optimal stat: Soul
6 levels, 1 point per level
not available to items of power, magic spells, or metamorphosis forms
A character with this attribute can create potent spirit wards against demons, ghosts, or other supernatural spirits. This might only be possible at an appropriate holy place such as a shrine, temple, or church; this is up to the GM. A supernatural entity cannot pass through a doorway, window, or other portal with a ward on it unless the entity expends great effort (spending 20 Energy Points and making a successful soul check). A penalty is applied to the roll equal to the ward creator's level in this attribute. Repeated attempts are possible as long as the creature still has Energy Points to spend. If the entity does pass through, the spirit ward might burst into flame or otherwise vanish, its power overcome by the intruder.
If a supernatural entity is struck with a spirit ward (this requires a successful attack in combat), it suffers 5 points of damage per level of this attribute for every round the ward is in contact with it. If a Spirit Ward is placed on a person who is possessed by or under the Mind Control of a supernatural entity, the controlled character receives a second chance to break free.
Level One: Spirit wards do 5 damage. Soul check to pass a spirit ward is at a +1 penalty.
Level Two: Spirit wards do 10 damage. Soul check to pass a spirit ward is at a +2 penalty.
Level Three: Spirit wards do 15 damage. Soul check to pass a spirit ward is at a +3 penalty.
Level Four: Spirit wards do 20 damage. Soul check to pass a spirit ward is at a +4 penalty.
Level Five: Spirit wards do 25 damage. Soul check to pass a spirit ward is at a +5 penalty.
Level Six: Spirit wards do 30 damage. Soul check to pass a spirit ward is at a +6 penalty.
Spirit Ward is taken by this character:
Elise LeBlanc, level 1