Mythus Magick
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Haunt Formula

Area: MediumshipGrade: 7Type: Formula
Time: 1 day/10 STEEPArea: 1 rod radius /10 STEEPDistance: 1 rodMateria Cost: None
Other Heka Costs:
R&D: NilOther: Nil

E/F/M:

This Casting calls a neutral but malign-natured spirit from the Entropical Plane to negotiate with the medium. Such a creature is called a Haunt and it is described more fully hereafter. It can remain on the Material Plane/Sphere for no longer a duration than indicated by Time. It is confined W the indicated Area while on the Material Plane/Sphere. The spirit is in no way committed to help the practitioner, but it will listen to an entreaty, and bargain with the caster. If an arrangement is reached with the spirit it might agree to do anything from lurking in an area fora specific,' time and frightening away intruders to mentally tormenting a sleeping victim. A Haunt is a malign-natured, but not always totally Evil, spirit from the Entropical Plane which is brought to the Material Plane/Sphere through some great mental suffering, or else called or summoned by a practitioner. A Haunt feeds vampirically on mental anguish, suffering, fear, etc. When such feelings and emotions are present the nearby Haunt will play upon them. This causes all within one rod of the spirit to suffer 1 point each of Mental, Physical, and Spiritual damage per AT per 100 Mental TRAIT points of the Haunt This process meanwhile increases the Haunt's own TRAIT totals accordingly. Otherwise, the Haunt will send nightmares and evil dreams and

fantasies to those within its range. Any subject failing to succeed in a roll versus Mental Reasoning CATEGORY at DR -Hard' will then begin to feel nervous, jittery, fearful and so forth, meanwhile suffering from the night-mares, and also taking damage as indicated above. Sanity checks must be made when a subject's M or STRAIT is brought to EL or lower. Anyone actually slain by such process becomes an Apparition (q.v.), or a hapless ghost if not of Evil nature. Thus, the Haunt is useful for for invisibly protecting an area. or else as an insidious assailant it can, of course, pass through material objects when without PPM. heka subject is within lunge of the Haunt's radial area there is no escaping ill However, these spirits are basically untrustworthy and malign, so at best a Haunt must be consider. dangerous even to the one calling it hither and bargaining with it. In Physical combat, the PPM Haunt will cause fear by its appearance, and those seeing one and failing their roll against MR CATEGORY at DR 'Hard' will flee in panic for 1D6 ATs time. A Special Failure means paralyzation with fright. and inability to move for2D6 CT (but then, if able, running away for their life), meanwhile suffering 2D6 each M, P, and S damage per CT. If the Haunt is in PPM. thus abject to Physical damage, the effect is that of PPM. plus the touch of the Haunt inflicts 1D3 M, P, and S damage, meanwhile Aging the victim 3D3 years.

Armor Scheme: A Haunt is Invulnerable to normal weapons. Poison. Fire. and Chemicals of all sorts. Susceptibility to quicksilver is double normal.

Ref: Page 233