• One year of the Survival Guide.

  • Spirits and Summoning

  • Four Types of Spirits

  • A goal in ED4 was to try and make spirits more than just a stat block.

  • Spirits are not common, but not unusual.

  • Example spirits in the GM Guide show variety.

  • Inspiration taken from Werewolf and Mage games from White Wolf.

  • Try to see spirits as more than a tool for summoners. Make them denizens of the setting.

  • Lower Strength Rating spirits are simpler and more “archetypal”.

  • Spirits have their own goals and motivations that may not make logical sense.

  • Ally spirits: Often “Spirits of Man”, but also could be other strange astral fauna.

  • Beast spirits: “Spirits of Nature”, animals, wild places.

  • Elementals: Connected to one of the five elements, often focus on strengthening their element.

  • Insect spirits, or Invae: Goal is usually to expand the hive. Possess and transform people.

  • Horrors are astral entities, but NOT spirits.

  • Tasked spirits: A spirit called up by a talent or spell to serve a specific function.

  • Strength Rating is a guide for how relatively powerful a spirit is. Modifies a spirit’s base game statistics.

  • Named spirits are more powerful and harder to control.

  • Might get a Name from their summoner, or develop one on their own.

  • Spirits can have a diverse array of powers, including access to spells and talents.

  • Spirits should be characters

  • Summoning

  • Ritual process, intentionally designed not to be quick.

  • Generic summoning, if not handled carefully, can overshadow other characters due to the variety of powers the spirit can bring to bear.

  • For each success on the Summon test, the spirit stays for one hour.

  • Spirit Talk or Elemental Tongues determines which powers the spirit will use.

  • Contest of Wills: Forcing the spirit to do what you want.

  • Banishing: Sending a spirit back to its native realm.

  • Failed summoning can cause damage like raw magic.

  • GM Advice: Look at the examples and the variety possible for spirits.

  • If you have summoners in your group, look at bringing spirits into your story before they get the summon talent.

  • Similar concerns to Beastmaster animal companions or Cavalryman mounts with regard to group balance and spotlight time.

  • Players: Some planning and preparation is using spirits.

  • Work with GM to develop a spirit you work with frequently.

  • Weird sidebar question about Sorcerous Apprentice.

  • Winternight Trilogy by Katherine Arden.

  • Take inspiration from legend and folklore, especially from other cultures.

  • Spirited Away (or Princess Mononoke) by Miyazaki

  • Once again: Look at spirits as characters.

  • Potential source of plot hooks, key knowledge.

Email: edsgpodcast@gmail.com

Twitter: @EarthdawnG

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Dan on Twitter: @boice_voice

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