Guardian Spirit

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Guardian Spirit
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{{Infobox Merit|Fixed=No
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{{Infobox_Merit
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|Source=Sanctum and Sigil
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|Pages=p. 86
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|Status=Allowed
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|Fixed=Yes
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|Type=Retainer
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|Restriction=Mage
|Level1=2
|Level1=2
|Level2=3
|Level2=3
|Level3=4
|Level3=4
|Level4=5
|Level4=5
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|Type=Sanctuary
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|Prerequisite=[[Prerequisite::Sanctum]]
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|Prerequisite=Sanctum
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|Source=Sanctum and Sigil
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|Pages=p. 86
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}}
}}
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A Twilight spirit has been fettered to an object or room within the material [[sanctum]] and commanded to guard the entire sanctum against intruders. The spirit will only heed the commands of its masters (i.e., anyone who has contributed Merit dots toward the purchase of this Merit); the spirit will treat all others as hostile unless commanded by its master to exempt a person from its ire.
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A Twilight spirit has been fettered to an object or room within the material sanctum and commanded to guard the entire sanctum against intruders. The spirit will only heed the commands of its masters (i.e., anyone who has contributed Merit dots toward the purchase of this Merit); the spirit will treat all others as hostile unless commanded by its master to exempt a person from its ire.
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The masters do not need to be able to converse with the spirit (it can understand their commands), but they can’t see it or hear it without using the Spirit 1 “[[Spirit Tongue]]” spell, unless it uses a Numen to materialize.
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The masters do not need to be able to converse with the spirit (it can understand their commands), but they can’t see it or hear it without using the Spirit 1 “Spirit Tongue” spell, unless it uses a Numen to materialize.
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The dot rating of this Merit represents the power of the spirit.
The dot rating of this Merit represents the power of the spirit.
The player or Storyteller creates the spirit, distributing its Attribute dots among its Power, Finesse, Resistance and Influence traits, and choosing its Numina. The player or Storyteller also chooses its Ban.
The player or Storyteller creates the spirit, distributing its Attribute dots among its Power, Finesse, Resistance and Influence traits, and choosing its Numina. The player or Storyteller also chooses its Ban.
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===Drawback===
===Drawback===
Spirits can be controlled by other mages using the Spirit Arcanum.
Spirits can be controlled by other mages using the Spirit Arcanum.
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The spirit’s masters must provide the spirit with one Essence point per day (using Prime to convert Mana, or taking it from another source) or else the spirit will become surly. It can still be commanded, but it will seek to be freed from its bondage. If the spirit cannot harvest properly aspected Essence at the sanctum, the spirit will slowly lose Essence each day until falling into slumber and forced across the Gauntlet. If that happens, all dots in this Merit are lost.
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The spirit’s masters must provide the spirit with one [[Essence]] point per day (using [[Prime]] to convert [[Mana]], or taking it from another source) or else the spirit will become surly. It can still be commanded, but it will seek to be freed from its bondage. If the spirit cannot harvest properly aspected Essence at the sanctum, the spirit will slowly lose Essence each day until falling into slumber and forced across the Gauntlet. If that happens, all dots in this Merit are lost.
{{Links|Sanctuaries}}{{characteristics}}
{{Links|Sanctuaries}}{{characteristics}}

Revision as of 19:18, 27 April 2016

Allowed Retainer
Sanctum and Sigil.jpg
Sanctum and Sigil p. 86
Preq's Sanctum
Level(s) ●● (6XP)
●●● (12XP)
●●●● (20XP)
●●●●● (30XP)
Venue Mage
Possessed By
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A Twilight spirit has been fettered to an object or room within the material sanctum and commanded to guard the entire sanctum against intruders. The spirit will only heed the commands of its masters (i.e., anyone who has contributed Merit dots toward the purchase of this Merit); the spirit will treat all others as hostile unless commanded by its master to exempt a person from its ire.

The masters do not need to be able to converse with the spirit (it can understand their commands), but they can’t see it or hear it without using the Spirit 1 “Spirit Tongue” spell, unless it uses a Numen to materialize.

The dot rating of this Merit represents the power of the spirit.

The player or Storyteller creates the spirit, distributing its Attribute dots among its Power, Finesse, Resistance and Influence traits, and choosing its Numina. The player or Storyteller also chooses its Ban.


Drawback

Spirits can be controlled by other mages using the Spirit Arcanum.

The spirit’s masters must provide the spirit with one Essence point per day (using Prime to convert Mana, or taking it from another source) or else the spirit will become surly. It can still be commanded, but it will seek to be freed from its bondage. If the spirit cannot harvest properly aspected Essence at the sanctum, the spirit will slowly lose Essence each day until falling into slumber and forced across the Gauntlet. If that happens, all dots in this Merit are lost.


Facts about Guardian SpiritRDF feed
Character TypeMage  +
Merit Dots2  +, 3  +, 4  +, and 5  +
Merit TypeRetainer  +
Page has default formThis property is a special property in this wiki.Merit Editor  +
ParentSanctum and Sigil  +, and Sanctuaries  +
PermissionAllowed  +
PrerequisiteSanctum  +
SourceSanctum and Sigil  +
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