Ghost
Common Ghost
Power Level: 1240 | CR: 5 | Size: Medium |
---|---|---|
Strength: 1 | Dexterity: 1 | Mind: 1 |
Fortitude: 1 | Reflex: 1 | Willpower: 1 |
Vitality: 0 | Life Points: 0 | |
Base Attack Bonus: 0 | Damage Reduction: 0 | |
Defense Bonus: +1 | Parry Bonus: 0 | |
Combat Speed: 30ft fly | Agility: 1 | Footwork: 0 |
Magic Reserve: 60sil (-24sil when using Control Weapon) | Magic Potency: 3 | Magic Energy Threshold: 8sil |
Awareness: +1 | Climb: 0 | Insight: +1 |
Jump: +0 | Open Lock: 0 | Sleight of Hand: +0 |
Speech: +3 | Stealth: +0 | |
Attack 1 | Telekinetic Throw +3 MP vs Ranged Defense or Fortitude | 18 True Damage |
Attack 2 | Telekinetic Spear +3 MP vs Melee Defense | 16 True Damage + 2d4+6 Damage |
Attack 3 | Telekinetic Longsword +3 MP vs Melee Defense | 4 True Damage + 3d12+6 Damage |
Trapped Souls
Ghosts are wandering souls of dead folk that are unable to pass on into The Great Beyond. Though we know much more about ghosts than our ancestors, there are still many things that cannot be explained about these beings. Sometimes the circumstances of one’s death may warp the resulting ghost into another being all together creating wraiths, banshees, poltergeists, and several other ghost subspecies. Fey often become a special kind of ghost known as an elemental spirit instead of a common ghost.Fighting Style
Since most ghosts are made entirely of aether, they are completely incorporeal. This makes them immune to all physical harm and grants them the ability to become invisible at will so long as they have at least a little bit of magic energy. They all possess a natural ability to use telekinesis to interact with the physical world in many ways. They often use the Telekinetic Throw spell to bash their aggressors into walls. Though it may appear that a ghost is grabbing its victim with its own hands, this is merely the ghost visualizing its intent. Ghosts cannot interact with the physical world without their telekinetic power. They are able to move through any surface and can fly at a relatively slow speed. Ghosts possess irrational minds that are completely fixated on whatever unfinished business has stranded them on this plane, so they often prefer to fight with ferocity and emotion rather than tactics or strategy.Primary Spells
Telekinetic Throw
Components: 4silCasting Type: Full Action
Range: 60ft, 60ft
Duration: Instant
Saving Throw: Defense Roll vs Magic Potency OR Fortitude vs Magic Potency
Effect: You can fling a small object within 30ft of you up to 90ft at your target to inflict 12+2*MP true damage to them unless they can win an opposed defense roll vs your magic potency roll. This attack is counted as a ranged attack. You can also attempt to use this spell to throw creatures 20ft in the direction you choose unless they can win an opposed fortitude roll. If you throw them into a solid surface, you inflict 12+2*MP true damage to them. If you throw them into another creature, both creatures take half this damage.
Telekinetic Hold
Components: 4silCasting Type: Full Action
Range: 60ft
Duration: 1 minute
Saving Throw: Fortitude vs Magic Potency
Effect: Your target is snared and has a float speed of 0 ft if they fail a fortitude vs magic potency check. Your target may attempt to remake the save at the end of their turn.
Control Weapon
Components: 8 sil, 24 Spell Maintenance PenaltyCasting Type: Full cast
Range: 30ft, 60ft
Duration: Until Dispelled
Saving Throw: Melee Defense vs Magic Potency
Effect: You can grant a weapon or shield the ability to fight and move on its own. Once per round it can either parry for someone or make an attack on your turn. The weapon must be a 1 handed weapon and it uses your magic potency roll as an attack roll and deals the weapon’s base damage plus 2x your Magic Potency. If the target is used to parry use your magic potency as the defense role. If the target is a shield it may parry ranged attacks and spells. The weapon has a fly speed of 10ft that it may use once per round as a free action if it is within 30ft of you. If the weapon moves more then 60ft from you it falls to the ground and is stunned. You can maintain up to ½ your magic potency weapons at a time.
