Ghostly Invitation

Entry for Spooktober 2025

"Ghostly Invitation" is pleasant euphemism for a fairly unpleasant necromancy spell.   Ghostly Invitation is a hex that makes a mortal more vulnerable to ghostly possession. It has a lesser effect on other ghostly powers.   In theory, every Scarterran mortal is in risk of a ghostly possession, but it is difficult for a ghost to possess a strong-willed mortal, especially long-term.

Effect

The spell doesn't technically weaken a living person's Willpower, they feel just fine. But ghosts have an easier time affecting the person than normal. And it projects an aura that ghosts can detect broadcasting "This person is vulnerable to your powers!"

Discovery

by Eron12 with Heroforge
-Magnati, independent necromancer
"'Ghostly Invitation' is a spell that exists in the nebulous grey zone between 'common spell' and 'rare spell'. As far as learned necromancers know, this spell has existed for well over a thousand years and it never fell out of circulation, but this spell was never popular, so a lot of mages haven't even heard of it, especially if they aren't necromancers.   The spell is not popular because it is very niche and somewhat risky to use. It is difficult to cast this spell surreptitiously. Sure your target is not going to know that they are now increasingly vulnerable to ghostly possession, but they are going to suspect something is wrong.
  Not everyone one of the restless dead are capable of possessing the living, and those that are capable of such possession are often strong-willed and hard to control. If a necromancer lacks a possessing ghost whose loyalty can be relatively assured, this spell is useless, even dangerous.   Even if you do have an appropriate ghostly minion, this spell can be hit-or-miss. Ghosts capable of possession are also very selfish and easily distracted. There is also the chance that a random ghost that you aren't controlling swoops in while the spell is in effect.   Necromancy can do many things, but a jack-of-all-trades will never beat an expert in that experts field. If you are a mage and really want to dominate the living, then the best long-term solution is to study the Enchantment school Descriptions. But with the right preparation, you can mimic the Dominate Person spell with Necromancy."

RPG Rules

    Third Circle Necromancy Spell for Arcane Casters (no optional perquisites) Charisma + Necromancy to determine dice pool   Hexing ●●, Necromancy ●● (6 exp) combination theurgy for theurgists Charisma + Theology/Enigmas to determine dice pool   The spell duration lasts for two hours per dot of Manipulation the caster has. For the duration for the spell, the target presents a lower difficulty to ghosts for hostile possession.   One success, -1 difficulty for ghostly possession   Three Success, -2 difficulty for ghostly possession, -1 difficulty for other ghostly powers resisted Willpower   Five Successes, -3 difficulty for ghosts, -2 difficulty for other ghostly powers resisted by Willpower

What about spirit loas?

  Spirit loas are not immune to this. But they are somewhat resistant. No matter how many successes are rolled, the modifier to affect them is never better than -1 (though it stacks with their existing increased vulnerability to possession).   Even if he or she never heard of this spell, a spirit loa can roll Wits + Spirit Loa, difficulty 6 to understand exactly what the hex on them does.   Experimentation with this lead to the development of new magic to enhance loa abilities, at a cost.


Cover image: by Me with Midjourney

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