From publisher blurb:
Spirits
Witches wield magic, absorbing Resonance and using it to great effect. Vampires are empowered by magic, their very desires Resonating with the world around them. Spirits, however, are magic; each is a coalescence of Resonance that itself grows sentient and (eventually) even sapient.
Magic is a complex phenomenon, more than just a set of rules dictating how spells are cast. When Resonance suffuses an area, it reflects that locale strangely, forming Atellurian Realms. When it flows, it “casts itself” as a self-aware spell. When it builds up along a singular point, however, it grows increasingly more complex, eventually forming into a spirit of a “species” that reflects its origin.
Drops of The Blood: Spirits contains:
Complete mechanics for players to interact with, summon, and make deals with spirits.
Rules for Narrators to build and portray spirit NPCs.
A system of Pact-making that allows characters to gain benefits by making deals with spiritual entities.
Classifications and examples of different types of spirits, as well as how they form, act, and grow.