I've been working on a new type of spirit to use against my players and since I haven't found anything like them on the rest of the net I thought I'd put it up here and hope for comments and critiques. With that said, I give you:
Parasite Spirits:
Along the idea of insect spirits, parasite spirits take hosts, but in different ways and for different ends. The two that I have come up with so far are Leech and Tick (whose domains are stagnant water and land, any but city)
Powers:
1.) Attachment. Through the use of attachment the parasite spirit attaches itself to the Host. Once the spirit is attached it blends it's aura with that of the Host to better conceal itself. This counts as Masking of an Initiate with a rating equal to the force of the spirit. To target the spirit itself the Masking must be penetrated, else only the Host takes the damage from all attacks.
I felt that reading the Hosts aura could produce results about something not being right with the correct amount of successes, but I haven't really set any rules for that out atm.
2.) Essence Drain. Once attached the parasite spirit can drain the essence of the host. The normal rate is one week for one point of essence. The spirit may also make a test to increase the rate of essence drain, the spirit rolls a number of dice equal to it's force rating against a TN equal to the essence of the host, divide the time of one week by the number of successes.
Two points about this. First, the spirit doesn't have to roll, once attached, to drain essence only to increase the rate of drain. Also, the spirit does not have to actually drain the essence, if a particular Host is worth having around, they can not drain them for some time. Second, I tried to make it so that if a player actually got one of these attached to her/him they would have some time to get it off.
3.) Increaseing Force. A parasite spirit can increase it's force rating once it has drained a number of points of essence equal to twice it's current force rating.
I wasn't sure if this mechanic should work as written or if the essence drained should work to add to the spirits Spirit Power (or whatever that 'other stat' for spirits is).
That hits the main points of the spirits powers, but why should anyone ever let anything like this see the light of day? Well, of course they help out power-mad casters!
1.) Metamagic Abilities. The Host gains the metamagic abilities of Absorbtion and Siphoning without having to Initiate for them.
These abilities are actually under the control of the parasite and they let the Host use them...but an interesting point is that the spirit could use them even if the Host were disabled or otherwise distracted.
2.) Magical Aid. The parasite is also able to help the Host by using the Aid (or whatever the spirit ability is) power. This can make for very powerful villains though so use at GM discresion.
This has been a quick overview of the spirits and I envisioned more powerful spirits being able to control the Host, gain access to memories, etc.
I hope these are interesting and welcome any help in refining them. I have only played up to 3rd ed. and have never seen a 4th ed. book, so all my descriptions may be way off and for that I apologize.