GHOSTWALK
Monte Cook and Sean K Reynolds
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Contents The Ghostwalk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 TABLE OF
Creatures of the Undercity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Spirit Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
The Ghostwalk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Hidden Palace Glen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
The City of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Monastery of Kreel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
The Ghostwalk Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Howling Vale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
To Live and Die and Live in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Chapter 3: The Ghostwalk Campaign . . . . . . . . . . . . . . . . . . . . . . 115
Chapter 1: All About Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Starting a Ghostwalk Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Rules for Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Thematic Campaigns in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Souls and Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 PCs in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Ghost Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Physical Death and Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 The Undercity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
The Faces of Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 The Enemies of Manifest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Adventuring and Ghost Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 The Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Possession . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Ghost Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Yuan-Ti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
New Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Undead. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Eidolon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Beyond the Veil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Eidoloncer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 The True Afterlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Arboreal Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 The Land of the Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Bone Collector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 The Soulwaters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Deathwarden Chanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 The Wandering Isles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Ghost Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 The Veil Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Deeran’s House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 The Isle of the Five . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Changes to the Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Fortress of Trun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Inserting Manifest into an Existing Campaign . . . . . . . . . . . . . . . . . . . . 134
New Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Chapter 4: Countries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Bazareene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Hikirian Peninsula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Chapter 2: The City of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Salkiria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
The History of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Sura-Khiri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Magic in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 The Demiplane Known as Coil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Gods of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Tereppek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Aluvan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Thurkasia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Chaniud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Xaphan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Dracanish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Durann . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Chapter 5: Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Eanius. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Artaaglith (Demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Galaedros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Bonesinger (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Khostren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Dread Ram. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Nessek . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Ectoplasmic Vermin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Orcus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Fire Spectre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Phaant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Ghost (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Soggelos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Ghosteater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Tephaneron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Monstrous Vampire (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Uhanam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Mumia (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Wyst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Necroplasm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
The Living and the Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Spectral Steed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Races in Manifest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Spirit Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Adventurers in Manifest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Undead Martyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
The City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Yuan-Ti (Template). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
The Portal Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
The Tombyards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Chapter 6: Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Phantom Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Touch and Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Merchant Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 (1st-level characters)
Forestview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 For Absent Friends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
City Government and Laws. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 (4th-level characters)
Crime and Punishment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Kinship of Vermin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Other Groups and Organizations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 (5th-level characters)
Guild of Morticians. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 The Devil’s Cellar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Yisa-Khardomas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 (6th-level characters)
The Arboreal Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Lair of the Crippled One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
The Knights of the Quiet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 (7th-level characters)
Piran Sedestadel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Lair of the Eyeless Lady . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
The Necromancers of Night Alley. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 (9th-level characters)
The Golden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Morbid Maze. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
The Mercantile League. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 (12th-level characters)
The Undercity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
The Catacombs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Appendix: Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
3
Introduction place, getting there is not just the metaphysical jour-
ney it might be in some settings, or even the magical,
Thron’s whole body ached. He had begun this ride well before extraplanar journey it would be in others. It is possible
dawn, and the sun now hung just above the western edge of for a character in this setting, living or dead, to physi-
the Spirit Wood—a place his grandfather had warned him cally travel underground and go to the land of the
about. When a crossroad came into view, he stopped. This dead. Of course, no living mortal has ever traveled to
new road ran west to Salkiria and east into the forest, even- the land of the dead and returned, so this strange land
tually reaching the “ghost city.” remains an almost complete mystery to the living.
“Greetings, southerner. You look like you’re new here,” a
INTRODUCTION tiny voice called out in the Trade Tongue. A female halfling THE CITY OF MANIFEST
reined her tan pony to a halt as she came to the crossroad.
She seemed to be headed toward the city. The city of Manifest is built around the entrance to
“Yes, I have never been to this place before. I am Thron, of the land of the dead. Because of its proximity to that
the Klun barony. Who are you?” mystical place, the city has some unique qualities.
“I am Hanlee. I live in the city. Why don’t we ride together First and foremost among them is that it is full of
and I can tell you what to expect?” she said, nudging her ghosts—spirits that have traveled to the land of the
pony eastward along the road. dead’s border but are not yet ready to leave behind
Thron grunted his acceptance. their former lives.
“Are you coming to Manifest for a reason?” the halfling In most parts of the world, ghosts are incorporeal
asked him as they entered the Spirit Wood. and unable to affect the people and things around
Thron did not speak for long moments. He had no trust for them. But ghosts in the city are continually mani-
cities or anyone who lived in them, but he knew precious fested, whether they want to be or not (in fact, that’s
little about this strange place, and his grandfather had how the city got its name). It’s the place where the
warned him to try his best not to seem like a fool. Such a living can meet, interact with, and touch the dead.
demeanor was dangerous in the city of Manifest. This In Manifest, a ghost can pick up an object just as
halfling could, if nothing else, tell him where to begin his though he or she were a living person with a body.
search. Likewise, a ghost can be felled by a sword or a spell
“I make this journey for my grandfather. He died a week just as a living person would be. Ghosts have ecto-
ago—I carry his bones.” They were both silent for a moment. plasmic forms that serve as their bodies, although
“He said he would see me in Manifest.” ectoplasmic forms do not have all the same properties
as normal physical bodies; for instance, ghosts don’t
Welcome to the Ghostwalk campaign, a high fantasy need to eat.
roleplaying setting. In some very fundamental ways, it
is like many other campaigns for the DUNGEONS & THE GHOSTWALK
DRAGONS® game; it is a world with magic and monsters, CAMPAIGN
with gods and demons, and with tales of an afterlife
that waits for heroes and villains alike. Players create In order to use this campaign option, you must also
PCs, DMs create adventures, and you bring them have the Player’s Handbook, the DUNGEON MASTER’s Guide,
together, resulting in great tales of daring heroism. and the Monster Manual. This book provides every-
The one important difference in a Ghostwalk cam- thing you need to run a Ghostwalk campaign: Chapter
paign is this—when your character dies, you don’t 1 explains the mechanics of playing a ghost, Chapters
have to stop playing. Instead, you can keep the adven- 2–4 provide more details on the people and places in
ture going, playing your character as a ghost and ben- a Ghostwalk campaign, Chapter 5 contains new mon-
efiting from a whole new set of skills and abilities. sters, and Chapter 6 offers a series of adventures you
Ghosts in a Ghostwalk campaign are simply the spirits can use to kick off a campaign set in or near Manifest.
of the dead. They do not “haunt” places or people the
way they do in other settings (although that word is CLASSES
sometimes used to describe the home of a ghost). Below are some basic notes on how each standard
Here, they are free-willed, free-roaming spirits. In class in the D&D® game is represented in the world
fact, some characters may enjoy themselves more as near the Veil of Souls.
ghosts than they did as living beings. Barbarians are rare around Manifest, usually hail-
ing from the Varlin Mountains near Bazareene. No
THE GHOSTWALK barbarians are native to the city. If they come from a
primitive tribe, they may (depending on the beliefs
Unlike in other settings, in a Ghostwalk campaign the and superstitions of their particular people) actually
land of the dead is an actual physical locale—a place be comfortable with the idea that they are surrounded
deep within the earth that spirits literally travel to after by ghosts. If their culture does not prepare them for
4 they die. Because the land of the dead is a physical this bizarre interaction, barbarians are usually even
more unnerved than most people the first time they adapt and have no problem working with or even INTRODUCTION
actually meet a ghost. existing as ghosts, happily fighting against the evil
undead and necromancers that threaten the city from
Barbarians who become ghosts often handle the time to time.
transition badly, and with violence, but once they take
to it, there are few problems. Rangers rarely spend much time in Manifest itself,
but they are common in the area because of the Spirit
Bards are found almost everywhere, but they are Wood. Many join the Arboreal Guardians, but most
particularly common around the city of Manifest. members of that group are elves, half-elves, or
Where better to seek knowledge in the form of tales humans with some tie to elvenkind. Rangers of other
and legends of old than among the ghosts of those races rarely join the group, instead working alone.
who lived in the past? Ghostly bards are often sad, Nevertheless, any ranger who knows anything about
playing melancholy songs and telling stories of an the Spirit Wood knows that it can be quite dangerous,
almost forgotten past. particularly to those who do not show proper respect
to the Guardians.