How to Fight a Ghost
If you encounter a ghost, it is imperative that you remain calm. Not all ghosts are immediately hostile. Ghosts may have irrational and radically emotional minds, but you may still be able to wriggle a conversation out of them. So long as you don’t aggravate them, you may be able to escape without a fight.If you must face a ghost in battle, you better be prepared. Each ghost has a decently large magic reserve that it uses to cast its telekinesis spells and manifest its form. If this magic reserve is depleted the ghost dissipates back into limbo. Ghosts are completely immune to all weapons even silvered ones, but energy damage from spells still seems to burn away at their magic reserve all be it slowly.
If you manage to outlast the ghost’s magic reserve, do not celebrate just yet. Once the ghost’s magic reserve has replenished, it will be able to re-manifest itself again and again so long as its unfinished business remains unfinished. Truly defeating a ghost requires you to figure out what this unfinished business is and do whatever you can to satisfy it.
It is possible to defeat ghosts without satisfying their unfinished business; however, the method of doing so is no easy task. There is a ritual known as the Ritual of Passing that can be performed by well-practiced Quest Lords with 4 ranks in the profession. All that is required is that you find the corpse of the ghost in question and light it ablaze while perfectly executing the incantation and precisely scripting the required glyphs. If you can successfully pull off this ritual, the ghost will be unbound from this world and tossed into purgatory forever to find its own way in the afterlife. The ghost will often guard its body fiercely so prepare yourself to fight it if you approach its corpse. This method has been deemed inhumane by some Quest Lord masters, but if lives are at stake, anything is on the table. Beware using this ritual, for there is a 30% chance it will transform the ghost into a wraith rendering the ritual useless and leaving you with a much more deadly spirit to deal with.
Weapon Arts/Arcane Arts
• Agility 2 ranks• Combat Maneuvers
• Magic Reserve 3 ranks
• Meditation Practice
• Meditation Mastery
• Silent Casting
• Still Casting
• Telekinesis Journeyman
• Mage Hand
• Telekinetic Throw
• Telekinetic Hold
• Control Weapon
Basic Information
Anatomy
Many will argue that a ghost is pure emotion left behind by a person after their death given form by aether, but most magical scientists will agree that the ghost is the very embodiment of the soul itself. The atoms within living creatures are bound together by the magic particle, panacea, and the soul of the body is made from the tremendously small traces of the magical particle, aether, found mostly in the brain. Interestingly, mere seconds after a person dies, the vast majority of the panacea in their atoms disappear along with the aether found in the brain. It is theorized that upon death, the panacea in the body converts into pure aether and makes its journey into the Great Beyond. Ghosts are the result of a collection of aether that is unable to pass on due to some form of unfinished business that was of great importance to the ghost in life.
Ecology and Habitats
Ghosts will generally haunt areas fairly close to their bodies. In some rare cases, ghosts may haunt locations tied to their unfinished business even if it is miles away from their body.
Additional Information
Uses, Products & Exploitation
Loot: Aether = Ghost CR x 5, found in ectoplasm left after ghost either moves on or is destroyed for good. 1lb
Perception and Sensory Capabilities
A ghost's senses can vary greatly. In some cases, a ghost will appear to not even realize a person is there while others are hypersensitive to everything that moves. This is likely due to the ghost's delusional nature.
Every ghost is able to sense when its body is being approached. It is unclear how far this sense extends, but a ghost always seems to be present when its body is in danger.
Every ghost is able to sense when its body is being approached. It is unclear how far this sense extends, but a ghost always seems to be present when its body is in danger.
Lifespan
5-30 years before becoming a wraith
Average Weight
0
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