Post by logan9a on May 9, 2019 13:27:32 GMT
ONE SPELL LEFT TO GO TO BECOME A TREE!
NOTE - these powers (which may later become a spell tree) can only be used when the caster is a ghost. This could be within special zones (where these were originated) or if someone is using something like the Matrix power ‘Ghost Form’.
Ghost TK:
Casting time: 1 round
Range: Within touch of a regular person
Duration: Concentration
MP cost: 4 MP
Description: This spell requires that you are a ghost to cast it. 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: This spell requires that you are a ghost to cast it. 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: This spell requires that you are a ghost to cast it. 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: This spell requires that you are a ghost to cast it. 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: This spell requires that you are a ghost to cast it. 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.
Name: Ghost Whisper [credit: Alex and Scott]
Range: 2m
Casting Time: 1 Round
MP Cost: 4
Duration: Concentration, up to 5 rounds
This spell requires that you are a ghost to cast it. You whisper up to 3 words per round that one "normal" person target can hear. Technological devices on their person pick up incoherent static and buzzing. You must speak the words in a quavering "ghost" voice or the target ignores you. Your target takes 0/1 sanity loss toward "Ghost" if they hear you.
Name: Poltergeist [credit: Alex and Scott]
Range: 20m
Casting Time: 1 Round
MP Cost: 4
Duration: 1 Round
This spell requires that you are a ghost to cast it. You cause windows to open and shutter, lights to flicker, floor boards to creak, candles to go out and other general spooky things to occur within the same room you are, max of a 20m radius. Things won't hurt anyone but may scare them. 0/d4 sanity loss toward 'ghost'.
Name: Apparition [credit: Alex and Scott]
Range: Self
Casting Time: 1 Round
MP Cost: 2/Round
Duration: Until stopped, see MP cost above.
This spell requires that you are a ghost to cast it. You appear as a ghostly, semi-translucent figure resembling yourself. "Normal" people can now see you. You cannot speak or produce sounds that they can hear. Technological devices have a hard time "capturing" your image. They just get a blurry image that looks 'fake'.
Name: Ghost Flight [credit: Alex and Scott]
Range: Self, 5m from the ground
Casting Time: 1 Round
MP Cost: 6
Duration: 10 Minutes
This spell requires that you are a ghost to cast it. You can fly at half your normal movement speed. You cannot go higher than 5m off the ground.
NOTE - these powers (which may later become a spell tree) can only be used when the caster is a ghost. This could be within special zones (where these were originated) or if someone is using something like the Matrix power ‘Ghost Form’.
Ghost TK:
Casting time: 1 round
Range: Within touch of a regular person
Duration: Concentration
MP cost: 4 MP
Description: This spell requires that you are a ghost to cast it. 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: This spell requires that you are a ghost to cast it. 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: This spell requires that you are a ghost to cast it. 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: This spell requires that you are a ghost to cast it. 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: This spell requires that you are a ghost to cast it. 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.
Name: Ghost Whisper [credit: Alex and Scott]
Range: 2m
Casting Time: 1 Round
MP Cost: 4
Duration: Concentration, up to 5 rounds
This spell requires that you are a ghost to cast it. You whisper up to 3 words per round that one "normal" person target can hear. Technological devices on their person pick up incoherent static and buzzing. You must speak the words in a quavering "ghost" voice or the target ignores you. Your target takes 0/1 sanity loss toward "Ghost" if they hear you.
Name: Poltergeist [credit: Alex and Scott]
Range: 20m
Casting Time: 1 Round
MP Cost: 4
Duration: 1 Round
This spell requires that you are a ghost to cast it. You cause windows to open and shutter, lights to flicker, floor boards to creak, candles to go out and other general spooky things to occur within the same room you are, max of a 20m radius. Things won't hurt anyone but may scare them. 0/d4 sanity loss toward 'ghost'.
Name: Apparition [credit: Alex and Scott]
Range: Self
Casting Time: 1 Round
MP Cost: 2/Round
Duration: Until stopped, see MP cost above.
This spell requires that you are a ghost to cast it. You appear as a ghostly, semi-translucent figure resembling yourself. "Normal" people can now see you. You cannot speak or produce sounds that they can hear. Technological devices have a hard time "capturing" your image. They just get a blurry image that looks 'fake'.
Name: Ghost Flight [credit: Alex and Scott]
Range: Self, 5m from the ground
Casting Time: 1 Round
MP Cost: 6
Duration: 10 Minutes
This spell requires that you are a ghost to cast it. You can fly at half your normal movement speed. You cannot go higher than 5m off the ground.