Thursday, March 10, 2016

Fantasy Core RPG: Haunting Spirit

FANTASY CORE RPG
UNDEAD AND DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris, 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Haunting Spirit (Oriental Setting)
A EunuchSorcerer may voluntarily transcend physical existence to haunt an area as a ghost, or they may be haunting the place of their death if it was violent (which is likely the only way a Eunuch Sorcerer will die).  Such evil spirits are cunning, but are nearly mindless in their rage to haunt.  It is not unheard of for virtuous Ghost Hunters to also become Spirits instead of seeking physical Immortality.  They would become protectors of sacred groves and shrines.  Here though, only the evil type will be presented.   

Haunting Spirit
HD 10 (d12), Hp 60, AC 13* (Natural, Magic to hit)   
Fort +3, Ref +3, Will +10
Melee: Life Draining Touch +10 to hit, DC 18 Will Sv or lose 1d4 Negative Hp
Spawn: Those killed by a Haunting Spirit on their grounds will rise as a Zombie 1 rd later.  (They later become Skeletons as they decompose.)  
Possession: Spirit may attempt to move into a person and take them over.  The victim must make a DC 18 Will Sv or be controlled for 1d4 rds.  Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Spirit (the host is also damaged by the physical attacks), but any other type of attack only damages the host.  This attack may be attempted once per encounter.

Ranged Attacks:
Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Moan Scare: When visible, the Spirit can make an audible moan, DC 18 Will Sv or panic 1d4 rds.  This may be used once per encounter.  (Paladins are immune.)

Invisible/Intangible: Can change to an ethereal form at will and become undetectable, but the Spirit cannot attack in those forms, only observe.  Anyone who enters into an ethereal state will be able to see and attack the Spirit, and vice versa.
Immortal: If only killed without their haunt being consecrated, Spirits will simply reform the next night.
Detect Celestial/Holy: Reveals creatures, spells, or objects, 50' radius. Does not require a casting roll.  A Spirit will use this to find Holy weapons or Celestial entities entering their haunt.
Immunities: Haunting Spirits are immune to fear and charm effects.
Command Undead: Any lower HD undead/demons will automatically obey the Spirit for a turn/encounter. Creatures of greater and equal HD must make a DC 18 Will Sv or obey for 1 turn. (Intelligent creatures may choose to actually ally themselves with the Spirit temporarily, if there's something in it for them.) 

Banes and Habits: A Ghost Hunter’s Divine Radiance causes double damage.  Haunting Spirits, usually quite mad and full of themselves, often play with intruders, rather than simply attacking them immediately with all their resources.  Whether innocent-looking victims or an impressive-looking party of adventurers, a Spirit’s hubris won’t allow it to take anyone seriously unless they are proven dangerous. 
Final Destruction: To deal with this creature, they must be defeated (0 hp) or Exorcised and their haunt Consecrated or Hallowed.  Given their ethereal nature, they usually have to be baited and trapped (an Arcane Cage or a Holy Circle) to remain tangible long enough to be defeated by well-equipped foes, whom Spirits will hide from if they’ve managed to hurt the Spirit.  Spirits will also disappear if close to taking mortal damage.

Haunting Spirit Spells:
Spellcheck: +8, Save Against: DC 17, 2 cumulative failures in a turn/encounter.
Haunting Spirits are unable to cast spells beyond 5th level. 

Common Haunting Spirit Spells (This is only a suggested list of spells.)
0-LEVEL WIZARD CANTRIPS (DC 10 to cast)
Ghost Sound or Lights: Figment sounds or lights.  (DC 12 Will Sv to distract)

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Disguise Self: Changes your appearance. 10 turns.  Disrupted if injured, Will Sv to see through it, but only if suspicious.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Darkness: 20-ft. radius of supernatural shadow. 10 turns.
Detect Thoughts: Allows "listening" to surface thoughts. 10' range. 10 rds.
Fog Cloud: Fog obscures vision. Fills confined area or 40' sq. 10 turns.
Mirror Image: Creates decoy duplicates of you (1d4 x 5). Lasts until touched or successfully attacked or for 1 Encounter/turn.

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance for 10 rds..  Line of sight, through 1 wall.
Dispel Magic: Cancels magical spells and effects. Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the Spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Hold Person: Paralyzes one humanoid for 10 rds. (Will Sv) Disrupted by any hit.
Lightning Bolt: 14 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Suggestion: Compels non-hostile subject to follow stated course of action. 1 turn/level. (Will Sv)

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Ice Blast: Hail deals 16 freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½ damage) Medium range.
Charm Monster: Makes monster believe it is your ally.  Encounter/turn. (Will Sv)
Dimensional Anchor: Bars extradimensional movement of individual. 10 turns. (Will Sv to resist, Dispel Magic to break afterward)

5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Cloudkill: Kills 3 HD or less individuals (No Save); 4-6 HD (Fort Sv or die), 6+ HD stunned 1 rd and flee 1 turn.  Immediate area or 30' sq.  Lasts 1 turn.
Dominate Person: Controls humanoid telepathically. 10 turns. (Will Sv)

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