By Jacob Williamson (theslin@mail.utexas.edu) for the Ban Saide
While Lares are being "helpful," operating under their own power and volition, the Storyteller should feel free to ignore the cost of their Charms.
Affinity: Water
Willpower 2, Rage 1, Gnosis 2, Power 4
Charms: Extinguish Fire (up to the size of a bonfire), Damp (renders an object up to the size of a normal human soggy) (Cost of all Charms: 1)
Asrae are almost invisible in water, and may swim at a speed of roughly 4 miles per hour or crawl on the ground at about two miles per hour. They appear as semispherical globs of water about three inches wide, and leave damp trails when they move. They are peaceful and lethargic spirits, and will only rarely act against their summoners.
Willpower 2, Rage 1, Gnosis 2, Power 4
Charms: Telekinesis (move items of two pounds or less. Item must touch solid surface connected, at least indirectly, to the ground: a keyring on a cinder-block carried by a Bone Gnawer standing on the Empire State Building, for example, but not a wineglass on an airplane. Object must be within sight of the spirit. Charm lasts five minutes, and can only affect one object per use). Sink (Yarth becomes a part of the earth, and may travel at roughly one foot every five seconds. Stone, brickwork, masonry, pavement and suchlike slow speed to one foot per minute). (Cost of all Charms: 1)
Yarth are slow and stupid, and appear as rather pretty rocks, roughly an inch wide (feldspar, flint, or low-grade garnet are typical building materials for Yarth physical forms). They roll about at three miles per hour.
Willpower 1, Rage 1, Gnosis 4, Power 4
Charms: Gust (A brisk wind, as strong as a summer breeze. May move lightweight objects such as papers and feathers. Cost: 1 per minute). Obscure (usable on others. Cost: 1 per minute.)
Chlis are all-but-invisible distortions of air, one foot wide. They are hyperactive, cheerful spirits. Unlike most Lares Chlis may speak to any individual in a faint, airy voice. Chlis fly at a speed of 50 miles per hour, but may be blocked by any sort of barricade or very strong wind.
Willpower 1, Rage 4, Gnosis 2, Power 4
Charms: Ignite (by resting on an object, the Wisp may cause it to burst into flame. Paper will ignite after about ten seconds, wood after a minute, and highly incendiary chemicals will go off almost instantaneously! Imagine holding a candle-flame to the target object to visualize the effects. Cost: 1) Kaboom! (Wisp detonates in a flash of light and a thunderclap. This is dazzling in combat, giving unprepared onlookers a +2 penalty during the next turn, but cannot inflict damage. Also useful as a signal, visible over several miles if used high in the air. Cost: 1, but the spirit dissipates and reforms elsewhere.) Flame Burst (Wisp emits a jet of flame, inflicting one level of aggravated damage. Cost: 2)
Wisps appear as candle-flames hovering in the air. They are impatient and easily-upset creatures, and may very well attack their controller if they feel mistreated.