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Earthdawn Survival Guide

110 EpisodesProduced by Josh H & Dan BWebsite

A semi-official podcast dedicated to the Earthdawn role-playing game, hosted by Dan Boice and Earthdawn developer Josh Harrison.Whether it's rules basics, setting lore, or behind-the-scenes insights, this is the place to start building your legend.


EDSG Episode 45 - Spirits and Summoning

* 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.


Twitter: @EarthdawnG

Josh on Twitter: @mataxes

Dan on Twitter: @boice_voice

Get product information, developer blogs, and more at

FASA Games on Facebook

FASA Games Discord Channel

Earthdawn Guild Facebook Group

Earthdawn West Marches

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