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=Bound Ghost Spirits= | =Bound Ghost Spirits= |
Revision as of 23:11, 3 April 2020
Description
Ghosts are the spirits of formerly living mortals who have since passed on to the spirit realm, but refused to retire to the Realm of the Dead, clinging to the memory of their life or unfinished business in the mortal plane. These tragic spirits are often bound to a person, place, or item relating to the unfinished business. Shaman who bind these spirits may be seeking aid from honored elders spirits, or trapping unfortunate mortal souls in eternal servitude. Ghost Shaman gain substantial strength when near places of special significance to ghosts. These 'Hallows' are places where the barrier between Lorithandar, the Spirit Realm, and the Realm of the Dead is thinnest. Most commonly found at cemeteries, ancient battlegrounds, or mass graves these places draw ghosts like moths to a flame.
Rank 1
Spell | Description |
---|---|
Imbue Power | At will the Imbued item glows with a dim luminescence enables the wielder to see into the Spirit Realm without meditation within the range of the illumination. 1/day as a free action the imbued item can gain the Fear effect for 1 round. |
False Life | While the spell is active the target will stay conscious beyond their normal limit by -3. However, if they reach this limit they die instantly. |
Sense Death | Allows the caster to sense undead, recent deaths or nearby Hallows. |
Spirit Coffer | Store items in the Spirit Realm. |
Rank 2
Spell | Description |
---|---|
Imbue Power | Imbued item gains a +1 Enhancement bonus. This bonus improves to +2 at Rank 3, and +3 at Rank 5. |
Ghost Song | Ritual draws ghosts near making a temporary Hallow |
Spectral Hand | Ghostly hand deals lethal damage. |
Spectral Armor | Ghost provides physical protection |
Rank 3
Spell | Description |
---|---|
Imbue Power | Imbued item gains the Fear effect.
Targets receiving the Fear effect roll Resistance vs. the characters casting roll for this Spirit. On success the target suffers a -2 penalty to all combat rolls (not Resistance rolls) for 1 round. This effect may only occur once per round. |
Grasp of the Dead | Make a call to the souls and spirits in the area to grasp at the living one more time. |
Shroud | Partially step into the spirit realm, providing magical concealment. |
Wave of Fear | A crippling wave of fear travels from the caster granting negatives. |
Rank 4
Spell | Description |
---|---|
Imbue Power | When a Fear effect is triggered, it may affect an additional Rank targets within Rank yards. This effect may only occur once per round. |
Wall of Souls | Shimmering wall causes fear in the living and slays Revenants. |
Draining Touch | Drain health from a target healing the caster. Can be used at range with Spectral Hand. |
Spirit Trap | Trap the spirits of the slain. |
Rank 5
Spell | Description |
---|---|
Imbue Power | When wielding/wearing the imbued item, the character gains a 5 yard radius aura of fear. Target rolls Resistance vs. the characters casting roll for this spirit. Improved Imbue: This effect expands to 10 yard radius and Terror Aura (as per Adept Dragon Discipline). |
Wail of the Banshee | Lethal scream slays the living. |
Ghostly Swarm | Conjure a swarm of ghostly apparitions from sites of death. |
Ghost Form | Transform the caster into a ghostly wraith. |
Bound Ghost Spirits
Immunities: Death Magic, Poison, and Disease
Rank 1
Health: 4 Vigor: 0
Physical Defense: 2 (2 dodge) Magical Defense: 1 Magic Resistance: 7d10
Attack: 6 Initiative: + 1 Speed: 11
Rank 2
Health: 6 Vigor: 0
Physical Defense: 3 (2 dodge, 1 armor) Magical Defense: 2 Magic Resistance: 8d10
Attack: 8 Initiative: +1 Speed: 11
Rank 3
Health: 7 Vigor: 2
Physical Defense: 5 (3 dodge, 2 armor); 2 Damage Reduction Magical Defense: Y; Magical Damage Reduction Magic Resistance: 3
Attack: 10 (10 yard range) Initiative: +1 Speed: 11
Rank 4
Health: 9 Vigor: 6
Physical Defense: 5 (3 dodge, 2 armor); 2 Damage Reduction Magical Defense: 4 Magic Resistance: 10d10
Attack: 12 (10 yard range) Initiative: +2 Speed: 11
Rank 5
Health: 11 Vigor: 10
Physical Defense: 8 (5 dodge, 3 armor); 2 Damage Reduction Magical Defense: 5 Magic Resistance: 11d10
Attack: 17 (+ Armor Piercing) Initiative: +2 Speed: 11
Rank 6
Health: 20 Vigor: 10
Physical Defense: 9 (3 dodge, 3 armor, 3 ascension); 2 Damage Reduction Magical Defense: 9; 1 Magical Damage Reduction Magic Resistance: 15d10
Attack: 26 Initiative: +2 Speed: 13