Wraiths

Wraiths
Wraiths and shades are barely-corporeal Undead creatures which are created by necromancy. A necromancer fishes a recently-deceased soul out of the Shadow Realm and gives it form. The resulting creature is fairly independent, but not sapient, and can best be described as rage given form. If the necromancer fails to keep tight control over his wraiths, they may turn on and kill him. They are something like thick black clouds or thin black sheets, and are often, but not always, given metal claws.

Creation and Ruling

    Creation of a wraith requires nothing more than an angry spirit. The difficulty to summon and bind this spirit can be anywhere from 70 plus 30 Added Difficulty (if the spirit is willing and the surroundings are conducive to necromancy) to 90 plus 30 Added Difficulty. Increase difficulty by 10 for each undead creature already under the necromancer's control, excluding those which have any free will of their own.

    Once he has brought his creation to "life", the necromancer can attempt to seal the spell into his creation to make it last more than the standard few hours, which works the same way as enchantment (and uses the difficulties under 'extending a spell effect' on that page).

    Unless subverted by another necromancer, the wraith should obey all orders from its master unquestioningly.
    Stats are as follows:

  • Life: Equal to the spell's Points Produced.
  • Endurance: A wraith's endurance is always 20.
  • Strength: Equal to the spell's Points Produced.
  • Dexterity: Equal to the spell's Points Produced.
  • Intelligence: Equal to the Points Produced, divided by 8.
  • Spirituality: Equal to the spell's Points Produced.
  • Charisma: Wraiths always have zero charisma.
  • Skills: Wraiths can be given skills at the caster's discretion. They will be equal to the Points Produced, but every skill added increases the difficulty of the spell by 15. Examples of possible skills:
    • Physical Combat: Wraiths can be given a physical combat skill. It can be given a skill for the use of a weapon, if it is given one.
    • Awareness: Wraiths can be given awareness skills, limited to two senses like any awareness skill.
    • Intimidation: Wraiths can be given an intimidation skill.
    • Magic: Wraiths cannot use magic per se. However, if the caster is himself any other sort of mage, he can also imbue his creations with the essence of a magic. For example, a mage who is both a necromancer and a pyromancer can create fire-breathing wraiths. This requires a separate roll for imbuing the magic.
    • Other Skills: Up to the discretion of the SH and the caster.
  • All the stats and skills of a wraith are subject to a hard cap of 75, and cannot be higher than that except under extraordinary circumstances.

Shades

    Shades are larger and stronger than wraiths, but their grip on the world is more tenuous. They are more difficult to see, and physical weapons are more likely to pass through them without damaging them.

    Both shades and wraiths are extremely susceptible to fire, and can often be destroyed by waving a torch through them, or setting them on fire in any other way.

    Creation and Ruling

      Creation of a shade requires nothing more than an angry spirit. The difficulty to summon and bind this spirit can be anywhere from 70 plus 60 Added Difficulty (if the spirit is willing and the surroundings are conducive to necromancy) to 90 plus 60 Added Difficulty. Increase difficulty by 10 for each undead creature already under the necromancer's control, excluding those which have any free will of their own.

      Once he has brought his creation to "life", the necromancer can attempt to seal the spell into his creation to make it last more than the standard few hours, which works the same way as enchantment (and uses the difficulties under 'extending a spell effect' on that page).

      Unless subverted by another necromancer, the shade should obey all orders from its master unquestioningly.

      Stats are as follows:

    • Life: Equal to the spell's Points Produced.
    • Endurance: A shade's endurance is always 30.
    • Strength: Equal to the spell's Points Produced.
    • Dexterity: Equal to the spell's Points Produced.
    • Intelligence: Equal to the Points Produced, divided by 7.
    • Spirituality: Equal to the spell's Points Produced.
    • Charisma: Shades always have zero charisma.
    • Skills: Shades can be given skills at the caster's discretion. They will be equal to the Points Produced, but every skill added increases the difficulty of the spell by 15. Examples of possible skills:
      • Physical Combat: Shades can be given a physical combat skill. It can be given a skill for the use of a weapon, if it is given one.
      • Awareness: Shades can be given awareness skills, limited to two senses like any awareness skill.
      • Intimidation: Shades can be given an intimidation skill.
      • Magic: Shades can be given the ability to use shadow magic or ice magic. If the caster is himself any other sort of mage, he can also imbue his creations with the essence of a magic. For example, a mage who is both a necromancer and a pyromancer can create fire-breathing shades. This requires a separate roll for imbuing the magic.
      • Other Skills: Up to the discretion of the SH and the caster.
    • All the stats and skills of a shade are subject to a hard cap of 100, and cannot be higher than that except under extraordinary circumstances.
Categories

Department: 

Realm: 

Type: 

Categories: