Spirit List

SRW D20 adds a new type of ability, called Spirits. Spirits are activated as a free action, but only at the start of your turn, by spending the listed number of spirit points. Multiple Spirits may be activated in one turn, but you may not activate the same spirit multiple times in a turn. Spirits that activate on a specified condition that do not otherwise list a duration must be triggered within one minute of their activation, or they are wasted to no effect. You may meditate for 5 minutes to recover all your spent spirit points.

NOTE: Each spirit has a [Real Pilot], [Super Pilot] or [Ship Captain] tag. If that's not your highest level class, then the Spirit costs +20% spirit points to use. If you have multiple classes tied for highest level, you must pick one as your "primary".

The number in (parentheses) is the spirit cost.

= Real Pilot Spirits =

Accel
[Real Pilot] (5): Your movement speeds increase 30 feet/mu for 1 round, depending on the scale.

Aid
[Real Pilot] (30): Target ally recovers 10 spirit points.

Alert
[Real Pilot] (10): The next attack against you automatically fails, even if it doesn't need an attack roll.

Alignment
[Real Pilot] (45): Choose an ally within view and then one of your ability scores. For 1 round you and the chosen ally can use the highest value of the chosen ability score between you two instead of their own.

Cloak
[Real Pilot] (80): Enemies can't attack your mecha for 1 round unless you attacked them in the previous round.

Focus
[Real Pilot] (15): You gain +6 Perfection bonus to attack rolls, AC and Reflex saves for 1 round.

Fury
[Real Pilot] (35): Your next attack within 1 round ignores all abilities that would reduce or prevent damage on the target (you still need to hit them).

Gain
[Real Pilot] (15): If your next attack defeats an enemy mecha, you learn all of its pilots feats and can learn one of them you qualify for. That feat lasts until you use this Spirit again.

Guard
[Super Pilot] (20): For 1 round all damage you take is reduced to 1/4, after applying any other reductions you may have.

Luck
[Real Pilot] (40): Until the start of your next turn you can re-roll one dice of your choice you just rolled after knowing if you would succeed or fail.

Mercy
[Real Pilot] (10): If your next attack would destroy or kill the target, they remain at 1 HP instead. The target cannot use any self-destruct systems/abilities when affected by a Mercy attack and if they would've been destroyed/killed, such systems/abilities are disabled until 8 hours are taken to fix them.

Provoke
[Real Pilot] (20): Choose an enemy. Their next attack within 1 round must target you. If multiple mechas use Provoke on a single target, it can choose which of the provokers to target.

Sacrifice
[Real Pilot] (55): Your next attack within 1 round deals triple damage and automatically threatens a Critical Hit. However the weapon used for the attack is destroyed, your energy is reduced to zero, your spell slots expended, maneuvers unreadied, and until the end of your next turn enemy attacks automatically hit you, are automatical critical threats that are automatically confirmed,  and you take a -10 penalty on all saves.

Snipe
[Real Pilot] (10): The range increments of all your ranged and thrown weapons is increased by 50%

Soul
[Real Pilot] (60): Your next attack deals 2,5 times as much damage, but cannot score a critical. This doesn't stack with any other damage multipliers.

Strike
[Real Pilot] (20): Your next attack within 1 round automatically hits the target regardless of AC, cover, and miss chances. If your attack is an area attack, your opponents always count as failing any saves to reduce damage, but not other effects. If your enemy has Alert active, then Strike mutually cancels it, resolve the attack normally.

Substitute
[Real Pilot] (45): Choose an allied mecha. For 1 round any damage they would take is instead dealt to your mecha. If the pilot would take damage, you take it yourself.

Taunt
[Real Pilot] (30): Target mecha gains a -2 penalty to attack rolls, AC, saves, damage rolls, DR and a -5 mu  to its movement speeds. Those penalties last 1 round. If you or other pilot had used Taunt in the same target on the previous round, double the penalties.

Violent Assault
[Real Pilot] (65): You gain the benefits of Accel, Assault, and Fury for 1 round.

Zeal
[Real Pilot] (70): After taking your actions for this turn, you may take another turn worth of actions. You cannot use this more than once per round.

= Super Pilot Spirits =

Assault
[Super Pilot] (25): You may perform a Full Attack, fullround maneuver, charge, or fire a weapon as a standard action.

Battle Cry
[Super Pilot] (20): Your next attack has its Critical Threat range doubled, and you gain a +4 bonus on the roll to confirm any critical hit with that blow. Doesn't stack with Valor.

Belief
[Super Pilot] (75): Your mecha takes 1/3 damage and is immune to status effects for 1 round. You can use this even if normally unable to take actions.

Bravery
[Super Pilot] (115): Your mecha gains the benefits of Accel, Strike, Invincible, Valor, Yell and Fury for 1 round.

