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Wiki+ page: Lesser Wraith


 

1. Basic Info

Type: Spirit, Undead

Alignment: Evil

Moral Points: -50

Build: small

Habitat: Lesser Wraiths can be found in cementaries, ancient ruins, and anywhere abandoned where people once lived long ago.

Appearance: The Lesser Wraith appears like a ghastly spirit drapped in a tattered spiritual black robe. Lesser Wraiths are often the very depiction of death and lost souls.

Runic Element: Death

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
  • Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
  • Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 70 70  
 SA 100 100 +10 (runic element)
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0  
 MR 0 0  
 Block 0 Weapon 0 Armor  

Lesser Wraiths are spirits and therefore receive 50% physical damage.

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 35 65  
Speed 20 45  
Mental 50 95  
Strength 50 95 *Strength is a copy of Mental due to being a spirit
Luck 25 60  
Will 25 60  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 25  
Perception 35  
Weight Limits Carry:  150
Lift 1H:  25
Lift 2H:  50
 
Success Points 6  
Failure Points 4  
Move Rates World:  2
Area:  20
Battle:  5
 
Area Ranges Throw:  5
Jump Up:  2
Jump Across:  4
 
Battle Ranges Throw:  10
Jump Up:  4
Jump Across:  8
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Defense: +1
Support: +2
Magic: +1
Initiative 2 +3
Evade 32  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  38
 
Magic Stats Magic Power:  5
Critical:  38
Magic: +10

6. Equipped Weapons

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Spectral Scythe 5d12 0 N/A 2 N/A 20% chance to cause 1d6 SA and EP poison;
Spiritual weapon, can't be stolen or disarmed;
Disappears upon death

7. Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Possession Possess target, taget gets a will check to avoid possession when first possessed and once each round N/A;
2 support
1 hex affecting 1 target 1d8 rounds 1 skill point =
1 skill mastery %
35
Fang This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d10 to a single target. These fangs are magical energy, not physical. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 30
Bio Instability This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's movement rates is cut in half. 10 SA;
1 magic
1 target 1d8 rounds 1 skill point = 2 skill mastery % 95
Elemental Death Using the magic of death, you effectively kill the target's ability to manipulate their element to produce magic. The magic surrounds them, not allowing them to concentrate on their element. No spells can be cast including minor elemental manipulations. The target make an evasion check to try to evade this with no penalties to evasion. 20 SA;
2 magic
1 target 1d6 rounds 1 skill point = 1 skill mastery % 50
Night Shade This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 2d10HP per round. The poison cannot be magically evaded. Only fortitude checks apply for this spell. 20 SA;
2 magic
1 target until cured 1 skill point = 1 skill mastery % 50
Release of the Doomed With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a strength check to be freed. 20 SA;
2 magic
all enemy targets until freed 1 skill point = 1 skill mastery % 50
Graveyard's Warding The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their magic power is weakened greatly, decreasing the Magic Power by half of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected. 10 SA;
1 magic
a 3x3 hex area around the caster 1d6 rounds 1 skill point = 2 skill mastery % 95
Loss of Self This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. 10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % 95
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20

8. 
Combat Notes

Lesser Wraiths are the remains of lost souls that have been twisted by torment. They envy the living and will attack them any chance they get. Lesser Wraiths are most interested in the most vulnerable, and will all gang up on one living target at a time until the target is dead. Lesser Wraiths tend to ignore those that are already dead or are undead. Lesser Wraiths gather together in groups of 4 to 20.

9. Spoils

0.05 pounds of Ectoplasm: Alchemical ingredient worth 500.00 a pound.

  • Effect 1: See Spirits 6 area blocks for 3 hours
  • Effect 2: Shock Damage 1d12
  • Effect 3: Immune to Violent Life Magic for 3 rounds
  • Effect 4: Detect Magic Enhancements up to 20 area blocks for 3 hours

 

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Wiki+ page: Rage Spirit

1. Basic Info

Type: Spirit, Undead

Alignment: evil

Moral Points: -40

Build: small

Habitat: Bog Imps prefer bogs, swamps, marsh lands, and other wet lands, though will also be found living in river deltas.

