Mythus Magick
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Conjure Ghosts Ritual

Area: ConjurationGrade: 6Type: Ritual
Time: specialArea: 1 ghost /20 STEEP specialDistance: 1 rod radius /10 STEEPMateria Cost: None
Other Heka Costs:
R&D: NilOther: Nil

E/F/M:

This Ritual of six ATs practice conjures up dead spiritsÑghostsÑstill tied to some way to the Material Plane. These summoned spirits are then held wit. the Area of the dweomer's Effect for as many days Time duration as the practitioner has points of STEEP. The ghosts are powerless to harm the conjuror and anyone who remains within a one-rod diameter around that person. All others in the Area will be assailed by the ghosts. Ghosts of this Ilk are usually of Dark Neutral or actually Evil spirits of deceased humans who remain on the Material Plane for some purpose or perhaps as a means of punishment. Those that are summoned and control)ed by practitioners are violent and vengeful. They will gladly assail any living human, Including the conjuror, if they are so permitted. However, unless somehow freed, they must content themselves with any others who come within the Effect Area. A ghost attacks most insidiously, over a longer period of time than many other assailants. Each Bathe Turn, a ghost vampirically drains 1 Spiritual TRAIT point, doing so without a Link, and betraying its attack by no more than a feeling of unease, a chill down the spine, a feeling of being watched, etc. on the part of the victim. The drain. Spiritual points accrue to the ghost, and when these total the SPCap of the victim, the ghost has establish. a Mental Link (Heka armor will prevent this, of course, as long as it is available to negate such linkage). The Heka channeled through this Link by the ghost then causes Fear, but not such that the subject flees. Unless succeeding in a roll versus SPCap at DR "Hard.' the subject will suffer 1 point of Mental damage for every point of Heka so channeled. Meanwhile, the ghost continues to feed vampirically on 1 STRAIT point. each BT. If reduced to below Mental EL, the subject then loses 1 STRAIT point per CT, the ghost gains accordingly, and the subject will, at 0 TRAIT, Mental or Spiritual become either totally insane or else a will-less idiot. The leader will note that the ghost requires a considerable period of time to effectuate Its assault, If it appears that there will not be sufficient time. or if Heka protection disallows a Link the ghost will expend heka to assume a Partial Physical Manifestation to as to be able to Physically attack. Ghosts have a BAC of 50% to succeed in a touch. armor disregard.. unless specially enchanted to resist such touch. The touch of a ghost wall have two effects. The subject must succeed in a roll versus SM CATEGORY score at DR "Hard' or else age 5D6 years. In this process, the ghost gains as many Physical TRAIT points, something the thing much desires I If the victim fails and ages, then a second roll must be made versus MRCap at DR "hard' with failure indicating that the persona loses his or her mind, though not totally and permanently Insane. However, the PPM of a ghost is vulnerable to Physical attacks, for it is weak indeed. Naturally. if seen or perceived, a ghost can always be attacked Mentally or Spiritually, or possibly through some other heka based means such as a Casting or Power. A ghost can pass through pass through material barriers. but is subject to all manner of other, magickal barriers, of course. However, a ghost of this ilk is basically untrustworthy and dangerous to alb Note that a ghost cannot aired any material that is enchanted or magickally fanned, and it must have a PPM to be subject to any Physical damage whatsoever, for in spirit (NPM) form it is Invulnerable to such attacks. The Heka possessed by a ghost. is equal to its total TRAIT scores. Even with this Heka. ghosts cannot Mentally or Spiritually attack a victim unless they first manage to drain S TRAIT points as indicated so as to Link automatically and enable this form of attack

Armor:The Par. Physical Manifestation of a ghost has Invulnerablity to normal weapons. Silver or gold once as well as enchanted arms and heka based attacks, inflict normal Physical damage.

Ref: Page 192