Lesser Wraith

Basic Info

Type: Spirit, Undead

Alignment: Evil

Moral Points: -50

Build: small

Habitat: Lesser Wraiths can be found in cementaries, ancient ruins, and anywhere abandoned where people once lived long ago.

Appearance: The Lesser Wraith appears like a ghastly spirit drapped in a tattered spiritual black robe. Lesser Wraiths are often the very depiction of death and lost souls.

Runic Element: Death

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
  • Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
  • Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

Vital Stats

Stat Name Current Full Modifiers
 HP 70 70  
 SA 100 100 +10 (runic element)
 EP 100 100  

Armor Stats

Stat Name Current Full Modifiers
 PR 0 0  
 MR 0 0  
 Block 0 Weapon 0 Armor  

Lesser Wraiths are spirits and therefore receive 50% physical damage.

Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 35 65  
Speed 20 45  
Mental 50 95  
Strength 50 95 *Strength is a copy of Mental due to being a spirit
Luck 25 60  
Will 25 60  

Secondary Stats

Stat Name Stat Modifiers
Influence 25  
Perception 35  
Weight Limits Carry:  150
Lift 1H:  25
Lift 2H:  50
Success Points 6  
Failure Points 4  
Move Rates World:  2
Area:  20
Battle:  5
Area Ranges Throw:  5
Jump Up:  2
Jump Across:  4
Battle Ranges Throw:  10
Jump Up:  4
Jump Across:  8
Aim 30  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Defense: +1
Support: +2
Magic: +1
Initiative 2 +3
Evade 32  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  38
Magic Stats Magic Power:  5
Critical:  38
Magic: +10

Equipped Weapons

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Spectral Scythe 5d12 0 N/A 2 N/A 20% chance to cause 1d6 SA and EP poison;
Spiritual weapon, can't be stolen or disarmed;
Disappears upon death

Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Possession Possess target, taget gets a will check to avoid possession when first possessed and once each round N/A;
2 support
1 hex affecting 1 target 1d8 rounds 1 skill point =
1 skill mastery %
Fang This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d10 to a single target. These fangs are magical energy, not physical. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 30
Bio Instability This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's movement rates is cut in half. 10 SA;
1 magic
1 target 1d8 rounds 1 skill point = 2 skill mastery % 95
Elemental Death Using the magic of death, you effectively kill the target's ability to manipulate their element to produce magic. The magic surrounds them, not allowing them to concentrate on their element. No spells can be cast including minor elemental manipulations. The target make an evasion check to try to evade this with no penalties to evasion. 20 SA;
2 magic
1 target 1d6 rounds 1 skill point = 1 skill mastery % 50
Night Shade This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 2d10HP per round. The poison cannot be magically evaded. Only fortitude checks apply for this spell. 20 SA;
2 magic
1 target until cured 1 skill point = 1 skill mastery % 50
Release of the Doomed With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a strength check to be freed. 20 SA;
2 magic
all enemy targets until freed 1 skill point = 1 skill mastery % 50
Graveyard's Warding The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their magic power is weakened greatly, decreasing the Magic Power by half of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected. 10 SA;
1 magic
a 3x3 hex area around the caster 1d6 rounds 1 skill point = 2 skill mastery % 95
Loss of Self This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. 10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % 95
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %

Combat Notes

Lesser Wraiths are the remains of lost souls that have been twisted by torment. They envy the living and will attack them any chance they get. Lesser Wraiths are most interested in the most vulnerable, and will all gang up on one living target at a time until the target is dead. Lesser Wraiths tend to ignore those that are already dead or are undead. Lesser Wraiths gather together in groups of 4 to 20.


0.05 pounds of Ectoplasm: Alchemical ingredient worth 500.00 a pound.

  • Effect 1: See Spirits 6 area blocks for 3 hours
  • Effect 2: Shock Damage 1d12
  • Effect 3: Immune to Violent Life Magic for 3 rounds
  • Effect 4: Detect Magic Enhancements up to 20 area blocks for 3 hours



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