How does a spirit escape combat?

How does a spirit escape combat (in the Penumbra without utilizing any specific escape Charms) in Werewolf: the Apocalypse?

What action does it take, and when, what does it roll against what trait or target number, and what does it have to possibly evade (ie. how might a standard garou opponent prevent its escape)?

It’s the 2nd edition of W:tA mechanics that I’m primarily interested in, but any other would do as well. (Not The Forsaken, though, of course.)

The Shaman wandering spirit Lore grants bonus arcane spells, is there a spell level limit to what spells can be chosen?

The Shaman wandering spirit Lore grants bonus arcane spells, is there a spell level limit to what spells can be chosen?

The hex says:

Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Emphasis mine.

The only limit seems to be on casting the spells. Does this mean you choose all high level spells, but are limited by the level of spells you can cast as a shaman?

Enlightened Spirit aura of menace save DC

The Enlightened Spirit PrC has a feature called Aura of Menace

Aura of Menace (Su): A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 5-foot radius of you takes a —2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted or broken the effect can’t be affected again by your aura for 24 hours.

Which is very similar to the Archons Aura of Meance

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

There’s only one main difference. in the Enlightened Spirit version there’s no mention of a save DC, except at the end when it says “A creature that has resisted or broken the effect can’t be affected again by your aura for 24 hours.”

How can you resist that of which cannot be resisted?
I’ve tried looking into the Complete Mage errata but there’s no mention of this and to me it looks like they left that by mistake when copypasting from the archon’s feature, but i obviously have no proof of this. So, my question is: how should i consider this part of the class feature? And if it does grant a Saving Throw, what should be the DC?

Is it possible for a shaman to interact with their spirit?

The shaman’s Spirit feature says:

A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

I can’t find any information considering the spirit itself. Is it possible for the shaman to interact with their spirit? Can it help the shaman?

What exactly is a fey/fiend/celestial spirit?

A few spells mention using spirits, specifically fey, fiend or celestial spirits, usually regarding summoning them to take the form of another creature. A few examples are listed below:

Conjure animals (PHB, p. 225):

You summon fey spirits that take the form of beasts and appear in unoccupied spaces you can see within range. … Each beast is also considered fey,

Find familiar (PHB, p. 240):

You gain the service of a familiar, a spirit that takes the form of an animal … the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

Find steed (PHB, p. 240):

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed … the steed has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of its normal type.

Some of these I am identifying as fiendish or celestial spirits by inference, although conjure animals explicitly says “fey spirits”.


My question is, what exactly is a fey spirit? Or a fiend or celestial one? (If this question is considered too broad by asking about all three, I’ll happy reduce the scope to just “what is a fey spirit”, but I don’t see these as being too different to make this too broad, personally).

The only way I can make sense of this is to assume that this is referring to a fey being that has died, so literally the ghost of a fey. But then why can’t some of these spells use an elemental’s spirit, or a humanoid’s spirit, even? But then wouldn’t they be undead type, rather than fey, etc? Shouldn’t spirits of dead fey have gone to some kind of afterlife; how come relatively low level magic can summon them? Maybe it isn’t literally a dead fey, but then what is a fey spirit?

Note that I don’t expect each of the questions in the above stream of non-bold questions to be answered, they are just included to try to give some insight into my train of thought/confusion.


Also note that, although I’m asking “why” this or that, this isn’t a designer-reasons question, this is a lore question, since I’m interested in the in-universe justification for things, not designer reasons. I don’t care why, in the read world, Jeremy Crawford or Gary Gygax or whoever else from however far back this goes decided that this is the case, only how this makes sense in-universe. What, from a lore perspective, is a fey (or fiend or celestial) spirit compared to an actual fey (or fiend or celestial) creature?

If a setting is necessary to answer this question, let’s assume Forgotten Realms, but I don’t actually care about a specific setting. Given that this is a lore question, I’m also happy for answers to include information from previous editions, but I’m primarily interested in information from 5e.

Does this Spirit Guardians + Thorn Whip combo work?

I’m a bit confused on the wording of Spirit Guardians’ “when the creature enters the area for the first time on a turn” I know it works if the creature runs into the spell, but does not do damage directly if the cleric runs onto the enemy (or when the cleric casts it on top of the enemy.) I’ve read somewhere that forced movement of an enemy still counts as “entering the area”

So I have a question related to Thorn Whip, and I’ve set up an example to demonstrate it better.

Suppose there is only one enemy, and a cleric:

enemy turn 1: runs forward,

cleric turn 1: casts Spirit Guardians

enemy turn 2: enemy attacks and flees (cleric doesn’t take Opportunity Attack,)

cleric turn 2: states they want to ready their action to cast thorn whip the moment the enemy runs outside the spirit guardian radius, the cleric then uses their movement to run to the enemy and stand there.

enemy turn 3: enemy takes spirit guardians initial damage from the “starts its turn there” clause, runs out the field, triggering the cleric’s reaction. The cleric hits and pulls them 10 feet back into spirit guardians.

The question is: Does the enemy take damage again as they are entering the area again?

How to explain an ancestral guardian’s spirit features suddenly gained at level-up? [on hold]

I’m a new DM leading a 5e campaign with new players. Most of the characters, who are a cleric, two druids, and a fighter, do not gain weird new powers when they level up.

But the barbarian (still level 2) chose the Path of Ancestral Guardians, and when he gets to level 3, he unlocks the “Shaman King” spirits. I don’t know how to explain that in a “narrative” way.

I was thinking to have a random spirit enter his body while he is still level 2. He should not recognize anything at first, just his axe feeling lighter.

Later in the game the spirit will come out and help the barbarian while fighting. Later on the spirit will “grow” and acquire his old power and wisdom more and more, so I can explain the power-ups and “Consult the Spirit” (level 10 ability), and will eventually remember his past, as a great barbarian who fought something cool.

Is this the right way to explain this feature?

Creating a body for the spirit of a magic item?

Okay so In the campaign I’m currently playing in the party found a magic sword (Sun Blade). The sword has it’s own personality, spirit or soul whatever you’d call it. Anyway the group didn’t really need the sword so we just kinda ended up talking to it a lot. In our last session we thought it would be an idea to try give this sword it’s own body.

I thought maybe with the clone spell we could create a body and then try transfer the soul of the sword in to it but I don’t believe this is possible.

My question is there a way we can achieve this with some sort of spell or other magic item maybe?