Post by logan9a on May 31, 2018 20:28:58 GMT
NOTE - these powers (which may later become a spell tree) can only be used when the caster is a ghost. <<This is a constant>> This could be within special zones (where these were originated) or if someone is using something like the Matrix power ‘Ghost Form’. There may be other stuff that comes up later as well.
Here's what we have thus far:
Ghost TK:
Casting time: 1 round
Range: Within touch of a regular person
Duration: Concentration
MP cost: 4 MP
Description: The ghost is able to manipulate a physical objects though they had a physical set of weak hands covered with clumsy mittens though you do have your thumbs. Nothing heavier than a simple wooden chair and it doesn’t go fast enough to do any real damage. If you switch the object, you must recast the spell. Only one object per casting may be manipulated.
Ghost Corpse Ride:
Casting time: 1 round
Range: 3m
Duration: So long as the MP holds out
MP cost: 4MP per round
Description: The ghost inhabits a dead body, animating and controlling it. If they are doing any skills, for simplicity they can use their own skills. This skill only works on fresh corpses. (Sanity loss, 1/d8, max of 16, goes toward ‘possession’).
Ghost Fetter:
Casting time: 1 round
Range: 3m
Duration: Till sunup or sundown
MP cost: 4MP
Description: The spirit can assign an object to be a ‘fetter’. The object must have strong emotional significance to someone. (Even if it is someone’s ‘favorite tie’ it would not qualify.)
Ghost Shift:
Casting time: 1 round
Range: Up to 5k
Duration: Instant
MP cost: 4MP
Description: The ghost may shift from a fetter to it’s main haunt or vice versa. [Note - this can be used in conjunction with ‘ghost form’ to basically teleport 5k if the PC has fettered on to something then had it carried away.]
Ghost Pass Through Wall/Door:
Casting time: 1 round
Range: Self
Duration: Concentration
MP cost: 4MP
Description: Allows the ghost to pass through a normal wall or door. Note that if there is any ‘shielding’ it will not work. Special types of ‘shielding’ may also hurt or destroy the ghost.
Other ideas:
Fear
Paralysis (due to fear)
Ghost slow assed fly?
Here's what we have thus far:
Ghost TK:
Casting time: 1 round
Range: Within touch of a regular person
Duration: Concentration
MP cost: 4 MP
Description: The ghost is able to manipulate a physical objects though they had a physical set of weak hands covered with clumsy mittens though you do have your thumbs. Nothing heavier than a simple wooden chair and it doesn’t go fast enough to do any real damage. If you switch the object, you must recast the spell. Only one object per casting may be manipulated.
Ghost Corpse Ride:
Casting time: 1 round
Range: 3m
Duration: So long as the MP holds out
MP cost: 4MP per round
Description: The ghost inhabits a dead body, animating and controlling it. If they are doing any skills, for simplicity they can use their own skills. This skill only works on fresh corpses. (Sanity loss, 1/d8, max of 16, goes toward ‘possession’).
Ghost Fetter:
Casting time: 1 round
Range: 3m
Duration: Till sunup or sundown
MP cost: 4MP
Description: The spirit can assign an object to be a ‘fetter’. The object must have strong emotional significance to someone. (Even if it is someone’s ‘favorite tie’ it would not qualify.)
Ghost Shift:
Casting time: 1 round
Range: Up to 5k
Duration: Instant
MP cost: 4MP
Description: The ghost may shift from a fetter to it’s main haunt or vice versa. [Note - this can be used in conjunction with ‘ghost form’ to basically teleport 5k if the PC has fettered on to something then had it carried away.]
Ghost Pass Through Wall/Door:
Casting time: 1 round
Range: Self
Duration: Concentration
MP cost: 4MP
Description: Allows the ghost to pass through a normal wall or door. Note that if there is any ‘shielding’ it will not work. Special types of ‘shielding’ may also hurt or destroy the ghost.
Other ideas:
Fear
Paralysis (due to fear)
Ghost slow assed fly?