Clerics in and around Manifest serve either Aluvan
or Dracanish. Those not from the city of Manifest Ghost rangers are extremely rare in the city. They
often have a difficult time with the presence of the usually go off into the Spirit Wood, not to become a
ghosts, at least at first. Of course, when an ignorant part of it—unless they are elves or half-elves—but
cleric attempts to turn ghosts in Manifest, the targets because it is more fitting and comfortable for them.
usually just chuckle or scowl and sigh.
Rogues are common in Manifest. Those who
Ghost clerics are usually torn individuals. They intend to practice much thievery should consider
would like to pass on to the next world and meet the joining the Golden, the local thieves’ guild. The
god they have served so faithfully, yet there’s always Golden does not care for nonguild thieves in its city.
more work to be done in the mortal world.
Many rogues find that being a ghost is very helpful
Druids are common in the areas around Manifest to their profession. Not only are ghosts sneaky, but
because the city is situated in the middle of a sprawl- many magic traps are set off only by the presence of
ing forest with its own strong ties to the dead. Druids living beings. Of course, in Manifest, some mages take
come from far and wide to live in a wood where many that into account and develop traps that specifically
of the trees are or were intelligent beings. A great affect ghosts.
many of the druids in the area belong to a group called
the Arboreal Guardians, who safeguard the sacred Sorcerers in the area are sometimes members of
trees of the Spirit Wood. the Piran Sedestadel, a mages’ guild that specializes in
studying ghosts and magic related to ghosts. Other
Ghost druids are rarely found in the city, since they sorcerers aren’t interested in “studying” anything,
usually go off into the Spirit Wood—it is more com- since their spells come to them naturally. Sorcerers
fortable for them. often come from the land known as Tereppek.
Fighters are common most everywhere you go, Ghost sorcerers are fearsome, because their spells
and in Manifest, it’s no different. A great many of often enhance and supplement a ghost’s already well-
these individuals (both living and ghost) can be developed supernatural powers.
found in the Armed Yard, a practice and training facil-
ity. Being a ghost doesn’t always play to a fighter’s Wizards are more likely than sorcerers to join the
strengths, so such a character often does not take the Piran Sedestadel, since they are, in general, more
transition well. interested in arcane studies. Wizards often come from
the land known as Tereppek. Ghost wizards are as dan-
Monks in the area are often brothers or sisters of gerous as ghost sorcerers, for the same reasons.
the Monastery of Kreel, located near Manifest. In the
city itself, they can often be found among the fighters MAGIC
in the Armed Yard. Monks do not like fighting ghosts, Magic is prevalent in a Ghostwalk campaign. Not only
since ghosts do not have the anatomy and manner- do wizards and sorcerers abound, along with bards,
isms of the monks’ typical opponents. Monk ghosts, clerics, and all the other spellcasting classes, but
on the other hand, are often quite deadly, using their ghosts with supernatural abilities make up a signifi-
supernatural powers to augment their already highly cant portion of the population. Manifest is a city
honed abilities. where trails of ectoplasm and randomly flying objects
are frequent sights.
Paladins are uncommon in Manifest. Of the two When dealing with spells in the Ghostwalk cam-
most commonly worshiped deities in the city, Dra- paign, keep in mind that some spells affect ghosts dif-
canish does not inspire paladins, and Aluvan does so ferently (or not at all). Chapter 1 offers details on how
only rarely. Paladins from outside the city who have existing spells work in this setting, as well as some
been taught that ghosts are “undead that ought to be new spells that specifically deal with Ghostwalk ghosts
dispatched” have a difficult time, finding themselves (which are, of course, different from the standard
in the strange position of being on the wrong side of undead ghosts in the Monster Manual).
the law. Even those who realize and accept the situa-
tion are occasionally uneasy in Manifest. Still others
5
INTRODUCTION MONSTERS TO LIVE AND DIE
The spirits of all intelligent humanoids, except elves AND LIVE IN MANIFEST
and half-elves, come through Manifest when they die.
A great many of the bestial races (bugbears, gnolls, This book contains a full campaign setting, but the
and lizardfolk, among others) fear the whole area city of Manifest can just as easily be transplanted
above the entrance to the land of the dead. Only a rare into whatever world your current D&D campaign
few living members of these races ever bring the occupies. Chapter 3 contains advice for adapting it
bodies of some of their fallen to Manifest or come to to both the FORGOTTEN REALMS® and GREYHAWK® set-
interact with ghosts before those spirits depart. For tings. However you use it, the Ghostwalk campaign
the most part, monstrous humanoids come to Mani- option adds a new dimension and fascinating possi-
fest in disguise in order to avoid confrontations with bilities to any D&D campaign.
the City Watch. The Lair, found in the section of Man-
ifest known as the Tombyards, is an underground sup- The city came into view, a double-humped hill covered by
port network providing goods, guidance and general homes, businesses, and gardens. Manifest had no city wall,
aid to these creatures (for an exorbitant price). but a sparkling river nearly two hundred feet across guarded
One notable exception is the Tyuug-Numau orc the approach. Nearly straight ahead, at the far side of a long,
tribe, which wanders the region outside the Spirit many-arched stone bridge, was a huge tower of black stone.
Wood. The city of Manifest has had to drive off the The thing was taller than any man-made object Thron had
Tyuug-Numau a number of times—the orcs are un- ever seen, and its surface was decorated with statues too
ruly and extremely violent, since they place almost small to be recognized at this distance. As Thron looked
no value on life. Fortunately, the orcs are truly terri- around, he noticed that all the buildings seemed to be simi-
fied of the Spirit Wood and refuse to move through larly covered with statuary.
the forest except in very rare cases.
The Spirit Wood is full of all sorts of monsters, pri- “Close your mouth, Thron. I know the Grand Portal is
marily dire animals and magical beasts. The grounds impressive, but you’re going to stand out if you gawk.”
around Manifest have some strange monsters unique
to the area, including something called a “ghost eater.” The barbarian’s jaw snapped shut.
“Let’s go inside.” Hanlee kicked her pony into a trot, and
Yuan-Ti Thron followed.
The greatest monster threat comes from the yuan-ti. “If you like, Thron, I can take you to a shrine so you can
Being abominations in humanoid shape rather than make an offering. But I think you should go to the Registry
true humanoids, the yuan-ti do not have the kind of first.”
souls that can manifest after death. When they die, “The Registry?”
they pass directly to the land of the dead. While this is “The place where ghosts usually record their names so that
true of all aberrations, the yuan-ti long ago took eter- anyone trying to meet them knows they are here. And people
nal, unbelievably intense umbrage to this fact. As a like you can record where you’re staying so your ghost rela-
race, they wish nothing less than the destruction of tive knows where to find you.”
Manifest and all the ghosts there. “How far away is this Registry?”
“Only a few blocks,” the halfling said. “We just have to go
Undead up Phantom Hill a bit—”
Necromancy of any type is frowned upon in Manifest, “Wait!” Thron dismounted suddenly. “I do not think I will
and animating the dead is strictly forbidden by law. need the Registry after all.” He walked his horse toward a
Still, the city is an almost irresistibly large source of white-haired old man wearing worn leather. The elder con-
raw material for necromancers interested in both versed with a younger man in similar attire. A small collec-
dead bodies and the ghosts themselves. Thus, the tion of dust, leaves, twigs, and other small items swirled
necromancers hidden away beneath the city (or even about the elder’s feet, and a faint blur seemed to trail behind
in far-off Xaphan) send their undead creations into the younger man whenever he moved. As Thron drew closer,
the streets of Manifest to carry out their dark tasks. the light of the setting sun hit the pair at an odd angle and
Sometimes, however, undead are not created by a he could actually see right through their bodies.
spell but are generated spontaneously. Since people They were both ghosts.
here know that the dead person should have become The old man turned and smiled as the barbarian
a ghost, they take the appearance of such an undead approached. “Thron!”
very badly—it’s not just horrific, it’s also spiritually “Hello, Grandfather. It is good to see you again.” He
revolting. Undead hunters are frequently more zeal- extended his left hand in the traditional respectful greeting
ous in Manifest than elsewhere, for they see undead as of his people.
the greatest form of perversion. The old man clasped Thron’s arm at the wrist. His grip
was solid, but cooler to the touch than it had been in life.
