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Spirit World: Greater Spirits

For use with the Spirit World


micro-setting in Tiny Dungeon 2e.

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Written by Gregory Israel

Based on the game Tiny Dungeon by Brandon McFaddon Second Edition

This game product is powered by TinyD6™, a trademark of Gallant Knight Games, in the USA and other countries. Used with
permission. Original text content of Tiny Dungeon: Second Edition, Tiny Frontiers: Revised, Tiny Wastelands, Beach Patrol,
Magnum Vice: Fury Force, Tiny Supers, Gallant Knight Games Logo, TinyD6 Logo, content and original artwork are copyright ©
2015–2109, Gallant Knight Games unless otherwise specified.
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Spirit World: Greater Spirits
Overview Prestige Traits
Greater Shaman: With the power of Greater Spirits on
my side, I will defeat all those who stand in my way. You
As introduced in the Spirit World micro-setting in have learned to call upon Greater Spirits to tap into
Tiny Dungeon 2e, all magic abilities in Spirit World more powerful magic. To take this trait, you must have
are powered by Spirit energy. These Spirits are also the the Shaman Trait.
lifeblood of Spirit Eaters – eusocial insects which are
sustained through the consumption of Spirits. Greater Shaman grants you the following abilities:
• You can Test with Focus when asking Greater
Reminder: Asking vs. Forcing Spirits to power your standard Shaman abilities.

Adventurers attempting to create magical effects with • You can select one of the Archmage schools of
Spirit Magic Traits must decide if they are asking magic. When calling upon Greater Spirits, you can
Spirits for assistance or if they are forcing Spirits to do use the abilities of your chosen school just like an
their bidding. Adventures make this decision each time Archmage.
they attempt Spirit Magic. • You can Test to heal 1d6+1 HP to anyone within
• If asking, Adventurers make a standard Test. 25 feet. These HP can be distributed as you see fit.

• If forcing, Adventurers Test and are successful on a Greater Shamanic Warrior: With Greater Spirits to
roll of 3, 4, 5, or 6 and may suffer a Backlash if a 1 guide my blade and protect my body, I am the ultimate
is rolled on any die. A Test can be successful and warrior. You can Test to gain the help of Greater Spirits
trigger a Backlash simultaneously. in combat. If successful, you sacrifice 1 HP to the
Greater Spirits and roll 1d6 to randomly determine a

