Fundamental Spirits

*Spirits which keep the world in order and functioning.*

### **Anima**

* These spirits in the form of floating strings of golden energy represent birth and life. Gaining energy from each new life that is created, they can be often found in hospitals, more specifically on the maternity ward. Ironically, they themselves are short lived, seeming to spontaneously come into existence around births and quickly fading away again.
* Their mere presence lessens pain and quickens healing processes. If one manages to bind one, they are not intelligent enough to talk so pacts are not possible, their energy can be used to heal wounds and, if one has acquired enough of them, even resurrect people from near-death.
* Stronger versions of Anima spirits exist. These entities come in a variety of abstract, ever shifting shapes. They are the entities that keep the flow of life in order and guide souls into their bodies. Even though they are intelligent enough to form pacts, they rarely ever do so since no human could offer them anything useful. Sometimes, though, they choose a mortal to be their famulus partner when they believe he could be helpful solving a disturbance in their realm.

These Spirits come in two forms. There are the weak, non-sentient, lower forms that spontaneously come into existence whenever new life is born or ended and then there are the powerful ones that hold the balance of life and death in their hands.

OFFERING - Weaker ones can be simply caught in a bottle when they appear. They will fade away over the next few hours, so to prevent this you will have to find a way of feeding them power. They do not require much, just a little bit a day.

Higher forms do not make pacts. On the rare occasion that they need a mortal's help with something, they will seek them out and propose a familiar bond and then return to their regular duties after the death of the magician.

### **Mortis**

* These spirits resemble floating collections of black and silver garn floating through the air. Like their counterparts, they live off of the energy that is released upon the end of a life, spontaneously coming into existence in the presence of death and quickly wane away again.
* If bound, these spirits will allow you to ward off death or bring it unto others in small ways. If you have collected a significant number, you can even use them to separate souls from bodies.
* Stronger versions of Mortis exist as well, typically appearing as traditional representations of death. They make sure souls are cleanly separated from their bodies upon death and that each life ends when it is supposed to according to fate. They too will not negotiate for pacts, but occasionally search for mortal help when necessary.

These Spirits come in two forms. There are the weak, non-sentient, lower forms that spontaneously come into existence whenever new life is born or ended and then there are the powerful ones that hold the balance of life and death in their hands.

OFFERING - Weaker ones can be simply caught in a bottle when they appear. They will fade away over the next few hours, so to prevent this you will have to find a way of feeding them power. They do not require much, just a little bit a day.

Higher forms do not make pacts. On the rare occasion that they need a mortal's help with something, they will seek them out and propose a familiar bond and then return to their regular duties after the death of the magician.

### **Zeitgeists**

* These spirits are the wardens of time. They watch over the flow of history and make sure it is followed. Their appearance varies widely depending on their power, from small clockwork creatures to old men with long beards and watch faces instead of eyes.
* Pacts with powerful Zeitgeists are rare, as there is not much you can offer one of them. Most commonly, they trade in time. You can shorten your days by an hour, for example, making them go by faster than you would expect. Alternatively, you can offer up a possible future to the Geist. Offer it all timelines in which you might win at the lottery in exchange for a favour. In return, the Zeitgeist might grant you an additional minute in a crucial situation. It might reset your enemies when they have you in a disadvantageous spot.
* Minor Zeitgeists can not manipulate a living beings time flow, but they can help you in less crucial ways. Waiting for your cake to finish baking? The geist can consume the remaining minutes, skipping you right to the end. It could also eat up an object’s future for a few hours, dropping it out of reality for a day.

Pacts with powerful Zeitgeists are rare, as there is not much you can offer one of them. The Zeitgeist might grant you an additional minute in a crucial situation. It might reset your enemies when they have you in a disadvantageous spot, or

Minor Zeitgeists can not manipulate a living beings time flow, but they can help you in less crucial ways. Waiting for your cake to finish baking? The geist can consume the remaining minutes, skipping you right to the end. It could also eat up an object’s future for a few hours, dropping it out of reality for a day.

OFFERING - Most commonly, they trade in time. You can shorten your days by an hour, for example, making them go by faster than you would expect. Alternatively, you can offer up a possible future to the Geist. Offer it all timelines in which you might win at the lottery in exchange for a favour

### **Beacons**

* These are spirits of paths and locations. They keep the planets in their orbits and cities in their place. Without them, the concept of distance would become meaningless. They often appear abstract, as many-pointed stars, whos points indicate places of import or as a mirror that communicates by showing you locations instead of speaking.
* Pacts with Beacons are rare. Humans have nothing to offer them. Sometimes, Beacons will approach humans if they deem them a useful tool for their own goals. virtually always, these goals were the elimination of a Hell-born interfering in their affairs. In the rare cases that a pact gets formed between a human and a Beacon, they will be granted the power to manipulate paths. They can move anywhere, distort space, open virtually any barrier, even metaphorical ones.

Beacons do not make Pacts. On the rare occasion that they need a mortal's help with something, they will seek them out and propose a familiar bond and then return to their regular duties after the death of the magician.