
Rune Lord (Select a Specic Deity)
: Heroic; Spirit d10+; Faith d12+; d12+