Appearance: The rage spirit appears much as it did in life from the waist up.  They have no legs, nor any real physical form.  Their features are twisted into a constant rictus of anger and hatred. They have a constant heat aura about them and seem to be on fire.

Runic Element: Fire

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the earth element by +10. Decrease magical damage done against those of the water element by -10.
  • Effects on Magic Defense: 20% chance for immunity to fire and earth magic attacks.
  • Supportive Effects: Automatically increase offensive powers (melee, bow, and throw) by 5.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 120 120  
 EP 120 120  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0  
 MR 0 0  
 Block 50 Weapon 0 Armor (also blocks magic)

Spirits take 1/2 physical damage.

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 80  
Speed 35 45  
Mental 60 90  
Strength 60 90 *being a spirit, Strength is simply a copy of Mental
Luck 30 60  
Will 35 75  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 35  
Perception 40  
Weight Limits Carry:  120
Lift 1H:  20
Lift 2H:  40
 
Success Points 7  
Failure Points 5  
Move Rates World:  3
Area:  30
Battle:  6
 
Area Ranges Throw:  6
Jump Up:  3
Jump Across:  5
 
Battle Ranges Throw:  12
Jump Up:  6
Jump Across:  10
 
Aim 30  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Attack: +2
Support: +1
Magic: +1
Initiative 3 +3
Evade 42  
Offense Melee:  6
Throw:  8
Bow:  4
Critical:  45
Melee: +10
Magic Stats Magic Power:  6
Critical:  45
Magic: +10

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Spectral Sword
Flaming: + Magic Power Damage
12 + 2d8 50 N/A 2 N/A Does magic damage, not physical damage;
Can't be stolen or disarmed;
Disappears upon death

7. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Possession Possess target. Target gets a will check to avoid possession when first possessed and once each round. If the target is possessed and fails the will check, the rage spirit controls the target. N/A;
2 support
1 hex affecting 1 target 1d8 rounds 2 skill points =
1 skill mastery %
35
Fire Streak With this manipulation, you create a long tail of fire that chases after the spell, dealing 2d12 points of damage to the enemy target as it hits the target. 10 SA;
1 magic
1 target instant 1 skill point =
2 skill mastery %
50
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Enraged Aura 30% chance targets in a 2x2 hex area around spirit will be berserked for 1d4 rounds
Burning Aura Any target that comes within 1 hex of spirit will take 2d8 + Magic Power magic damage and have a 20% of burns for 1d6 HP damage per round for 6 rounds.
Flame Source There is a 25% chance that anything that is flamable will instantly catch on fire if within 3 hexes of the rage spirit.

8. 
Combat Notes

The rage spirit is formed when someone strongly aligned with the fire runic element dies in a moment of extreme anger.  That anger then consumes the spirit of the individual in a flame over the course of 1 to 10 days.  At the end of that time, a small spark lights above the spot where the individual died and forms into the rage spirit.  While they retain their memories, and even some of the personality of the person they once were, the rage spirit focusses all it’s energies on physical combat, especially with regards to getting revenge on their killer.  Some are less revenge oriented, and are more dangerous.  Those who don’t care about revenge, or simply do not have a killer to focus their rage against, are more dangerous and capable of wreaking havoc on a scale rivaled only by dragons, armies, and the more powerful spellcasters.