“I am glad and honored that you came. Now,” he said, ges-
turing to the younger ghost, “I want you to meet your father.”
6
he Ghostwalk campaign uses the DUNGEONS & DRAGONS
rules found in the Player’s Handbook and DUNGEON
MASTER’s Guide. If you’ve ever played in a D&D game,
then you know most of what you need to in order to
jump right into adventures set in the city of Manifest.
However, there are a few important distinctions, plus
some new spells, feats, prestige classes, equipment, and
more material designed specifically with the Ghostwalk
campaign in mind.
RULES FOR GHOSTS
This section describes the general rules for handling
ghosts in the Ghostwalk campaign.
SOULS AND GHOSTS
Every living thing has a soul—the essence that is not
tied to its physical body. When a creature dies, its soul
continues to exist and eventually passes on to the after-
life. Less intelligent or self-aware creatures, such as
most animals and some magical beasts, have very weak
souls, and when they die, their souls immediately enter
the realm of the dead.
Most other kinds of creatures’ souls lack the special
qualities necessary to remain on this side of the afterlife
and become ghosts. Aberrations, constructs, dragons,
elementals, fey, giants, magical beasts, monstrous
humanoids, oozes, outsiders, plants, shapechangers,
undead, and vermin simply pass on to the True Afterlife
when they die, although some kinds of magic may
allow their souls to temporarily remain as ghosts. Some
of these creatures accept this as the natural order, but
others envy humanoids their strange gift and seek to
eliminate them.
Unlike animals or most other types of creatures, intel-
ligent humanoids have unusual souls that are capable of
enduring outside a living body for an indefinite time.
These disembodied souls can remain indefinitely, exist-
ing as ghosts.
Note: A creature assuming another form with magic
uses its original form to determine if its soul can
become a ghost when it dies. For example, a yuan-ti
polymorphed into the form of a human does not gain
the ability to become a ghost if it is slain, and an elf
CHAPTER 1: using shapechange to assume dragon form does not pass flesh. Different ghosts meet this need in different
immediately to the True Afterlife if slain. The soul ways—massage, sex, or self-mutilation are common
ALL ABOUT determines the result, not the physical body. methods—but they always seek intense sensations to
GHOSTS overcome their dim senses.
GHOST TRAITS
Although ghosts do not need to breathe, eat, or do Home: The ghost has an attachment to a particular
most other things that living beings do, every ghost building or place and must spend at least 8 continuous
has an unusual attachment to one aspect of its former hours at that place to feel normal. The ghost may haunt
life. Ghosts feel strange urges to eat food they enjoyed the site (if it has appropriate ghost powers), guard it,
when living, to visit people or places they knew in life, repair it, or perform any other obvious activity (the
or to engage in the same recreational activities they trait is about being recognized as part of that place, in
did when living. These urges are not magically addition to merely being there). The chosen site is
induced and are not a curse or a disease that can be normally one associated with the death of the person,
removed with magic (although a calm emotions spell or some place to which she had a strong attachment in
suppresses the urge for the duration), but simply an life. People killed far from Manifest rarely acquire this
extension and exaggeration of part of the ghost’s actual ghost trait, or, if they do, they never make it to the city.
life. These urges, called ghost traits by the people of
Manifest, usually take the following forms. Ocular: The ghost is obsessed with certain sights or
Auditory: The ghost has an unusual attachment to a images of certain creatures, places, or things. A ghost
particular kind of sound or noise. A ghost might need needs to observe the chosen sight for at least 1 hour
to hear the pounding surf, a particular musical instru- without serious distractions (such as participating in
ment played at great volume, or people arguing. Some combat, magical research, or anything that requires
evil ghosts have acquired a need to hear people scream- concentration) to satisfy this habit. If the sight is a
ing, so they kidnap and torture victims to meet this person, the ghost may be thought to be a malevolent
need. Other ghosts have a taste for magically created haunt or stalker. People, buildings, landmarks, or a
sounds and hire illusionists or use magic items to kind of monster are all appropriate targets, as are dra-
create these exotic sounds. matic visual events such as a popular play, a burning
Hunger: The ghost needs to eat large quantities of building, or an earnest lethal combat. Sometimes a sur-
food on a regular basis. Unlike with the oral trait, the rogate obsession (such as a person that resembles the
emphasis is on quantity rather than quality, and it’s target or an illusion of a burning building instead of an
not the taste that matters. Since a ghost doesn’t feel actual fire) is satisfactory for the purpose of meeting
discomfort from eating too much (without a stomach this need.
it’s not possible to feel stomach pains), he is free to
gorge himself, and he can only satisfy this urge by Oral: The ghost fixates on food and needs to eat a
eating enough food in one sitting to sate a very large significant meal that it can actually taste on a regular
and gluttonous person (typically three full meals’ basis. Because ghost senses are dulled, this is usually
worth of food). strong and spicy fare and the same kind of food the
Flesh: The ghost has cravings for sensations of the person enjoyed when alive. For example, a ghost who
was fond of steaks in life might feel the need to eat a
steak laden with peppers and garlic and marinated in
a strong wine. In some cases, the craving is for exotic
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A GHOST IS NOT A GHOST Whenever this book refers to a “ghost,” it is not talking
The Monster Manual describes a ghost as a restless spirit that about a Monster Manual ghost. In fact, because being a ghost
for some reason cannot give up its ties to the living and is so common and easily achieved, the ghosts described in the
haunts a particular location or item. These ghosts are undead Monster Manual are almost unheard of. The few references in
creatures of many different types (humanoids, giants, magical literature that speak of these undead ghosts refer to them as
beasts, and so on) and have many strange powers that make “undead skulkers,” “undead haunts,” or “undead spirits,” and
them incredibly dangerous combatants. Furthermore, killing have problems differentiating between them and other incor-
them is usually only a temporary solution, for they rejuvenate poreal undead such as spectres and wraiths. These references
and return to their old haunts. and the people of this world never confuse these creatures with
the sort of ghosts who inhabit Manifest.
The ghosts described in this book are not that kind of ghost.
Ghosts in the Ghostwalk campaign are merely the souls of To avoid confusion and preserve the flavor of this campaign,
living creatures (humanoids, with only a few exceptions) undead ghosts should rarely, if ever, be used in the context of a
existing in another state. They are not tied to one site, do game. The line between the spiritual dead (ghosts) and undead
not suddenly gain a suite of fantastic powers, and—most of any kind is a strong one in this setting, and including an
important—are not undead. They are simply people with a undead sort of ghost blurs that line and reduces some of the
slightly different shape. impact of all undead being evil.
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8
foods, such as displacer beast meat, shambler leaves, or some ghosts have developed an odd taste for conven- CHAPTER 1:
the fruit from spirit trees. tional poisons (which are harmless to ghosts).