Greater Spirits
Boon. If you sacrifice 2 HP, you can select a specific
Boon. All Boons last for 6 turns. To take this trait, you
must have the Shamanic Warrior Trait.
As hinted in one of the Adventure Hooks in Spirit
World, Greater Spirits do exist and can help Adventurers Greater Shamanic Warrior Boons:
unlock more powerful magic. However, forcing Greater
Spirits to do your bidding puts you at an increased risk 1. Focused Advantage: You gain Advantage and
of suffering a more potent Backlash. Focus for all attacks.
2. Enhanced Armor: You are protected by Greater
Greater Spirit Backlash Spirit Armor, which provides 8 HP of protection.
You may divide this protection amongst anyone
Whenever Adventures roll a 1 or 2 on any die when within 25 feet. The armor dissipates once the HP
forcing Greater Spirits to do their bidding, they risk are gone, or if 6 turns have passed.
suffering a Backlash. Adventurers get a Save Test at
Disadvantage to avoid a Backlash. If the Save Test is 3. Heal: Each turn, you can heal 1 HP of damage
unsuccessful, roll 2d6 to determine the Backlash. The to someone within 25 feet of you.
first die determines the category of the Backlash and 4. Invisibility: You become invisible until you
the second die determines the specific Backlash in the make a successful Attack or 6 turns have passed.
category. See chart on Page 5.
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5. Leader: Allies within 25 feet of you gain Focus A Spirit Binder can have a maximum of 6 magic items
on all of their Tests. in existence simultaneously.
6. Spirit Blast: You can unleash a cone of Spirit Magic items created by a Spirit Binder are activated with
energy which affects everyone within its area. a simple command word. The bound Spirit whispers
Each target in the blast cone takes 1 HP of this word to anyone holding the item. When the magic
damage. The cone is 25 feet in diameter at its big in these items is used, the Spirits are released and the
end and 25 feet in length. Using a Spirit Blast objects revert to their non-magical state.
requires two Actions.
Incantationist: Performing an incantation is like baking Spirit Eaters
a cake, but with Sprits instead of sugar. You can Test to
gain the help of Greater Spirits when performing an In addition to the new types of Spirit Eaters below,
Incantation. If successful, you reduce the incantation’s GMs are encouraged to use the new Prestige Traits
magic number set by the GM by 1d6 points. The GM above to make Administrators, Soldiers, and Queens
should set the magic number before you make your more challenging as they see fit.
Incantationist Test. To take this trait, you must have the Berserker
Shaman Trait.
HP: 9 (Heroic)
Spirit Binder: It’s always best to be prepared… with a Attack: Melee (mandibles)
Spirit-powered sword of fire! You can Test to create
Movement: 25
magic items by binding Spirits to mundane objects. To
take this trait, you must have the Shaman Trait. Description: When a Worker consumes a Greater Spirit,
which requires a Test at Disadvantage, the Worker
Spirit Binder grants you the following abilities: divides into two complete Berserkers. The oversized
• With a successful Test at Advantage, you can razor-sharp mandibles of Berserkers slice through foes
create a single-use magic item by binding a Spirit like a hot knife through dragon butter (mmm, dragon
to the item. The magic effect must be equivalent to butter). In times of war, a Spirit Eater Queen may tell
what can be done with the Healer Trait or Spell- her Workers to consume Greater Spirits to build up
touched Trait. her ranks of these ferocious fighters. Even Soldiers are
unnerved by the ferocity of these hulking ugly creatures.
• With a successful standard Test, you can imbue Traits:
additional magical effects to a magic item which
you created using the ability above by binding • Berserker
additional Spirits to the item. An item can have a • Brawler
total of 6 effects/charges. • Cleave
• With a successful Test at Disadvantage, you can • Drunken Master (Drunk on Spirit Energy!)
create a semi-permanent magic item by binding • Sharp Mandibles: Your extra sharp mandibles
a Greater Spirit to the item. The magic can be cause 2 HP of damage.
used repeatedly until the bound Greater Spirit is
• Strong
released (see below). When the Greater Spirit is
released, the Spirit Binder who created the magic Firestarter
item suffers a Greater Backlash and the object
HP: 5 (Medium)
reverts to its non-magical state.
Attack: Ranged (sticky, flammable slime)
• With a successful Test at Disadvantage, you can
Movement: 25
release the Spirit(s) bound to a magical item
created using the abilities above. Doing so causes Description: Armed with a pair of glands, one on
the object to revert to its non-magical state without each side of their insectoid head, Firestarters can
any magic effects. You must be in contact with the squirt streams of sticky quick-hardening slime at their
item to release the Spirit(s). enemies. This slime poses a double threat. It entangles
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those caught in it and it is highly flammable. Firestarters
typically entangle their foes first and then use flaming Adventure Hooks
arrows to ignite the slime. • A mysterious Spirit Binder is traveling from town
Traits: to town and releasing the Spirits from any magic
• Entangle: You can Test to ensnare someone item he finds. He is openly hostile towards anyone
or something with your slime. If your Test is he finds binding Spirits.
successful, your target is unable to move or attack • A clan of Spirit Eaters is building a massive force of
until it makes a successful Save Test to break free. Berserkers, Soldiers, and Firestarters in preparation
• Flammable Slime: Your slime causes 1 HP of for an invasion. But no one seems to know which
damage each round an entangled target is stuck in of the neighboring cities is the target.
your burning slime. • A resourceful alchemist has found a way to use
• Marksman Firestarter slime to create a salve which can be used
to coat swords and other weapons with fire. She is

