EPISODE · Oct 7, 2020 · 58 MIN
EDSG Episode 45 - Spirits and Summoning
from Earthdawn Survival Guide · host Josh H & Dan B
* 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. * Make spirits more than a tool for summoners. * Lower Strength Rating spirits are more “archetypal”. * Spirits have their own goals and motivations * 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. * 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 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. * A diverse array of powers, including access to spells and talents. * Spirits should be characters * Summoning * Ritual process, intentionally not quick. * If not handled carefully, can overshadow other characters due what the spirit can bring to bear. * Duration of summon. * 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. * GM Advice: Look at the examples and the variety possible for spirits. * If you have summoners, look at bringing spirits into your story before they get the Summon talent. * Similar to Beastmaster 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 Sorcerer's 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. Find and Follow: Email: [email protected] YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g Twitter: @EDSGPodcast Josh on Twitter: @LoreMerchant Dan on Twitter: @boice_voice Get product information, developer blogs, and more at www.fasagames.com FASA Games on Facebook: https://www.facebook.com/fasagamesinc FASA Games Discord Channel: https://discord.gg/uuVwS9u Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild Earthdawn West Marches: https://discord.gg/hhHDtXW
What this episode covers
* 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. * Make spirits more than a tool for summoners. * Lower Strength Rating spirits are more “archetypal”. * Spirits have their own goals and motivations * 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. * 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 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. * A diverse array of powers, including access to spells and talents. * Spirits should be characters * Summoning * Ritual process, intentionally not quick. * If not handled carefully, can overshadow other characters due what the spirit can bring to bear. * Duration of summon. * 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. * GM Advice: Look at the examples and the variety possible for spirits. * If you have summoners, look at bringing spirits into your story before they get the Summon talent. * Similar to Beastmaster 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 Sorcerer's 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. Find and Follow: Email: [email protected] YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g Twitter: @EDSGPodcast Josh on Twitter: @LoreMerchant Dan on Twitter: @boice_voice Get product information, developer blogs, and more at www.fasagames.com FASA Games on Facebook: https://www.facebook.com/fasagamesinc FASA Games Discord Channel: https://discord.gg/uuVwS9u Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild Earthdawn West Marches: https://discord.gg/hhHDtXW
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EDSG Episode 45 - Spirits and Summoning
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