
WWHsmackdown |
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Michael Sayre said something in another thread about more spirits being added in the final release and looking to fan input for some of them, so we should make a thread for spitballing! I'm thinking maybe a maternal/paternal/traveller's spirit that's all about soothing, protecting, and guiding you and your allies. Maybe a spirit of resentment and despair from places like prisons or work camps that's about lashing out at and restricting your enemies. Maybe the collective spirit of an imperial court or marketplace that's all about dazzling, making good impressions, and swaying opinions. What spirits do you guys want?

R3st8 |
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Ok here are a few ideas for spirit:
1- The spirit of an old friend who you knew in life (someone you know opens a list of role play possibilities),
2- A archmage spirit with arcane spells and themed around knowledge and crafting maybe a spirit of knowledge,
3- A royal spirit, maybe a old knight or a wise king coming back to protect his kingdom from a evil threat
4- A ancestor spirit like the chief of a tribe, a ancient warrior similar what the oracle get
5- A dark tapestry style aberration spirit, we haven't had many options related to them i was hoping to have one as a Eidolon to make a elder mythos cultist
6- A ghost in the machine style spirit, maybe from Numnera.
7- A kami because the medium class had one archetype about those
8- Some classic outsider like archon, azata, angel, aeon, devil, genie, specially protean and agathion
9- A dragon spirit, because dragons are always fun

Palodios |
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As I posted in another thread but fits pretty well here
Sower of Vivid Decay:
- A spirit found around the harvest time on fields and in autumnal forest, maybe the manifestation of a large micellular network of fungi or the embodiment of decomposition in a graveyard
- Gameplay and spell wise it would be the Minionmancer apparition
- Vessel Spell could either allow it to command many minions or heal and sacrifice them, ala Final Sacrifice.
- Lore Wise definitely something like Corpse Lore and Herbalism Lore
I had two more Ideas
Hermit in Frigid Solitude:
- A spirit found mainly during Winter but also in any particularly remote or cold. It could be the soul of someone who perished in a blizzard, the spirit of a frozen forest or am embodiment of greed and hunger due to the scarcity of food during winter.
- Gameplay and spell wise they would focus on CC
- The vessel spell could be something that deals more damage the more isolated the target is. Meaning the further you push it away via CC effects the easier you can take care of it. Would also interact very well with the Grasping Spirit spellshape.
- Lore wise I think Tundra Lore and Hunting Lore
Dreamer Beyond the Void
- A spirit attracted to all things that make no sense. It could be the soul of lunatic, the embodiment of some outer god touched place or the lingering remnant of something that could never be understood.
- Gameplay and spell wise the focus would be on harmful mental influence
- The vessel spell could maybe induce friendly fire on this one but If anyone has a more flavourful Idea let me know.
- Lore Wise I would suggest Aberrant Lore and Cult Lore

breithauptclan |

The playtest ones have quite a few that resemble Druid style, one that is a Fighter style, and one that is a bit harder to categorize. Not sure if Imposter in Hidden Places is leaning more towards sneaky thief type, or Psychic/Witch type.
What I don't see are the Archmage (arcane knowledge), Guardian (defensive abilities), Marshal (Bard type), or Trickster (skill knowledge) options from Medium.
Now, not all of those need to translate over directly.
Trickster can probably be covered by some Wandering feats that are available for certain types of Apparition.
I would like to see:
An Arcane wizardly knowledge spellcaster Apparition type.
A defensive Champion type Apparition with spells that can block or mitigate damage.
A party buffing Bard type Apparition with performance lore.
And then to continue on from there.
An Alchemist/crafting Apparition with crafting and engineering lore.
A Gunslinger type Apparition with a focus spell to buff firearms that can do reload as part of the sustain action.
An Investigator type Apparition with some Wandering feats that help in exploration mode.
A Thaumaturge type Apparition with a focus spell that lets attacks trigger a target's weaknesses.

Mammoth Daddy |
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Failed Starstone initiates.
Ancient Sarkorian godspirits
Giant Spirits
Spirits representing the ancient bonds of heroic parties past.
“Ghost in the machine” spirits corrupted by integration with AI/tech from The Divinity
Harrow card archtypes.
Ancient Pharaohs of Osirion.
Echoes of dead divinities.
Dead familiars.
Lingering Quintessence that has yet to return/be sorted to the corresponding plane/demiplane to which it belongs.

alsyr |
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Most of the playtest apparitions are based on nature, so I really hope that they include some that are themed around urban environments and civilization as well. A few ideas:
Warmth of the Kindled Hearth - Spirits that gather around hearths in the home, campfires in the wilderness, and the braziers that light up cities, providing comfort and warding off the dark.
Steps upon the Winding Path - Spirits that travel upon roads and passageways, some guiding travelers to their destinations and others leading them astray.
Keepers of Knowledge and Secrets - Spirts that reside in schools, libraries, and statehouses. They hoard every piece of knowledge they can glean, sharing it only with animists they deem worthy.

