Ghost Shaman: Difference between revisions

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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.
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.
=Bound Ghost Spirits=
''Immunities: Death Magic, Poison, and Disease''


=Rank 1=
=Rank 1=
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|| Store items in the Spirit Realm.
|| Store items in the Spirit Realm.
|}
|}
==Stats==
Health: 4
Vigor: 0
Physical Defense: 2 (2 dodge)
Magical Defense: 1
Magic Resistance: 7d10
Attack: 6
Initiative: + 1
Speed: 11


=Rank 2=
=Rank 2=
Line 43: Line 58:
|| Ghost provides physical protection
|| Ghost provides physical protection
|}
|}
==Stats==
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=
=Rank 3=
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|| A crippling wave of fear travels from the caster granting negatives.
|| A crippling wave of fear travels from the caster granting negatives.
|}
|}
==Stats==
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=
=Rank 4=
Line 82: Line 121:
|| Trap the spirits of the slain.
|| Trap the spirits of the slain.
|}
|}
==Stats==
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=
=Rank 5=
Line 101: Line 152:
|}
|}


 
==Stats==
=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
  Health: 11
  Vigor: 10
  Vigor: 10
Line 165: Line 164:
  Speed: 11
  Speed: 11


==Rank 6==
 
=Rank 6=
 
==Stats==
  Health: 20
  Health: 20
  Vigor: 10
  Vigor: 10

Revision as of 00:16, 4 April 2020

Description

Ghost-shaman.jpg

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.

Bound Ghost Spirits

Immunities: Death Magic, Poison, and Disease

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.

Stats

Health: 4
Vigor: 0
Physical Defense: 2 (2 dodge)
Magical Defense: 1
Magic Resistance: 7d10
Attack: 6
Initiative: + 1
Speed: 11

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

Stats

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

Spell Description
Imbue Power Imbued item gains the Fear effect.
  • Imbued Armor: When the wearer receives a successful attack, even if the damage is negated by Ward, the attacker reactively receives a Fear effect.
  • Imbued Weapon: When the wielder lands a successful attack, even if the damage is negated by Ward, the target receives a 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.

Stats

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

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.

Stats

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

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.

Stats

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

Stats

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