ALL ABOUT
Personal: This trait is similar to the ocular trait with A ghost who does not indulge its trait at least once a
respect to a person as the target, except the interest week takes a –1 penalty on attack rolls, saves, and skill GHOSTS
goes beyond simply watching the target. The ghost col- and ability checks. Upon indulging the trait, this
lects objects the person has touched or owned, lingers penalty goes away and does not return until the ghost
near his home or workplace when he isn’t around, has gone without for another full week. A trait does
dresses in a similar manner as the target, and so on. not keep a ghost from being subject to the Calling, and
Rarely does the ghost seek to communicate with or in fact, if the ghost avoids indulging his need for more
harm the target, and sometimes a ghost has been than 1 month, he must make a Wisdom check every
known to come to the aid of the target if trouble occurs. day (DC 15 + number of weeks spent avoiding the
need + ghost’s number of levels in the eidolon class) or
Scent: The ghost becomes particularly attached to a immediately succumb to the Calling.
particular scent. The ghost surrounds herself with that
scent, places scented objects in her home, and prefers A person who shifts between being a living person and
to visit places that have that scent. Since a ghost’s a ghost (as some adventurers do) usually, but not always,
senses are muted, this means that nonghosts in the ends up with the same trait he had the last time he was a
vicinity are nearly overwhelmed by the strength of the ghost. When a ghost’s trait changes, it is usually because
scent. Typical odors favored by ghosts are flowers, tea, the manner of death was closely associated with the
mint, cinnamon, meat, and fruit. ghost’s previous trait. For example, a former ghost who
had the oral trait or hunger trait that is killed by being
Thirst: Similar to the oral trait, except that the swallowed whole by a monster probably would have a
emphasis is on beverages rather than meals. To satiate different trait upon becoming a ghost, and a former
this need, the ghost must drink at least 1 gallon of a ghost who had the ocular trait might return as a ghost
drink it can actually taste. With a ghost’s dulled senses,
this is usually a hot, intoxicating, or spiced drink, and
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ETHEREAL, INCORPOREAL, OR MANIFESTED FULLY extends from the Veil itself (several hundred feet below the
When an intelligent humanoid dies, its soul becomes a ghost surface) to the land’s surface, and outward to the ring of
in one of three possible physical states. A newly dead person’s ancient trees that surround the city. Within the Manifest Ward,
soul initially appears on the Ethereal Plane and lingers as an a ghost is forced to become solid on the Material Plane, a state
ethereal ghost while she decides whether to pass on or remain. that is called fully manifested. Certain spells, magic items, and
While in this ethereal state, another creature that exists on or feats duplicate the effects of the Manifest Ward on a limited
enters the Ethereal Plane can interact with her normally, as if or temporary basis, allowing ghosts to manifest fully in more
she were a solid creature. To creatures on the Material Plane, remote locations.
ethereal ghosts are invisible, insubstantial, inaudible, and
scentless. A ghost in an ethereal state follows all the rules for FULLY MANIFESTED CREATURES
ethereal creatures (see the DUNGEON MASTER’s Guide). While an A ghost or other incorporeal creature that is forced to manifest
ethereal ghost can remain on the Ethereal Plane indefinitely, fully is solid, has weight, and is no longer insubstantial. She
most eventually choose to manifest on the Material Plane (the can be harmed by normal weapons, and she loses her incor-
Ethereal Plane is a dangerous place, after all). poreal miss chance and all other benefits and abilities of being
incorporeal, including her natural deflection bonus from her
Once an ethereal ghost manifests on the Material Plane, it Charisma bonus. She is still an outsider and a ghost and takes
exists in one of two possible states: incorporeal or fully mani- damage from ghost poisons and ghost bane weapons. She can
fested. An incorporeal ghost is the default state of existence, manipulate and wear normal (non-ghost touch) and magic
and it follows the rules for incorporeal creatures (see the equipment just as easily as a living character can.
DUNGEON MASTER’s Guide). A ghost can exist in a fully mani-
fested state only while within the Manifest Ward or with the Any incorporeal creature that is forced to manifest fully gains
aid of certain magic items, spells, or feats. a natural armor bonus equal to the deflection bonus it naturally
had when it was incorporeal. For example, a ghost with a 13
In the Ghostwalk campaign, once an ethereal ghost mani- Charisma would normally have a +1 deflection bonus to Armor
fests on the Material Plane, it cannot become ethereal again Class when incorporeal. When manifested fully, the ghost
without the aid of magic. instead has a +1 natural armor bonus. Likewise, a shadow
normally has a +1 deflection bonus to its Armor Class but,
THE MANIFEST WARD when manifested fully, it loses its deflection bonus and instead
The city of Manifest is built over a place called the Veil of Souls— has a +1 natural armor bonus to its Armor Class. Deflection
a supernatural door that separates the world of the living from bonuses from spells, magic items, or any other source other
the world of the dead. The Veil is the weakest point along the than the creature’s natural state do not translate to natural
barrier between these two worlds, and there are substantive armor bonuses.
effects near it. A phenomenon known as the Manifest Ward
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9
CHAPTER 1: with a different trait after being killed by a medusa. daily uses of magical powers (such as wild shape), and
A ghost’s trait should be chosen by the Dungeon so on. Ghosts in an ethereal state may move in any
ALL ABOUT direction on the Ethereal Plane at their normal speed
GHOSTS Master to reflect something in the creature’s life or and are subject to all rules pertaining to ethereal crea-
nature. Rarely is a ghost’s trait something repulsive to tures (they can be seen with see invisibility, they are sub-
it or against its moral character. For example, a good ject to force effects, and so on). Ghosts and other
cleric is not likely to gain a scent trait for rotting meat, creatures on the Ethereal Plane heal normally from
and a teetotaler paladin is not likely to gain a thirst rest and recover spells and special ability uses at the
trait for strong wine. same rate as living characters, so some ghosts choose
to wait there for a few days before returning to the
PHYSICAL DEATH AND GHOSTS Material Plane so they are not so vulnerable. Others
In order to become a ghost, a creature must be of a type seek out safe havens in the city, such as the Hall of
that has the right kind of soul (such as humanoid). Farewell (see Chapter 2: The City of Manifest), where
Otherwise, the creature must be under the effects of ghosts may manifest without fear of attack.
magic that prevents a dead creature’s soul from imme-
diately entering the Veil of Souls (such as the ghost lock If a new ghost still in its ethereal state wishes to
spell). Ten minutes after the creature dies—whether return to the Material Plane, it may attempt a Wisdom
by age, disease, magic, or battle—its soul appears on check (DC 16) as soon as it appears on the Ethereal
the Ethereal Plane. The soul hovers on the Ethereal Plane, and every minute thereafter, until it succeeds.
Plane, and if the creature does not wish to remain as a Once the creature succeeds, it is forced out of the
ghost, it is carried off by the Ethereal Current, which Ethereal Plane and manifests as an incorporeal ghost
takes it across the Veil of Souls into the True Afterlife. on the Material Plane. Any spells or effects on the crea-
If the creature chooses to remain on this side of the ture’s physical body or mind are not carried over to the
Veil of Souls instead of passing on, it exists as an ethe- manifested ghost. Long-term magic that affects a body,
real ghost, and the character immediately gains the such as bestow curse, resumes its effects on the creature
ghost template (and if the ghost gains levels, these if it is ever raised from the dead.
levels must be in the eidolon or eidoloncer class—see
later in this chapter). A newly formed ethereal ghost Normally, a manifested ghost appears as it did when
has 1 hit point. It retains all of its normal abilities, but it died, complete with apparent wounds in its translu-
loses all prepared spells, unused spell slots, remaining cent body (see the Faces of Death sidebar). These
wounds cause the ghost no discomfort but cannot be
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THE ETHEREAL CURRENT Wisdom check (DC 10). Success means the ghost is free of the
The Ethereal Plane is not a static, quiet place. The soul of any Ethereal Current and is on the Ethereal Plane in some random
person who dies first appears as a ghost on the Ethereal Plane, place within the Manifest Ward, and it can manifest on the
so the place is constantly moving with spirits (both the ghosts Material Plane in the normal fashion (as if it had just died).
of intelligent humanoids and the souls of other types of crea- Failure means the ghost misjudged the strength of the current
tures) on their way to the True Afterlife. Most make this jour- and is pushed into the True Afterlife.
ney with the help of the Ethereal Current, a supernatural force
that pushes ghosts toward the Veil of Souls. Likened by some CREATING A GHOST ABOVE 1ST LEVEL
to a strong wind or a powerful water current, the Ethereal When creating a ghost character of higher than 1st level,
Current allows ghosts to travel hundreds of miles in a second, assume the ghost has a disturbing appearance. Only in unusual
but only in the direction of the Veil of Souls. This allows ghosts circumstances does an adventurer character die in such a
to reach the True Afterlife without being preyed upon by ethe- manner as to warrant a normal appearance, and a player who
real monsters. The Ethereal Current is omnipresent on the wants to run such a character should have a very good expla-
Ethereal Plane, and by default begins carrying ghosts toward nation for those circumstances. Players may choose an appear-
the True Afterlife as soon as they appear on the Ethereal Plane. ance category that is worse than disturbing, of course.