Staffan Johansson |
Some ideas for concepts to include in various apparitions:
Protection
Warding
Building
Stealth
Positive interaction
Negative interaction
Travel
Wind
Frost
Music
Undead
Lightning
Knowledge/Secrets
Home
The Sea
Cosmos/Space
These can of course be combined in various forms depending on how the apparition is flavored. For example, I could see a "storm"-themed apparition which would have a variety of spells based around wind, frost, and lightning. I could also se a "winter"-themed one which would also deal with wind and frost, but perhaps including some of their more constructive aspects. I could see Wall of Ice belonging to the winter apparition, but not the storm apparition.
I'd like to see the spirits be somewhat idiosyncratic, and ideally include at least one spell that makes you go "Huh? Oh, now I see." For example, an apparition of home & hearth could have mostly supportive and utility spells like Create Food, but also maybe Sleep because sleeping is after all what you do at home.

Joyd |

I currently very very much like that the current apparitions are largely defined by their areas of concern and not by being any particular sort of lore entity, so I'm focusing mostly on mechanical effects, but I think it's be cool to have -
- Summoning-focused apparition. This could use the summoning spell mechanics similar to how the current shapeshifting one uses the polymorph spell mechanics (although you'd probably need additional restrictions), or it could do its own thing. I know that the goal with the animist isn't to be primarily a pet class, but I think there's a little space for an apparition that puts something like an extra body on the field, even if it's not a full body.
- Athletics actions apparition. This could just give you a boost to athletics actions, but it might also be interesting if it let you make athletics actions with your spellcasting modifier (like some spells do) or do slightly unusual things with them (like tripping with extra range.)
- Fear/Demoralize apparition.
- Physically demanding apparition. This is kind of open-ended, but an apparition that provides exceptional benefits at the cost of applying conditions to the Animist or dealing damage to the character.
- Targeted buff apparition. Apparition applies benefits to a single ally of your choice, potentially fluffed as the apparition attaching itself to that ally.

Parry |
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Most of the playtest apparitions are based on nature, so I really hope that they include some that are themed around urban environments and civilization as well. A few ideas:
Warmth of the Kindled Hearth - Spirits that gather around hearths in the home, campfires in the wilderness, and the braziers that light up cities, providing comfort and warding off the dark.
Steps upon the Winding Path - Spirits that travel upon roads and passageways, some guiding travelers to their destinations and others leading them astray.
Keepers of Knowledge and Secrets - Spirts that reside in schools, libraries, and statehouses. They hoard every piece of knowledge they can glean, sharing it only with animists they deem worthy.
Reading the new Daniel Abrams series, and I am really into it. Also, I like the idea of lost spirits such as:
Keeper of the Empty Hearth - Not every village makes it through the winter, and a community is often one bad harvest from desolation. This spirit is the remnants of one of these failed communities, holding the memories and unfulfilled hopes of a forgotten people.

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The Faithful Watcher
the spirits of those who laid down their lives during the fall of Lastwall. All those who have held the gate, and maybe even beings who have ascended to spend eternity protecting the Universe from the Beyond, or simply the spirit of a beloved pet, still following it's instinct to protect.
this apparition would be about protective magic and detection.
Warfare Lore and Investigation lore
the Familiar of the Streets
Maybe the spirit of an old man who help build the city into what it is now, or the collective of the spirits of every creature that crawls on or beneath it's streets, or maybe it is the embodiment of the city itself
Lore specific to the city the spirit is from, and Hospitality Lore, mix of location finding spells, building spells, and summon spells.
the Silence in the Library
the spirit of an ancient Librarian or mage, or of the creatures that fed on those ancient tomes, or of the building itself. Arcane magic with Academia Lore and A random Lore chosen whenever this spirit is attuned to

Solarsyphon |
Spirits are not super hard to come up with which I like because you could maybe give them out like items almost and weave them into the story.
Mutterer of foul curses
Curse lore and underworld lore
Gets a bunch of curse spells
Remnants of lingering malice, jealousy or evil magic. They tend to follow people around or hang out in cheerful places being miserable.
They are often spiteful and suspicious of people
Echo in quite theater
Art lore and theater lore
Music based spells and illusions
Tends to hang out in theaters or with great artists. Tends to be bombastic, excitable and performative