The rage spirit’s attacks are simple and they focus on one oponent until they drop (generally into a smoking heap).  They beat anything down with its fists, claw at it, or slash at it with its spectral sword.  Being composed of spiritual flame, the spirits’ native attacks are only minorly damaging, but deal successively more damage with each hit. The damage increases by 1d8 per each attack done to the same target, meaning the first attack is 28 + 2d8, the second attack is 28 + 3d8, the third attack is 28 + 4d8 and so on. They also stand a chance of setting any flamables nearby alight (25% chance).  Revenge motivated rage spirits can be negotiated with and are generally willing to help anyone who will aid them in their quest to destroy their killers.  Once the focussed spirit kills its killer, it burns out leaving only a fine ash behind.  Rogue rage spirits, those without killers, attack anything they see with a single minded purpose until their target is dead.  All rage spirits have an innate distaste for anything and anyone aligned with the water runic element and will attack such beings over any others except their killer.

9. Spoils

0.2 pounds of Rage Spirit Ash: A defeated rage spirit will become ash which has alchemical properties and is worth 10.00 per pound.

  • Effect 1: 1d10 Fire Damage
  • Effect 2: Berserk for 1d4 rounds
  • Effect 3: Searing Aura spell for 1d4 rounds
  • Effect 4: +10 to Melee Power

 

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Wiki+ page: Wraith

1. Basic Info

Type: Spirit, Undead

Alignment: Fallen

Moral Points: -75

Build: medium

Habitat: Wraiths can be found in ancient ruins and places with a real strong connection to the death element. If there is a free death elemental in the area, there will also be a Wraith.

Appearance: The Wraith  resembles the ghost of someone that has passed on. The person seeing a wraith would see someone whom they had a close connection with. No one knows what a wraith's true form is because everyone always see's something different. However it is speculated that they might appear similar to their Lesser Wraith cousins. 

Runic Element: Death

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
  • Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
  • Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 160 160  
 SA 190 190 +10 (runic element)
 EP 190 190  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0  
 MR 0 0  
 Block 0 Weapon 0 Armor  

Wraiths are spirits and therefore receive 50% physical damage.

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 80 95  
Speed 60 95  
Mental 95 95  
Strength 95 95 *Strength is a copy of Mental due to being a spirit
Luck 35 70  
Will 50 95  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 50  
Perception 58  
Weight Limits Carry:  305
Lift 1H:  50.84
Lift 2H:  101.68
 
Success Points 10  
Failure Points 8  
Move Rates World:  6
Area:  60
Battle:  9
 
Area Ranges Throw:  9
Jump Up:  6
Jump Across:  8
 
Battle Ranges Throw:  18
Jump Up:  12
Jump Across:  16
 
Aim 48  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Attack: +1
Defense: +3
Support: +4
Magic: +2
Initiative 9 +5
Evade 64  
Offense Melee:  9
Throw:  11
Bow:  7
Critical:  65
Melee: +10
Magic Stats Magic Power:  9
Critical:  65
Magic: +20

6. Equipped Weapons

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Spectral Great Scythe 4d20 0 N/A 2 N/A 20% chance to cause 1d6 SA and EP poison;
Spiritual weapon, can't be stolen or disarmed;
Disappears upon death

7. Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Possession Possess target, taget gets a will check to avoid possession when first possessed and once each round N/A;
2 support
1 hex affecting 1 target 1d8 rounds 1 skill point =
1 skill mastery %
45
Fang This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d10 to a single target. These fangs are magical energy, not physical. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 95
Bio Instability This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's movement rates is cut in half. 10 SA;
1 magic
1 target 1d8 rounds 1 skill point = 2 skill mastery % 95
Elemental Death Using the magic of death, you effectively kill the target's ability to manipulate their element to produce magic. The magic surrounds them, not allowing them to concentrate on their element. No spells can be cast including minor elemental manipulations. The target make an evasion check to try to evade this with no penalties to evasion. 20 SA;
2 magic
1 target 1d6 rounds 1 skill point = 1 skill mastery % 95
Night Shade This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 2d10HP per round. The poison cannot be magically evaded. Only fortitude checks apply for this spell. 20 SA;
2 magic
1 target until cured 1 skill point = 1 skill mastery % 95
Release of the Doomed With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a strength check to be freed. 20 SA;
2 magic
all enemy targets until freed 1 skill point = 1 skill mastery % 95
Graveyard's Warding The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their magic power is weakened greatly, decreasing the Magic Power by half of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected. 10 SA;
1 magic
a 3x3 hex area around the caster 1d6 rounds 1 skill point = 2 skill mastery % 95
Deconstruction This spell is made to slowly destroy weapons, armor, and items by burning away their durability. A dark mist hovers over the target slowly eating away at their items. It takes away Magic Power points from the item’s DP per round, or 1 PR and MR from armor per round. When the spell’s duration runs out, it evaporates into the air. 10 SA;
1 magic
1 target 1d10 rounds 1 skill point = 2 skill mastery % 95
Loss of Self This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. 10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % 95
Ghastly Presecence With the creation of Ghastly Presence, a ghost-like formation appears behind the target. The ghost suddenly starts attacking with spiritual claws at the back of the target doing 2d20 damage, and then disappears. 20 SA;
1 magic
1 target instant 1 skill point = 1 skill mastery % 35
Last Cry This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d6 rounds, even your allies. Fear causes the affected to flee from the user at all costs. 20 SA;
2 magic
a 3x3 hex area around the caster instant 1 skill point = 1 skill mastery % 95
Reign of Acid This spell creates a glowing nexus point of death magic above the battlefield. Each round the energy would discharge acid at every target designated as an enemy, doing 3d10 damage to DP damage (or 4 damage to PR and MR) to every enemy each round. 20 SA;
2 magic
all enemy targets 1d6 rounds 1 skill point = 1 skill mastery % 30
Dispel This spell uses the natural death magic of necromancy to burn away at magic like acid. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells such as the geomancy spell “Catapult” can be ended prematurely with this spell. This spell can only be cast on a single target. 30 SA;
2 magic
1 target instant 2 skill points = 1 skill mastery % 45
Nightmare The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 5d10+10 damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them. 30 SA;
3 magic
all enemy targets instant 2 skill points = 1 skill mastery % 45
Rising Blood This horrid manipulation summons fresh blood from underneath the feet of the targets in a radius from the user. The blood-formed hands struggle to grab their opponents as they drip and reform before the eyes of those in the spell. Every enemy must make a speed check to see if they get caught. If they get caught the target is knocked down and is held face down in the blood. The target must then roll a 1d6 each round until freed, with 6 equaling the target being knocked unconscious for the remainder of the battle. The target may be saved if the hand is knocked free by another target or with a successful strength check. 30 SA;
3 magic
all enemy targets until freed 2 skill points = 1 skill mastery % 30
Plague This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 3d10 HP per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d4 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time. 30 SA;
3 magic
6 hexes affecting 1 target until cured 2 skill points = 1 skill mastery % 30
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20

8. 
Combat Notes

Wraiths are the worst kinds of dark spirits. It is believed by some that wraiths are the lost souls that have somehow escaped the torment of Xodod, the realm of eternal punishment. Wraiths are twisted spirits who have forgotten any of their humanity and instead steal upon the memories of others as they feed on their souls. A wraith will stop at nothing to torment its prey but will often leave others alone as long as they do not interfer with its hunt. After a wraith has fed, it is not uncommon for the wraith to disappear for a time.

Unlike the Lesser Wraiths, Wraiths are loners. It is very uncommon for wraiths to be with other creatures, even other wraiths. At most you might find a pair of wraiths and if you do you should run. If you ever find more than two wraiths or wraiths with other undead, then more than likely there is a powerful necromancer nearby.

9. Spoils

0.05 pounds of Ectoplasm: Alchemical ingredient worth 500.00 a pound.

  • Effect 1: See Spirits 6 area blocks for 3 hours
  • Effect 2: Shock Damage 1d12
  • Effect 3: Immune to Violent Life Magic for 3 rounds
  • Effect 4: Detect Magic Enhancements up to 20 area blocks for 3 hours

0.5 pounds of Black Glass or Onyx: make a luck check to see if the wraith drops either 0.5 pounds of Black Glass or Onyx.

 

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