Here are the revised spirit combat rules.  I think we're near the final version for now.

 

1.  A spirit that is still on the spirit plane or is being released from a bound item must take 1 round to materialize before it can attack.  Spirits that are already materialized (e.g. some ghosts haunting areas, etc.) do not need to do so.  A single target may be engaged by as many as its (POW/3) spirits at once.  Declaration in spirit combat proceeds by DEX; spirits that have no DEX declare last, simultaneously with other spirits.

 

2. You may not cast a spell during SR1 when you are Attacking or Evading.  Concentration rolls (INTx3%) are always required if spirit combat is engaged that round even if spells are cast after SR1.  Spellcasting when attack or evade options are used still requires 3 SR penalty, so casting begins on SR (1+3+DEX SRM) and ends on (+ MP used) SR.  If you are being attacked on SR1 while you are casting a spell but are not attacking or evading, you still must make a concentration roll.  Once combat is engaged, opponents may only disengage if they have special spirit abilities (rare), choose to try to escape (see below under attack choices), are allowed to leave by mutual consent, or have 10 more MPs than their opponent.  All of these limitations apply to spirits as well as corporeal entities.

 

3. On the first round of spirit combat, if an attacker rolls less than its Summon skill AND its attack chance it may use one choice to Repel the opponent that round, disengaging from spirit combat (without another MPvsMP roll or action). However, the opponent still gets its attack that round, and if the opponent's attack succeeds and is below its Summon skill it denies the Repel. The Repeler may use multiple levels of success to cancel out opposition to the Repel, or do damage. If Repel succeeds, both sides would be able to cast spells that round without concentration rolls. In following rounds, Repel could be attempted again. Repel does not need to be declared; it is an automatic benefit of having Summon skill and entering the initial phase of spirit combat engagement.

 

4. A combatant must take an action to attack in spirit combat.  He may also choose to Evade using his Ceremony skill (if any), taking an action.  This works like a combat dodge to reduce the levels of success of the attacker.  If the levels match, however, the victim still takes 1MP loss.

 

5. Attacking in spirit combat matches the offensive MPs of the attacker vs. the defensive MPs of the defender.  Attacks by both participants are simultaneous.  After SR1+ delay of 3 = 4, any spirit combat participant may take actions as usual, but note that a Evade or Attack roll each counts as one of the 2 possible combat actions in a round.  To cast magics during a round in which you previously used spirit combat, you must make a concentration roll (INTx3%) or fail the spellcasting.

 

A success gets 1 choice; special 2 choices; critical 3 choices from

the list below.  Evade levels of success subtract from these choices.

If the defender's evade success is equal to the attacker's success,

then the defender only loses 1MP.  If the attacker fails, nothing

happens.  A fumble by the attacker allows the defender to make 1

choice against the attacker immediately; a fumbled evade adds 1 choice

to the attacker's current attack.

 

Choices:

1. Victim loses 1d3 MP (or statistic pts in some rare cases; may only be chosen once)

2. Maximum MP loss (only relevant if #1 picked)

3. Roll MP vs. MP to withdraw from combat (if chosen twice, may immediately disengage)

4. Victim stunned for 1 round (may be chosen multiple times)

5. Victim loses 1 MP (may be chosen with other options)

6. One-half of any helpers must roll Ceremony or be forced out of trance (may be chosen twice to affect all helpers)

7. Learn exact current MP of opponent or learn all spirit-combat related magics on the opponent (may be chosen twice)

8. Victim rolls DEXx5% or falls/drops item (applied to one chosen limb per choice taken)

9. Victim blurts out something that is on its mind, as appropriate (if chosen multiple times, will be more revealing).

10. Victim loses one sense of attacker's choice until it makes a POWx5% roll (may be chosen multiple times).  Roll at end of that same round to recover.  Not MPx5%, but POWx5% to recover.

11. Remove 1pt Spirit Screen per choice used; acts like Dispel Magic (must equal SS pts or no effect)

12. Victim must make a relevant trait roll or take 1d3 extra MP loss (only as role-playing appropriate for attacker+defender)

13. Stunning, effective immediately until end of SR 1 of next round (may declare actions next round normally):

1 choice: mentally dazed; may not act in spirit combat, speak, or do spell casting; may act physically as usual.

2 choice: badly disoriented and weakened; previous plus may not move; only 1 physical action (attack/dodge/parry).

3 choices: completely stunned; no actions  (but no one gets bonus to hit target; target is convulsing unpredictably).

 

 

The following choices count as 2 choices, not 1:

1. Attacker gains MP lost from victim (cannot rise above POWx2;

extra MPs lost gradually but do add to spirit combat)

2. Attacker adds own MPs to MPs lost by victim; max (POW/3) MP.

3. Take 1 choice against victim, and roll one attack (may be Evaded) against helper of choice; helper must roll INTx3% or be cast out of trance, and is automatically cast out if attack roll is below attacker's Summon skill.

4. Inflict 1d3 disruption physical damage on the victim.

5. Cast any spirit magic spell known on the victim that round with no MP vs MP roll.

6. Attacker may switch to one of opponent's helpers next round (must engage so can be Repeled; other helpers can switch trance to assist freely)

 

If the attacker has 10+ offensive MPs more than the defender's defensive MPs, it may possess the victim, force it into a binding enchantment, or dispel it back to the Spirit Plane.  Once dispelled, a spirit may only return if it is summoned, except in some rare cases of hauntings.

 

If the defender has 10+ defensive MPs more than the attacker's offensive MPs, it may freely disengage or just ignore the attacker, or continue attacking to reduce the defender's MPs.  Only in extremely rare cases would anyone with 10 less MPs than the attacker/defender have any chance to effect them; once your chance of success reaches 0% you are out of luck.  Disengaging is then impossible unless the attacker lets you go.

 

Spirit combat participants do not know each other's MPs but do know if they are 10+ greater in offense/defense the round after they reach that point, and may react after SR1 of that round (may impose 3SR penalty for changing intent if unexpected).  i.e. if you have 15 MP and lower a spirit from 7 to 5 MP on SR1, next round on SR1 you know that and may dispel it, bind it, etc.  You may declare for that round "if it is 10MP below me then I will use my combat action to dispel/possess/bind it; if not I will attack etc."

 

Finally, on helping others: Any number of people may assist someone in

spirit combat being in contact with them (or someone else already in

trance) and spending a round entering a trance via Ceremony (and

spending 1MP). The MP is only spent on success or fumble. If they

enter the trance, than the next round and as long as they concentrate

afterwards they add one person to the assistance score (see below). A

special counts as two people and a crit as 4. The effect of this is to

add to the assisted person's defensive MPs (even beyond their POW). The

number added is:

# "people" assisting: 1 2-3 4-7 8-15 16-31 ...

MP bonus +1 +2 +3 +4 +5 ...

 

1MP is used on any success, including critical.

 

Chanting to assist spirit combatants takes all actions in every round and takes effect on the following round.  If the chanter is injured, effected by an offensive spell, move quickly, etc. during any round, they must make a concentration roll (INTx3%) to remain in the trance.  They may only walk slowly when in the trance; no grabbing items, taking combat actions, spellcasting, etc. without leaving the trance.  They do not need to reroll once they succeed, unless they leave the trance and try to re-enter.

 

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