Continuous Attack
[Super Pilot] (45): If one of your attacks destroys an enemy, you gain a fullround action. You cannot benefit from this more than 1/round.

Dream
[Super Pilot] (special): You use one Spirit an ally within your view knows, but you must pay double its spirit cost. If you use Gain, Cheer, Gamble or Fortune this way, they only last until you use Dream again.

Gamble
[Super Pilot] (30): If your next attack defeats an enemy mecha, you learn what weapons it had and can salvage one of their weapons and equip it in your mecha with any remaining ammo. It lasts until you use Gamble again.

Guts
[Super Pilot] (30): Your mecha fully recovers its HP.

Huge Encouragement
[Super Pilot] (105): All allied mechas within view gain a +2 bonus to attack rolls, damage rolls, DR and a +5-mu bonus to its speeds. If you have Attacker, Defender or Predict, they count as having been fighting all of their opponents for an extra round. Those bonus last 1 round.

Invincibility
[Super Pilot] (15): The next attack that hits your mecha has its damage (if any) reduced to 1.

Love
[Super Pilot] (60): This replicates focus, strike, alert, valor and accel at the same time, except the Dodge bonus is only +4, the speed increase is only +15 feet/mu depending on scale.

Miracle
[Super Pilot] (135): Your mecha's HP is completely restored, then it gains Accel, Alert, Strike, Luck, and Valor.

Prayer
[Super Pilot] (20): Remove one bad status effect with a duration other than instanteous or permanent from you or your mecha (if you're a 2nd/3rd officer on a Ship captain or part of the crew of a Combined Robot, you can also target other pilots part of the same team). If it was an area effect, your mecha ignores it for 1 round. You can use this even if normally unable to take actions.

Refresh
[Super Pilot] (15): Your mecha recovers Xd10 HP, where X is your Pilot Level.

Revival
[Super Pilot] (150): An allied mecha destroyed no more than 1 minute ago comes back at full HP, energy and ammo in a position adjacent to you. If its original pilot was still alive they can instantly return to the cockpit.

Valor
[Super Pilot] (40): Your next attack deals double damage, but cannot score a critical. This doesn't stack with any other damage multipliers.

Vigor
[Super Pilot] (50): Your mecha gain a +6 bonus to attack rolls, damage rolls, and DR. If you have Attacker, Defender or Predict, you count as having been fighting all of your opponents for two extra rounds. Those bonuses last 1 round.

Warrior Spirit
[Super Pilot] (50): All your attacks for 1 round have their Critical Threat range doubled, and you gain a +4 bonus on rolls to confirm critical hits for the duration. Doesn't stack with Valor.

Yell
[Super Pilot] (20): Your mecha gains a +2 bonus to attack rolls, damage rolls and DR. If you have Attacker, Defender or Predict, you count as having been fighting all of your opponents for an extra round. Those bonus last 1 round.

= Ship Captain Spirits =

Attune
[Ship Captain] (45): as Strike, but can affect an Ally.

Bless
[Ship Captain] (60): As Luck, but can be used in any ally within view.

Bonds
[Ship Captain] (50): All your allied mecha within view heal HP equal to half their max HP.

Cheer
[Ship Captain] (25): As Gain, but affects one ally within view. Does not stack with Gain itself or Cheer from other pilots.

Disturbance
[Ship Captain] (90): For 1 round, the user and all his allies gain +10 untyped bonus to AC and Reflex saves.

Enable
[Ship Captain] (90): As Zeal, but you can use it on ally. You cannot use this more than once per round.

Faith
[Ship Captain] (60): As Trust, but the mecha is fully repaired and the Pilot is fully Healed.

Fierce Fight
[Ship Captain] (100): All your allies in view deal +50% damage for 1 round, but cannot score criticals. This doesn't stack with any other damage multipliers.

Fortune
[Ship Captain] (50): As Gamble, but affects one ally within view. Does not stack with Gamble itself or Fortune from another pilot.

Hope
[Ship Captain] (70): You or one ally that you can see recovers 50 spirit points.

Rally
[Ship Captain] (65): All adjacent allied mechas get a +2 bonus to attack rolls, damage rolls and DR. If they have Attacker, Defender or Predict, they count as having been fighting all of their opponents for an extra round. Those bonus last 1 round. Those bonus last 1 round.

Resupply
[Ship Captain] (50): You or one ally in sight recover all  energy and all weapon ammo.

Scan
[Ship Captain] (5): Choose an opponent in view. You learn their max and current HP/energy/spirit points as well that of their mecha, their AC, DR, movement speed, feats, name(s) and equipped weapons. That opponent takes a -2 Scan penalty to AC and saves for 1 round.

Trust
[Ship Captain] (20): You shout encouragement to an ally or yourself, healing their mecha and the pilot for Xd6 HP, where X is your Pilot Level.