Spirit Guardian
| Dicey Dangers, Core Rule | Game by Joel Hills |
| Core Rule Book | |
|---|---|
Spirit Guardian
Some conjurers do not summon creatures to fight alongside them — they summon the memory of one. A Spirit Guardian takes the form of a translucent figure, half-remembered and half-imagined, that drifts between the Hero and whatever would harm them. It does not strike. It does not speak. It simply endures, absorbing blows that were meant for its caster until it unravels entirely. The more skilled the conjurer, the more of these patient specters they can call into service at once.
Charge Use
Hero makes a Mind Skill Check. For every 2 successes (rounded down), summon 1 Spirit Guardian intercept, up to a maximum of 3.
When the Hero would take damage from a monster attack, spend 1 intercept before applying damage. The Guardian absorbs the full attack — no damage is applied to the Hero. Remove 1 intercept from the pool. Intercepts last until used or until the end of the current room encounter.
| Mind Skill Check | Spirit Guardian Intercepts |
|---|---|
| 1 | 0 — No Guardians summoned |
| 2 or 3 | 1 Guardian |
| 4 or 5 | 2 Guardians |
| 6+ | 3 Guardians (maximum) |