Pacts are one way to gain power through a spirit's dealings, another is to tame lesser souls you find around you. Of course, there is occasionally a circumstance where that relationship is less transactional, when a spirit deigns to simply give a gift, and watch what drama follows.
Spiritual Favor:
- Gift of the Scorned: one of your hands has the resting temperature of a hot ember. once per day you can produce a cone of flame (1d6 save reduces by half).
- Gift of the Prisoner: You possess a blade that is itself possessed, and counts as a magic weapon. It shackles an additional six lives to your own. When the sixth is lost, the blade shatters.
- Gift of the Grief-Eater: Your voice carries across great distances. You can scream loud enough to rupture the eardrums of all around you, doing so renders you speechless for the remainder of the day.
- Gift of the Watcher: up to [templates] times per day, may re-roll any dice, taking the new result.
- Gift of the Staunch: If you have time to dig your heels into the ground, nothing can knock you off your feet. If you attack without doing any other actions in a round, add 1 to your Injury roll.
- Gift of the Tyrant: Objects you break are utterly destroyed, incapable of reconstruction. If you roll exactly your build score while making an attack, you may choose any object on your target to sunder.