What separates intelligent humanoids—who can choose to
remain in the Ethereal Plane as ghosts—from other creatures THE DEATH OF ELVES
is the ability to resist the Ethereal Current. Rather than passing to the True Afterlife, elves (including half-
elves) who die and choose not to become ghosts join with one
Some people who wish to become ghosts but who die far of the spirit trees that encircle the city of Manifest. The elf is
from the Veil of Souls choose to be conveyed toward the Veil drawn to a tree of similar alignment and becomes a part of the
(and Manifest) by the Ethereal Current, rather than immedi- tree’s entourage of resting souls. In all other respects, an elf
ately manifesting on the Material Plane. It is the most rapid who has passed on is the same as any other creature; bringing
method of reaching the city (and it avoids predators indige- an elf back from the dead is no more difficult than reviving a
nous to the Ethereal Plane), but it does have risk. Ethereal dead human. More information on spirit trees, their abilities,
ghosts ride the Current until they are just short of the Veil itself, and their guardians can be found in Chapter 5: Monsters.
then try to “jump out” at the last moment. This requires a
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10
repaired without magic or certain feats that allow a its appearance is otherwise unaffected and does not CHAPTER 1:
ghost to change appearance. The ghost also seems to give it any bonuses or penalties on checks.
be wearing clothing of the same type it wore when it ALL ABOUT
died, although this clothing is simply an unconscious Disturbing: The person died violently or in a man-
extension of the ghost body and cannot be removed or ner that left obvious and recognizable marks on the GHOSTS
altered. A ghost who is manifested fully or has ghost body, such as strangulation, most deaths from
touch clothing or equipment can easily cover this false weapons, and localized magical attacks such as magic
clothing, and after a week of wearing a new piece of missile spells. This category also applies for people
clothing, the false clothing shapes itself after the who died from attacks that completely destroy the
actual clothing. body almost instantaneously, such as immersion in
lava or a disintegrate spell (victims of these attacks have
THE FACES OF DEATH an odd look about them and superficial injuries).
Because a ghost normally appears as it did when it was Most adventurer ghosts belong to this category. NPCs
killed, those who suffered violent deaths are usually interacting with a character in this category can never
repulsive to look at. The ghost body of such a person start with an attitude better than friendly. Disturbing
still has all its pieces in place (even if the person was characters take a –2 penalty on Bluff, Diplomacy,
killed by decapitation, for example, although such a Gather Information, Perform, and Charisma checks to
ghost would have a scar around her neck). influence NPC attitudes. They gain a +2 bonus on
A ghost’s appearance fits into one of four categories, Intimidate checks.
depending on the method of death.
Normal: The person died in a nonviolent manner or Repulsive: As disturbing, but the wounds are larger,
in a manner that doesn’t leave obvious more obvious, or particularly nasty, such as attacks
wounds, such as old age, a weak heart, grief, by large creatures or weapons, decapitation, death by
choking on food, drowning, or a phantasmal
killer spell. The person’s ghost might massive dam-
appear discolored (pale for age, the stom-
drowning, red-faced from ach acid of a
choking, and
so on) but
11
CHAPTER 1: behir, or area-attack spells such as fireball. Ghosts with rested for at least 8 hours. This allows a ghost character
this sort of appearance scare children and usually to decide if she wants to rest as a ghost and gain a level
ALL ABOUT cause a disturbance when they appear in public (and in the eidolon class or receive a raise dead spell and
GHOSTS may be arrested by the City Watch because of it). NPCs then rest, applying her new level to a character class of
interacting with a character in this category can never her choice.
start with an attitude better than indifferent. Repul-
sive characters take a –6 penalty on Bluff, Diplomacy, A ghost who is raised or resurrected experiences an
Gather Information, Perform, and Charisma checks to event called a life epiphany. This sudden realization
influence NPC attitudes. They gain a +6 bonus on allows the ghost to convert some or all of his eidolon
Intimidate checks. levels to levels in any other character class, similar to
how a fallen paladin can convert her paladin levels to
Gruesome: As repulsive, but the creature’s wounds blackguard levels (the character does not have to con-
are the stuff of nightmares: people who have had their vert any eidolon levels if she doesn’t want to). This
brains extracted by a mind flayer, who have been tor- allows, for example, a Sor4/Eidolon3 who is raised to
tured to death by malevolent sadists, who died from instantly become a Sor5/Eidolon2, Sor6/Eidolon1, or
aggressive diseases such as mummy rot, or who were a Sor7. When this occurs, all class abilities from the
the targets of an implosion spell. Such ghosts are often converted eidolon levels are lost, and the character
mistaken for incorporeal undead and usually travel in gains that many levels in another class. These levels do
disguise to avoid being attacked on sight. NPCs inter- not revert back to eidolon levels if the character
acting with a character in this category can never start becomes a ghost again; the character has sacrificed the
with an attitude better than Unfriendly. Gruesome eidolon levels to advance in another area of study. The
characters take a –10 penalty on Bluff, Diplomacy, life epiphany allows a character to balance her eidolon
Gather Information, Perform, and Charisma checks to levels with her other class levels in order to stave off
influence NPC attitudes. They gain a +10 bonus on the Calling. Of course, if the character chooses to keep
Intimidate checks. any ghost levels, some of her ghost abilities acquired
from feats may be useless while she is alive.
ADVENTURING AND GHOST LEVELS
A creature that is a ghost can adventure and acquire Because of the potential for a life epiphany, a char-
experience points just like any living character. How- acter who gains levels in the eidolon class should keep
ever, a ghost can only gain levels in the eidolon or track of hit points, skill ranks, base attack bonuses,
eidoloncer class (described later in this chapter). This saving throw bonuses, and feats acquired on a level-by-
means that adventuring ghosts develop their super- level basis. Doing this makes it easier to remove the
natural abilities rather than their spellcasting, fight- eidolon levels (and the benefits of those levels) and
ing, or any other class abilities from standard classes. A reconfigure the character with levels in another char-
character who advances too far in the eidolon class acter class.
risks succumbing to the Calling (see below).
For the purpose of character advancement in the For example, Valarn (a Sor4/Eidolon3) is raised
Ghostwalk campaign, characters should not gain levels from the dead and decides to convert two levels of
during the course of an adventure until they have eidolon to levels of sorcerer. When he acquired those
two eidolon levels (2nd and 3rd class levels), he
gained 2 ranks in Concentration and Intimidate, the
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VARIANT: FLEXIBLE GHOST ADVANCEMENT VARIANT: NO CALLING
Instead of requiring a ghost to take levels in eidolon, allow Instead of using the Calling, allow a character’s ghost levels to
ghosts who gain a level to select a level in any class that is exceed his standard class levels without penalty. This creates a
normally available. This creates a campaign in which some campaign where people can be mediocre in terms of the living
characters may remain ghosts for years, but continue to but very powerful ghosts.
increase their abilities as clerics, fighters, and so on.
Dropping the Calling also introduces the problem of
Using this variant means that players don’t have to plan as commoners, experts, and other “vanilla” NPCs that find life as
carefully when advancing their characters and aren’t forced to a ghost much easier than that of a living person (they don’t
continue to pay for raise dead spells in order to suit a character need to eat and aren’t affected by cold winters, for example).
concept of a ghost character who advances in a Player’s Poor farmers might quickly populate the campaign with ghosts
Handbook class. It also tends to make being a ghost a more of their families, perhaps murdering them to keep them from
advantageous choice, since for many characters, there is no starving, but continuing to enjoy their companionship. Normally,
reason to remain a living creature. these murdered ghosts would eventually gain levels in eidolon
(eventually becoming Com1/Eidolon2 characters), succumb to
the Calling, and pass beyond the Veil of Souls, but without the
Calling, they are melancholy reminders of the farmers’ crimes
and change the mood of the setting.