New Heritage offering a significant payment to anyone who can


help secure more of the sticky slime.
Spirit Eater Abomination • An innovative weaponsmith is using mandibles
from Berserkers to make very effective scythe-like
Sometimes Spirit Eater Workers are born different. They weapons. He is looking for Adventurers to harvest
are larger and more intelligent than typical Workers, Berserker mandibles.
and while they still eat Spirits, they do not divide into
two Workers when doing so. They are seen as freaks and • The talk of the tavern is that an extremely powerful
bad omens. Most are killed immediately, but a small few Incantation has been discovered. The leader of
are exiled from their clans instead. Abominations never a neighboring Kingdom is recruiting as many
bond with the clan’s Queen and are not part of her Hive Incantationists as possible to help conduct the
Mind. These outcasts must learn to fend for themselves ritual. People are wondering what the Incantation
in a world without a home. They can never set foot in does and just how difficult it must be.
a Spirit Eater clan and they are generally shunned by • A group of Spirit Eater Abominations has
society. established a small hamlet between this town and
the next. While cautious of outsiders, they seem
These anthropomorphic insects stand as tall as a typical open to trading with their neighbors.
Dwarf or Salimar. They have insectoid heads, two arms,
and two legs. Part of what makes them odd to other • A local alchemist has posted a reward for
Spirit Eaters is the lack of another pair of limbs. anyone who can bring him a living Spirit Eater
Abomination. Rumor has it that the alchemist
Few Abominations learn to use Spirit Magic. Spirits plans to use the Abomination to make a powerful
will never respond when an Abomination asks for new elixer which allows one to call upon Greater
assistance. Abominations that do use Spirit Magic must Spirits without the threat of a Backlash.
force Spirits to do their bidding, which means there is • There are whipers of a craftswoman in a nearby
always the risk of Backlash. town who creates objects so perfectly precise and
• 5 Hit Points beautiful that Greater Spirits want to be bound
to them. These finely crafted items allow Spirit
• Abominations start with the Consume Spirit Trait. Binders to Test with Advantage when creating
semi-permanent magic items.
• Consume Spirit: You can Test to consume a Spirit.
If successful, you gain all the sustenance required
for the day and you regain any lost Hit Points. You
may only consume one Spirit per day. Eating food,
drinking water, and sleeping provide no benefits.

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Greater Spirit Backlash
1–2 3–4 5–6

Ancestors Angered Nature Angered Spirit Magic Broken

Learn some respect! The Spirit A vengeful water Spirit turns You Test with Disadvantage on
1 of an ancestor materializes and your arms into fish fins for 1d6 Spirit Magic for 1d6 turns.
attacks you for 1d6 turns. turns.

Let me show you how it’s done! A vengeful plant Spirit turns You are unable to attempt
You are possessed by the Spirit your legs into tree trunks and Spirit Magic for 1d6 turns.
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of an ancestor for 1d6 turns you are rooted in place for 1d6
(GM controls your character). turns.

Look at the mess you’ve made! A vengeful air Spirit throws A blast of Spirit Energy
Your head rotates 180 degrees you upward 15 feet. You may radiates out from you in all
3 and you face backward for 1d6 take damage from hitting directions, causing 1 HP of
turns so you can see what you what’s above you and from damage to everyone in Close
have done! falling back to the ground. and Near range.

For 1d6 turns, your blaspheming, A vengeful stone Spirit makes Your connection to Spirit
disrespectful tongue elongates to you a powerful magnet for 1d6 Magic misfires and your mind
the point that it drags along turns. You attract all magnetic and Spirit attack each other.
4 the ground, requiring you to items lighter than you (some of You take 2 HP damage.
make a Test just to walk or run them could be pointy!) or you
without tripping over it. are pulled towards a heavier
magnetic object.

Don’t touch that! An item you A vengeful animal Spirit causes You shrink to half your size for
are holding disappears, appears a swarm of stinging insects to 1d6 turns. Your gear does not.
above your head, and falls on gush forth from your mouth
5 you (possibly causing damage). and throat. You take 1 HP of
damage and the insects attack
those in Close and Near range
for 1d6 turns.

You have shamed us all! The A vengeful fire Spirit keeps You grow to twice your size for
Spirit of an ancestor guides all lighting your clothes on fire. 1d6 turns. Your gear does not.
6 hands against you. All attacks You lose one Action per turn
against you are made with for 1d6 turns.
Advantage for 1d6 turns.

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