-If they ever stole something.
Your spells and maneuvers deal 20% more HP damage to the target.
Drizzling rain is thin, gloomy, and unremarkable,
but it has a gentle quality about it.
You'll become a ghost that is always in the background, I bet.
Neither ascending to heaven nor reincarnating,
just a spirit eternally waiting for judgment in Higan.
-If they ever casted an arcane spell.
Your target cannot use melee attacks against you, except for single-melee attack maneuvers.
-If they ever casted a divine spell.
You gain an extra 2 immediate actions per round that can only be used in reaction to actions from the target.
...Mmm, it's warm.
Fine weather with not a single cloud in the sky.
Good weather is just harmless sunlight and the earth's vitality passing by.
Hot in the daytime, cool during the night.
Straight shooting and inflexible,
neither merciless nor kind.
-If they ever killed someone with a melee attack.
Your crit multiplier increases by 1 and your crit threat range is doubled against the target (or you can inflict normal criticals if your opponent was immune to them).
Oh, nothing.
Well, that's good to hear.
Speaking of which, your weather is such a magnificent blue sky.
Azure skies were once a symbol of emptiness.
Among the living obtaining that spirit is difficult,
but among the dead it's quite common.
You might become a ghost with a gaping hole in your heart.-If they ever killed someone with a ranged attack.
Every time you damage the target you recover an expended maneuver of the stance you're in.
It's alright, to become like a cloud means you won't be brilliant or wealthy,
but, you can avoid harmful light, and spend your days telling fortunes,
a very handy spirit to have, I'll let you know.
While they were living, these skilled ghosts were mostly
knowledgeable and successful leaders, living without a single discomfort.
But, when it comes time for judgment in Higan,
those techniques' transient usefulness won't come forth. -If they're an undead.
Each time you damage the target they lose one random maneuver or one random prepared spell/spell slot/SLA use from among their highest level spell available (if they have both spells and maneuvers, both).
-If they ever seeked complete isolation from other sentient beings.
If you full attack the target, you can make one extra attack against them at your highest attack bonus.
-If they ever drained energy from sentient beings.
You heal half the damage you inflict to the target.
-If they ever manipulated others to do their bidding.
The target cannot take immediate or free actions when it's your turn.
-If they ever keep repeating an action until colapsing just for the pleasure of it.
The DCs of all your abilities increase by 20% against the target.
-If they ever stalked people.
You gain an extra move and swift action per turn that can only be spent approaching or somehow affecting the target.
-If they ever fled from their duty.
Your Target acts as Confused, bypassing any immunity to that effect they have, except that they roll every turn even if being attacked.
A spirit of wind is a sign of imbalance in the heart.
A ghost who changes depending on who they're with, I predict.
Skillful in worldly affairs,
but weak to ailments of the mind.
-If they've led a life actually quite similar to your own.
The target cannot willingly move more than 5 feet closer or further apart from you each turn and cannot take 5-feet steps.
-If they ever before and intentionally interfered with your actions before this battle.
You ignore all ill effects with a duration other than instantaneous or permanent that the target inflicts on you.
-If they're a non-undead immortal.
Choose one rabdom option at random at the start of each turn.
-If they're mortal beings cheating their lifespans somehow.