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12
Control Visage feat (with his bonus ghost feat at 2nd The Calling CHAPTER 1:
level), 10 hit points (plus his Constitution modifier at Existing without a physical body is an unnatural state
each level, if any), a +2 adjustment to his base attack for living creatures. A ghost has a natural inertia that ALL ABOUT
bonus, and a +1 adjustment to his Fortitude, Reflex, draws it toward the Veil of Souls and into the True
and Will saves. He crosses off these benefits from his Afterlife. Only a ghost’s ties to its living friends, skills, GHOSTS
character sheet. With his two new sorcerer levels, he and habits allow it to resist this inertia, which is
gains 2d4 hit points (plus twice his Constitution mod- known as the Calling. Over time, it becomes harder
ifier, if any), increases his spells known and spells per and harder to resist the Calling, until the ghost either
day, chooses skills with his sorcerer-based skill points, reenters its body or crosses the Veil.
increases his base attack bonus and saving throws on The Calling is represented in the D&D game by
the sorcerer table, adjusts the special abilities of his comparing a ghost’s class levels in the eidolon class to
familiar, and so on. the total of all the ghost’s other class levels. If the
number of eidolon levels ever exceeds the total of all
Certain effects that occur as a part of gaining levels, the other levels, the character’s ties to the living are
but aren’t directly tied to the eidolon class itself, overwhelmed by the pull of its afterlife inertia, and
should not be recorded separately. For example, abil- the ghost succumbs to the Calling. For example, if
ity score increases and feats gained for increased char- Valarn (the Sor4/Eidolon3 from the previous exam-
acter levels would have occurred whether the ples) gains two more levels in eidolon (becoming a
character gained levels in eidolon or in any other Sor4/Eidolon5), the total levels in eidolon are greater
class, so they are not removed and applied according than the total levels in all of Valarn’s other classes (in
to the new class. this case, four levels of sorcerer), and Valarn succumbs
to the Calling.
If one of the feats gained as a bonus feat from the Because a ghost can gain levels only in the eidolon
eidolon class is a prerequisite for a feat acquired class, this rule means that, over time, a ghost comes
because of character level, and that eidolon feat is lost closer and closer to the Calling. Fortunately, a ghost
because of the life epiphany, the level-based feat doesn’t need to end his adventuring career as this dead-
cannot be used by the character until the prerequisite line approaches, because the life epiphany allows a
for it is met again. For example, if Valarn (the sor- raised or resurrected ghost to stave off the Calling by
cerer/eidolon described above) has chosen Improved exchanging levels in eidolon for levels in other classes.
Control Visage as his 6th-level feat, when he sacrifices When a ghost succumbs to the Calling, it only
his eidolon levels (and loses the Control Visage feat) brings with it any ghost touch items it is carrying at the
he would be unable to use the Improved Control time; all other items are left at that spot, and the ghost
Visage feat until he gained the prerequisite feat again. automatically enters the Ethereal Plane and is whisked
Of course, he can’t use Improved Control Visage while away by the Ethereal Current to the True Afterlife.
he is alive anyway, so this limitation would not really
affect him until he became a ghost again.
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ECTOPLASM creature) decays into nothingness after 10 minutes. Certain
Rather than blood, meat, and bone, a ghost’s body is made of spells (such as gentle repose), magic items, feats, and an
ectoplasm, a supernatural substance that, in its natural state, alchemical substance called ectoplasmic stabilizer can
is a slippery or sticky pale-colored goo. When shaped into a preserve ectoplasm beyond this time limit.
ghost body, it has the consistency and texture of normal (albeit
incorporeal) flesh. An ectoplasmic creature leaks liquid ecto- The ectoplasm from a creature has a recognizable smell to
plasm if it is cut, in the same manner as a living creature creatures that have acute senses (such as bloodhounds and
bleeds actual blood. other creatures with the scent ability). Of course, the 10-
minute time limit before ectoplasm decays makes tracking a
Ectoplasm is a type of ghost touch material. It can be picked creature by scent difficult.
up and moved by incorporeal creatures at any time. Essentially,
ectoplasm counts as either corporeal or incorporeal at any Certain feats and spells can create objects made of ecto-
given time, whichever is more beneficial to the wielder. plasm. Because ectoplasm has ghost touch properties, a
weapon made of ectoplasm can be wielded by an incorporeal
Ectoplasm is harmless in its natural state (often called creature and works normally against an incorporeal creature
raw ectoplasm) and can even be eaten safely by ghosts or (as with the ghost touch weapon property). Likewise, a suit of
living creatures. Ghost or other ectoplasmic beings that eat ectoplasmic armor can be worn by an incorporeal creature and
a 1-pound meal of raw ectoplasm once per day heal at counts toward the Armor Class of a creature being attacked
double the normal rate, as if under the care of a person with by an incorporeal creature. Shaped ectoplasm has the consis-
the Heal skill (this effect does not stack with the effects of the tency of whatever it is supposed to resemble (for example,
Heal skill). ectoplasmic armor feels smooth and dry and is neither sticky
nor slippery).
Ectoplasm that is not part of a creature’s body (including
“blood” that has been separated from a wounded ectoplasmic
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13
CHAPTER 1: Only spells such as dimensional anchor can thwart this Charisma) and the body’s physical ability scores
instantaneous transport, and a ghost who is prevented (Strength, Dexterity, and Constitution). It cannot use
ALL ABOUT from answering the Calling in this manner becomes any skills or abilities (including spells) of the host that
GHOSTS aggressive and irrational. rely on knowledge or training, including base attack
bonus and saving throws. Any skill check based on a
Bringing Back the Dead physical ability score uses the ghost’s ranks in the skill
Most of the trauma involved in being restored to life but the body’s ability score modifier. The possessing
comes from the removal of the creature’s soul from the ghost can use any of its own abilities not tied to its
True Afterlife. If a dead person’s ghost or soul is nearby, ghost body (a human possessed by a ghost, for
that aspect of the trauma is absent. This means that if example, does not have low-light vision or darkvision,
raise dead or resurrection is cast within the Manifest even though the possessor’s ghost body has these abil-
Ward, the recipient is restored to life as normal, except ities). A possessing ghost can cast its spells normally
that no level loss occurs (or, if the character is 1st level, (provided components, foci, and so on are available).
no Constitution loss occurs). All other factors of these
spells apply (raise dead still requires the soul’s consent, A possessing ghost gains no special ability to com-
leaves the character with less than full normal hit municate with its host’s mind.
points, doesn’t cure magical diseases, and so on).
Because death in a Ghostwalk campaign is less trau- A possessing ghost does not need to enact control
matic for adventurers, it carries less of a stigma and is over the host. As a free action on its turn, the possessor
feared less than in other places. Adventurers in Mani-
fest tend to take greater risks, knowing that, should can allow the host to act nor-
they die, their ghosts can drag their bodies back mally for 1 round. The ghost
to a temple and have themselves brought back resumes control automati-
to life without any serious trauma and at a
cost of only 500 gp. This semicasual cally on its next turn. The
attitude about death car- host is limited to a
ries over into other normal set of actions per
aspects of life in the round, even if the host
city (described in Chap- is cooperating with the
ter 3: The Ghostwalk ghost—for example, the
Campaign). ghost and host cannot
True Death: When a
ghost is reduced to –10 or both take a standard action
fewer hit points, or other- in the same round.
wise destroyed, the ghost is Physical attacks affect the
said to have suffered “true body and not the ghost. A
death,” and the soul passes ghost within an unconscious
beyond the Veil of Souls. A slain body cannot perform physical
ghost turns into a puddle of ecto- actions, but can leave the
plasm weighing approximately body as normal. A ghost is
1 pound. automatically expelled from
The person can still be brought back a slain host unless it has the
from the dead in the normal manner Corpse Malevolence feat, in
(raise dead works if the body is still which case the corpse needs to be
available, and so on), and spells exist reduced to 0 hit points as well.
that can bring a person back from Leaving a Host: Leaving a host is
the dead as a ghost rather a standard action that does not pro-
than as a living person. voke an attack of opportunity. When
a ghost leaves its former host, it
POSSESSION appears in its ghost body in
A ghost who is possessing a physical body is treated as any location within 5 feet of
an incorporeal being within a physical body, even in JJ the host.
circumstances where the ghost would be manifested Sequential Possession:
fully if it weren’t inside a borrowed body (for example, A possessing ghost must leave its
within the bounds of the Manifest Ward or under the current host before attempting to possess a new one.
influence of a forced manifestation spell). Since leaving a host and attempting to possess are both
While possessing a physical body, a ghost uses its standard actions, a ghost cannot do both of these
own mental ability scores (Intelligence, Wisdom, and actions on the same round unless under the effect of a
haste spell or similar magic.
