Spirit Caller
Spellcast Trait: InstinctPlay the Spirit Caller if you want to summon and command elemental spirits bind fire, water, earth, and air into temporary allies combine elements into powerful
Elemental Spirit: Spend a Hope to imbue your Manifest Guide with an Elemental Spirit:
Earth: You and allies within Close range of the guide gain +1 to your damage thresholds.
Air: When you spend a Spirit token to command the guide, it can move an ally with it before performing its task.
Fire: Adversaries spotlighted in Close range of the guide take 1d8 damage.
Water: When the guide assists a creature, you can move the target of their next successful attack a Close distance.
Spirit Sense: Sense the presence of spirits within Far range. You can ask the GM what spiritual influence you sense in a new area or target.
Elemental Fusion: Your Manifest Guide now rolls 1d8+1 Spirit tokens. You know the following fusions:
Lightning: If the guide assists with a successful attack, target an extra creature with the roll in Far range.
Steam: If the guide assists a creature, they can clear 1 Stress.
Lava: If the guide assists with a successful attack, the target must mark a stress to move on its next spotlight.
Ice: If the guide assists with a successful attack, the target is temporarily Vulnerable.
Mud: If the guide assists a creature, areas within Close range of the creature are now Difficult Terrain.
Sand: If the guide assists with a successful attack, the target is temporarily Blinded.
Greater Elementals: Your Manifest Guide now rolls 1d10+1 Spirit tokens. You know the following Greater Elementals:
Metal: When you or an ally within Close range of the guide marks Armor, reduce the damage by 2 instead.
Astral: When the guide assists a creature, they can teleport to anywhere they can see within Far range.
Dream: When the guide assists a creature, they can also become Hidden.