Gloom Wraith
Wraith, Undead; Major; White Soul (500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 40 | Combat | 95 |
| Endurance | 45 | Wound Thr. | 15 | Magic | 75 |
| Agility | 40 | Magicka | 150 | Evade | 40 |
| Intelligence | 40 | Stamina | 4 | Observe | 25 |
| Willpower | 45 | Initiative | +10 | Stealth | 40 |
| Perception | 25 | Action Pts. | 3 | Knowledge | 60 |
| Personality | 5 | Speed | 12m | Social | 5 |
| Morale | 55 | Size | Std. | Physical | 40 |
Weapons & Armor
- • Spectral Claws: 1d8; Slashing, Magic; Reach 1m
- May have one of:
- • Gloom Longsword: 1d8(1d10); Slashing, Magic; Reach
- 2m, 1.5H
- • Ethereal Saber: 1d8; Slashing, Dueling Weapon, Magic;
- Reach 2m, 1H
- • Ghostly Staff: 1d6 (1d8); Concussive, Focus, Magic, Innate
- Spell (see Special Abilities), Reach 2m, 1.5H
- May also have:
- • Partial Phantom Armor: AR 3/ Magic 3; Medium, Magic
Special Abilities
- • Malicious Intent (1 SP): The Wraith can roll damage twice
- and take the highest result on any damage rolls it makes
- until its next turn.
- • Refresh Spells (1 SP): The Wraith can, as a free action,
- refresh MP equal to half their max MP. If they have the
- optional Spellcaster trait, they refresh all of their spell uses
- instead.
- • Innate Spell (1 AP): The Gloom Wraith’s Ghostly Staff is
- infused with a spell that can be cast for no Magicka cost,
- and always succeeds with 1 DoS. It may be infused with one
- of the following spells:
- ▪ Fire Bolt 1: 4 MP; 1d4 Fire; R Attack (100m), Over-
- load (+WB to Dmg)
- ▪ Frost Bolt 1: 4 MP; 1d4 Frost; R Attack (100m),
- Overload (+WB to Dmg)
- ▪ Shock Bolt 1: 4 MP; 1d4 Shock; R Attack (100m),
- Overload (+WB to Dmg)
- Encountering Gloom Wraiths
- While they have many similarities with Wraiths, Gloom Wraiths
- are known to be much more dangerous due to their prowess
- with blade or claw and eldritch knowledge of magic. Their origin
- is not certain, but they most often appear to be wearing purple
- robes, the color of nobility, and are graced with crowns upon
- their heads. This has lead some necrologists to speculate that
- gloom wraiths are the cursed spirits of members of nobility, or
- even royalty.
- They are deadly foes for any adventurer to face, as their powerful
- spells and war gear can make short work of the ill-prepared who
- venture into a Gloom Wraith’s demesne. Their ancient and long
- forgotten nobility also means that Gloom Wraiths are often
- accompanied by other forms of undead; servants bound to their
- wills for all eternity.
- Loot
- • When a Gloom Wraith dies, it vanishes, including its spectral
- armor and weapons.
- • A character can test a -10 Alchemy test to gather one dose
- of Ectoplasm, which is a Very Rare Mysticism ingredient.
- Zombies
- Zombie
- Zombies are animated, rotting corpses. Hordes of them can be found
- serving Necromancers across Tamriel.
Encountering Gloom Wraith
Traits • Undead • Howling Shrieks: This creature cannot be Silenced. • Immunity (Frost) • Incorporeal: Has the Flyer (Speed) trait. Can pass through solid objects, can only be damaged by Magic weapons or spells. Cannot normally affect the world except through attacks and Magic. Its attacks ignore non-magic AR. • Sun Scarred (5):Any damage inflicted on a character with this trait after mitigation by an attack that counts as sunlight is increased by 5 before calculating the effects of the damage. If this character is exposed to normal sunlight they lose 1 SP each hour. Cloud cover or other such weather halves the rate of SP loss. The character must spend an hour in a dark place before they can remove levels of fatigue/regain SP lost in this manner. • True Sight: A creature with this trait can see and act normally in areas with dim or no light. Additionally, the creature can see through all illusions, including invisibility. Spells • Frost Cone 2: 11 MP; 1d6 Frost; R Attack (5m), Overload (+WB to Dmg) • Frost Bolt 3: 8 MP; 1d8 Frost; R Attack (100m), Overload (+WB to Dmg) • Frost Bite 4: 9 MP; 1d10 Frost; M Attack (1m), Overload (+WB to Dmg) • Fatigue 3: 10 MP; +0 Endurance, Fail, Lose 1 SP. • Disintegrate Armor 3: 14 MP; Damaged (3), Ranged (100m), Attack • Disintegrate Weapon 3: 14 MP; Damaged (3), Ranged (100m), Attack • Silence 4: 16 MP; -10 Willpower, Silenced (1 Round), Upkeep, Direct, Attack • Reflect 4: 13 MP; Reflect Spell 4 or lower (1 Round), Upkeep 2 “Wraiths. Unlike the other manifestations, wraiths are spirits governed by strong emotions. In order to call forth and com- mand a wraith, you must learn how to twist a spirit into its darkest expression. Allow the anger and rage of a life cut short to govern the spirit’s form as you summon it. Master raising the dead, and you will command them with ease.” - Materials for Novice Necromancers Zombies are what a commoner thinks of when they envision necromancy. They are generally encountered either naked or sparsely clothed, with visible wounds and openings rotted into their chest and abdomen. If a corpse is fresh enough, it could even pass as a living creature, given thick enough clothes and a particularly convincing master. They are cheap for necromancers