Multiple Possessors: More than one ghost cannot
possess a single living body at a time. If a ghost
attempts to possess a body that is inhabited by another
ghost, the target must fail its saving throw (if it gets
14
one) against the new ghost’s attack. If the attack fails, although individuals may have personal aversions to CHAPTER 1:
the new ghost fails to possess the body. If the attack suc- those who follow certain paths.
ceeds, the new ghost and the current inhabitant make ALL ABOUT
opposed Wisdom checks. The loser is ejected from the A ghost can suppress its symptoms if it makes a Con-
body (as if it left voluntarily) and the victor possesses it. centration check (DC 5 if there are no other distrac- GHOSTS
tions). The symptom is treated as if it were a 0-level
Spells spell for the purpose of determining Concentration
Mind-influencing spells (such as hold person or ghost) check DCs for more distracting circumstances.
affect the ghost, not the physical body. Thus, unless
they affect outsiders, they don’t work. Physical spells, Path of the Corrupter: This path is the study of the
such as ray of enfeeblement, affect the body; they work relationship between a ghost body’s ectoplasm and
even if they wouldn’t affect a ghost (such as a critical the bodies of other living things or ghosts. It allows a
hit or a sneak attack). Force effects, such as magic mis- ghost to harm the bodies or ghost bodies of others
sile, affect the body even though they would normally with a touch. The symptoms of this path are a constant
affect incorporeal creatures. Attack spells such as dis- pale blue, black, or gray aura around the hands of the
rupt ectoplasm that affect ghosts but not living creatures ghost and temporary alterations to objects contacted
have the normal 50% miss chance to affect an incorpo- by the hands. For example, a corrupter ghost tends to
real creature (feats such as Incorporeal Spell Targeting leave condensation-outlined handprints on objects
can affect this). she touches.
Spells in effect on a ghost before the possession stay
with the ghost during and after the possession, while Corrupter Feats: Agony Touch, Corrupting Touch,
spells that affect the possessed body remain with the Enervating Touch, Freezing Touch, Nauseating
body. Therefore, a ghost sorcerer that casts haste on Touch, Rend Ghost, Shriveling Touch, Touch Attack
himself and then possesses a body is hasted, whether a Specialization.
free ghost or possessing, for the spell’s duration. Con-
versely, if a ghost sorcerer cast haste after possessing a Path of the Dominator: This path is the study of
body, the spell would be attached to the body, and the the powers of the mind and how a ghost body can
ghost would not be hasted when he abandoned the host. mesh with a foreign physical body, usually for the pur-
Protection from evil (or from any other alignment) or pose of controlling the target. The symptoms of this
protection from possession prevents a ghost from possess- path are a dark-colored aura around the ghost’s head
ing a body, but does not force a ghost out of a possessed and a hollow echo when the ghost speaks.
body. If cast on a possessed body, these spells do not
prevent the ghost from leaving the body or possessing Dominator Feats: Corpse Malevolence, Expanded Pos-
a different unprotected creature. session, Ghost Ride, Grand Malevolence, Malevo-
lence, Minor Malevolence.
GHOST POWERS
No two ghosts are the same. One might be able to Path of the Haunt: This path is the study of manip-
create ectoplasmic armor, another can drain Strength ulating a ghost’s ectoplasm and aura to change the
from a target with a touch, still another can possess a ghost’s appearance or scare others at a distance. The
dead body and make it walk, while yet another can symptoms of this path are black eyes, or eye sockets
move objects at a distance. These abilities are com- that appear empty and black.
monly referred to as ghost powers and are represented
by feats with the [Ghost] descriptor. As with ordinary Haunt Feats: Control Visage, Fade, Frightful Moan,
feats, some characters are dilettantes and choose a Frightful Presence, Haunting Appearance, Haunting
wide variety of ghost feats, while others select multi- Voice, Horrific Appearance, Improved Control Visage,
ple feats in a specialized area. These areas of specialty Solid Visage.
are called the paths.
Path of the Poltergeist: This path is the study of
The Paths space and weight for the purpose of moving objects at
There are six paths of ghost powers, each representing a distance. The symptoms of this path are visible swirls
a similar kind of ability or a progression of power of dust around the ghost and even minor shaking of
along a particular theme. Each path has certain symp- larger unattended objects (no larger than a dagger)
toms that are evident when the user is in his ghost within arm’s reach of the ghost.
body; these symptoms often allow observers to iden-
tify what path a ghost has chosen. Ghosts with Poltergeist Feats: Ghost Hand, Improved Deflection,
advanced powers in a path have larger and more obvi- Improved Poltergeist Hand, Poltergeist Hand, Polter-
ous symptoms. Symptoms never harm other creatures geist Rage.
or provide any bonuses or penalties on die rolls,
Path of the Shaper: This path is the study of creat-
ing and manipulating ectoplasm for various purposes.
The symptoms of this path are frequent manifesta-
tions of residual ectoplasm on objects that quickly
fade to nothingness. Ectoplasmic objects handled by a
Shaper ghost sometimes experience a temporary
color or texture change.
Shaper Feats: Ectoplasm, Ghost Healing, Greater
Witchlight, Sculpt Ghost Body, Shape Ectoplasm,
Temper Ectoplasm, Witchlight.
15
CHAPTER 1: Path of the Traveler: This path is the study of alter- Adventures: Many eidolons see their nature as just
ing a ghost body to allow for various kinds of move- another aspect of existence and follow the same goals
ALL ABOUT ment. The symptoms of this path are temporary they had while alive, including adventuring. Others
GHOSTS insubstantial images that echo the ghost’s faster become eidolons only temporarily, forced down this
motions, whether a quick punch or a sudden stop from path either when their bodies cannot be raised or
a run. when they must remain after dying to take care of
unfinished business.
Traveler Feats: Ethereal Sidestep, Full Manifestation,
Ghost Flight, Ghost Glide, Improved Ghost Flight, Characteristics: Eidolons have excellent fighting
Incorporeal Form. ability, even though they gain no additional profi-
ciencies in weapons or armor (which are often useless
NEW CLASSES for incorporeal creatures anyway). The greatest bene-
fit of the eidolon class is the rapid acquisition of ghost
In the Ghostwalk campaign, characters may spend feats, which allow each individual ghost to progress
much of their time as ghosts, developing supernatural along a particular path toward advanced ghost abili-
powers instead of the abilities of standard classes pre- ties. Even nonfighters are helped by advancing in this
sented in the Player’s Handbook. The eidolon class is a class because of its good Will saving throw bonus and
new character class for such characters. The class useful class skills.
description follows the same format as those found in
the Player’s Handbook. Also presented here is a variant Alignment: Eidolons may be of any alignment.
class, the eidoloncer, designed for spellcasters who Good eidolons are often benign entities who try to
become ghosts. aid others or combat the undead. Lawful eidolons
often work to protect the rights of ghosts in general
Even those characters who are not dead (at least not or improve relations between ghosts and the living.
at the moment) can focus on new and interesting ap- Chaotic eidolons may be pranksters or opportunists,
proaches to character development with prestige using their new abilities for personal gain simply
classes unique to the Ghostwalk campaign. New pres- because they can. Evil eidolons tend to be danger-
tige classes include the Arboreal Guardian, bone col- ous and malevolent spirits who seek revenge upon
lector, Deathwarden chanter, and ghost slayer. These the living.
prestige class descriptions follow the same format as
those found in the DUNGEON MASTER’s Guide.
