Ghost Dance
Ghost Dance by LITE
The VaM-style spell today is Ghost Dance- the title coming from this song by LITE.
No lyrics, so here are some definitions!
an apparition of a dead person which is believed to appear or become manifest to the living, typically as a nebulous image.
a faint trace of something.
glide smoothly and effortlessly.
move rhythmically to music, typically following a set sequence of steps.
lead (someone) in a particular direction while dancing.
(of a person) move in a quick and lively way.
move up and down lightly and quickly.
a series of movements that match the speed and rhythm of a piece of music.
a particular sequence of steps and movements constituting a particular form of dancing.
a social gathering at which people dance.
a set of lively movements resembling a dance.
Ghost Dance
Duration: Permanent
Range: Line of sight
The caster invites a Ghost to dance with them. Roll a 1d8 to see what ghost accepts this invitation. The ghost is summoned and will attempt to dance with whoever is nearest at whatever time it can. Dance is a wrestling attempt, but instead of normal wrestling, the ghost holds their target’s hands and dances.
Alcohol Ghosts HD 1 HP 6 Speed 120’ Flying-Can go through walls Armor 18 Morale 12 Attack +2 to hit. Will make a wrestling attempt. Immobilization intoxicates target.(-2 to Dex and all saving throws until sober)
Whiff Ghost HD 1 HP 6 Speed 50’ Flying Armor 13 Morale 12 Attack +2 to hit. Will make a wrestling attempt. Immobilization nauseates target. (Poison check at start of each turn until they save successfully, failure indicates a -1 to rolls until their stomach is settled, and is cumulative.)
Dreary Ghost HD 1 HP 6 Speed one square or 50’ (Flying) Armor 13 Morale 12 Attack +2 to hit, will make a wrestling attempt. Immobilization causes 1 point of ability score loss each turn of immobilization, roll a 1d6, 1 is minus one charisma, 2 is minus one constitution, 3 is minus one dexterity, 4 is minus one intelligence, 5 is minus one strength, 6 is minus one wisdom. For the effects of Ability score loss – see page 35 under Hazards, under Ability Score Loss in Rules and Magic.
Peppermint Ghost HD 1 HP 6 Speed 50’ Flying Armor 13 Morale 12 Attack +2 to hit. Will make a wrestling attempt. Immobilization soothes the target, they will calmly dance – and will no longer fight or act if released until it wears off after 1d8 rounds or an hour out of combat.
Dusty
Ghost HD 1 HP 6 Speed
50’ Flying Armor 13 Morale 12
Attack +2 to hit. Will
make a wrestling attempt.
Immobilization
disintegrates equipment, one possession a round at random – it does
get a save vs magic at 15.
Sobbing Ghost HD 1 HP 6 Speed 50’ Flying Armor 13 Morale 12 Attack +2 to hit. Will make a wrestling attempt. Immobilization sorrows the target – a wave of sadness washes over them, and they are overcome. Effectively this makes them unarmored until they make a save vs paralyze at the start of their turn, and in the meantime they mourn in their own fashion, struggling to break the grapple.
Pink Ghost HD 1 HP 6 Speed 50’ Flying Armor 13 Morale 12 Attack +2 to hit. Will make a wrestling attempt. Immobilization confuses target – their next 1d4 actions will be randomly decided. Each time they would take an action while confused they do the following when led for a turn (Dance meaning) – Roll a 1d6: 1: Attack an inanimate object, 2: Attack an ally, 3: Toss a held object to an ally, 4: Frantically begin undressing, 5: Attack a foe, no-matter what this will miss, 6: Cast Ghost Dance!
Wriggling Ghost HD 1 HP 6 Speed 50’ Flying Armor 13 Morale 12 Attack +2 to hit. Will make a wrestling attempt. Immobilization gives the shivers. The target drops held objects and uncontrollably shudders: if they are a retainer or a creature, they test morale or attempt flee 1d6 rounds, once/if they break the grapple.
Miscast Table
1 – The ghost desperately wants the caster, and the caster alone to dance with them, they will avoid everyone but the caster.
2 – Summon one of each ghost, each in a different place.
3 – Triple the summoned ghosts’ Hit Points or Hit Dice.
4 – The summoned ghost is invisible at all times!
5 – Ghost ball! All present are given a random ghost within 3’ of them.
6 – While anyone is dancing immobilized by a ghost, at the start of each round, the referee recasts Ghost Dance!
7 – Everyone present gets dropped – and their ghost emerges – they must successfully grapple their body to re-enter, with their body getting the normal modifiers and their ghost being a straight up 1d20 roll, and they can try to enter whatever body they want.
8 – The ghost possesses the caster, who gains their body and abilities and now must seek a dancer as the ghost normally would – this lasts until the caster is somehow exorcised.
9 – The ghost is a fragment of the caster – the amount of hit points the ghost starts with are drained from the caster as part of resolving the spell.
10 – Summon one of each ghost, each in a different place.
11 – The ghost is a fragment of the caster – the amount of hit points the ghost starts with are drained from the caster as part of resolving the spell.
12 – While anyone is dancing immobilized by a ghost, at the start of each round, the referee recasts Ghost Dance!
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