Wraith
Wraith, Undead; Average; White Soul (350)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 13 | Combat | 50 |
| Endurance | 45 | Wound Thr. | 12 | Magic | 75 |
| Agility | 40 | Magicka | 40 | 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
- 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.
- Encountering Wraiths
- Deep in the dark corners of Nirn, there are some spirits who
- know no rest. Some manifest into simple ghosts. Others, those
- whose hearts were full of spite and hatred, become wraiths.
- Wraiths are devoid of reason, attacking all that lives with blind
- abandon. Their incorporeal nature make them dangerous to
- those in heavy armor, simply phasing through their opponent’s
- armor with their ghostly claws. Along with their withering
- claws, wraiths are infamous for their fell magics. They have
- powers that can deaden flesh with cold, sap the energy from
- living creatures or steal their own voice.
- Loot
- • When a 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.
- Gloom Wraith
- The phantoms of powerful dead sorcerers, their malice and hatred
- binds them to Nirn.
Encountering Wraith
• 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 0 “Powerful and aggressive, wraiths are spirits full of hatred for the living. They do occur naturally, and most studies suggest that they are formed from individuals who suffer great injus- tice and leave important work undone.” - Beyond the Grave: Tamriel’s Undead Traits • Undead • Howling Shrieks: This creature cannot be Silenced.