EIDOLON
The terrifying haunt, the spirit that
rots, the raging poltergeist,
the body thief—all are
kinds of eidolons. Eidolons
may be guardian spirits,
evil haunts, or adventurers
of any type. Some are
benign
and use
their abili-
ties to help
others,
while
others
delve
into the
darker por-
tions of the soul
and emerge
twisted and
profane. Eido-
lons that are not
adventurers may be
any sort of person,
from a powerful sorcerer
to a humble cleric to a greedy
mercenary to a common farmer.
16
Table 1–1: The Eidolon Abilities: Wisdom and Charisma are especially
important for eidolons, because many ghost feats
Base Fort Ref Will rely on these ability scores, and Charisma determines
the ghost’s natural deflection bonus when it is in-
Level Attack Bonus Save Save Save Special corporeal. A high Dexterity is important, since
incorporeal ghosts cannot wear armor unless it has
1st +1 +0 +0 +2 Ghost feat, free the ghost touch ability.
multiclassing Alignment: Any.
Hit Die: d8.
2nd +2 +0 +0 +3 Ghost feat
Class Skills
3rd +3 +1 +1 +3 The eidolon’s class skills (and the key ability for each
skill) are Balance (Dex), Bluff (Cha), Concentration
4th +4 +1 +1 +4 Ghost feat (Con), Hide (Dex), Intimidate (Cha), Intuit Direction
(Wis), Knowledge (the planes) (Int), Listen (Wis),
5th +5 +1 +1 +4 Sense Motive (Wis), and Spot (Wis).
6th +6/+1 +2 +2 +5 Ghost feat Skill Points at 1st Level: 2 + Int modifier. (You can
never take eidolon as your first character class, so you
7th +7/+2 +2 +2 +5 never get the ×4 multiplier for your skill points with
this class.)
8th +8/+3 +2 +2 +6 Ghost feat CHAPTER 1:
Skill Points at Each Additional Level: 2 + Int
9th +9/+4 +3 +3 +6 modifier. ALL ABOUT
10th +10/+5 +3 +3 +7 Ghost feat Class Features GHOSTS
All of the following are class features of the eidolon.
11th +11/+6/+1 +3 +3 +7 Weapon and Armor Proficiency: An eidolon gains
no proficiency in any kind of weapons, armor, or
12th +12/+7/+2 +4 +4 +8 Ghost feat shields.
Free Multiclassing: Taking the eidolon class does
13th +13/+8/+3 +4 +4 +8 not incur the experience point penalties normally
associated with multiclassing (although it does not
14th +14/+9/+4 +4 +4 +9 Ghost feat negate any existing penalties the character may have
incurred from multiclassing in standard classes).
15th +15/+10/+5 +5 +5 +9 Ghost Feats: At 1st level, an eidolon gets a bonus
feat. The eidolon gains an additional bonus feat at 2nd
16th +16/+11/+6/+1 +5 +5 +10 Ghost feat level and every two levels thereafter. These bonus feats
must be feats with the [Ghost] descriptor. An eidolon
17th +17/+12/+7/+2 +5 +5 +10 must still meet all prerequisites for a feat, including
ability-score minimums.
18th +18/+13/+8/+3 +6 +6 +11 Ghost feat
EIDOLONCER
19th +19/+14/+9/+4 +6 +6 +11 The eidolon class was designed with the idea that
ghost characters who want to advance their ghost
20th +20/+15/+10/+5 +6 +6 +12 Ghost feat powers can keep levels in eidolon, while ghost charac-
ters who want to advance their abilities in a normal
Religion: Most eidolons worship whatever deity class can gain levels in a normal class. The eidolon class
they did in life, although most also revere Aluvan, pro- allows most characters willing to dabble in ghost
tector of souls. Some who are intent on entering the powers to do so, while still advancing their base attack
True Afterlife pay homage to Dracanish so that the bonus and providing a reasonable selection of skills.
body and soul may be properly united in death. Most However, spellcasters are hurt the most by advancing
ghosts hate and fear Orcus, for worshipers of this foul as eidolons, and players of these characters may
deity often steal waiting bodies while their ghosts are become frustrated by the stifled spell progression. For
away, making it difficult to return to life or gain their these characters, the optional eidoloncer class is a
final peace in the afterlife. much better option.
An eidoloncer follows all the same rules as an eido-
Background: All eidolons originate in the same lon: A ghost character must take levels in either eido-
manner—a person spends enough time as a ghost and lon or eidoloncer, a ghost who is raised from the dead
eventually develops ghost abilities. Ghosts have a
community of their own, for the bonds of death tran-
scend race, nationality, or any other aspects of a
person’s background or personality. They tend to
make friends among other ghosts who died in a simi-
lar way or with those who are on the same path of
ghost powers.
Races: Because only humanoids can become ghosts
under normal circumstances, almost all eidolons are
humanoids. Eidolons come from all walks of life,
regardless of race; no race is more likely to become a
ghost than any other, and no race has a tradition of fol-
lowing certain paths over others.
Other Classes: Although possessing amazing abil-
ities, an eidolon must sometimes rely upon the skills
of others. Eidolons are decent fighters, but lack the
specific training of a fighter. Their spellcasting ability
does not improve after death, so a live spellcaster of
equal experience is usually their better. While an
eidolon might be sneaky when incorporeal, a mani-
fested eidolon is no match for the quiet and skill of a
true rogue.
Game Rule Information
Eidolons have the following game statistics.
17
CHAPTER 1: has a life epiphany and may convert eidoloncer of life, regardless of race, and no race is more
levels to levels in another class, and so on. likely to become a ghost or has a tradition of
ALL ABOUT following certain paths.
GHOSTS Adventures: Most eidoloncers enjoy being Other Classes: Eidoloncers tend to
ghosts as another aspect of existence and fulfill the same roles as whatever
pursue the same interests and studies spellcasting class they are advanc-
they had when alive. Others become ing while ghosts.
eidoloncers only temporarily, for the
same reason people advance as eidolons. Game Rule Information
Eidoloncers have the following game
Characteristics: Eidoloncers are statistics.
poor fighters and have few skills. Their
greatest gift is to advance their spell- Abilities: An eidoloncer’s most
casting ability, although they gain a few important ability scores depend
ghost feats as well.
upon what spellcasting class the
Alignment: Eidoloncers may be of eidoloncer is practicing.
any alignment and have the same Alignment: Any.
habits and morals as their living Hit Die: d6.
counterparts and other characters
of their spellcasting class. Class Skills
The eidoloncer’s class skills
Religion: Eidoloncers follow the
same religious habits as their living (and the key ability for
spellcaster counterparts. each skill) are Concentra-
tion (Con), Knowledge
Background: All eidoloncers origi- (arcana) (Int), Knowl-
nate in the same manner: A person edge (nature) (Int), Knowl-
spends enough time as a ghost and even- edge (the planes) (Int),
tually gains levels in the eidoloncer class. Knowledge (religion) (Int),
Eidoloncers are part of the same commu- Scry (Int), and Spellcraft (Int).
nity as eidolons and make friends in that
community for the same reasons Skill Points at 1st Level: 2 + Int
eidolons do. modifier. (You can never take
Races: Because only humanoids can eidoloncer as your first charac-
become ghosts under normal circum- ter class, so you never get the
stances, almost all eidoloncers are hu- ×4 multiplier for your skill points with
manoids. Eidoloncers come from all walks this class.)
Skill Points at Each Additional Level: 2 +
Table 1–2: The Eidoloncer Int modifier.
Base Fort Ref Will Class Features
All of the following are class features of the eidoloncer.
Level Attack Bonus Save Save Save Special Weapon and Armor Proficiency: An eidoloncer
gains no proficiency in any kind of weapons, armor, or
1st +0 +0 +0 +2 Ghost feat, free shields.
Free Multiclassing: Taking the eidoloncer class
multiclassing, does not incur the experience point penalties nor-
mally associated with multiclassing (although it does
spellcasting not negate any existing penalties the character may
have incurred from multiclassing in standard classes).
2nd +1 +0 +0 +3 Spellcasting Ghost Feats: At 1st level, an eidoloncer gets a bonus
feat. This bonus feat must be a feat with the [Ghost]
3rd +1 +1 +1 +3 Spellcasting descriptor. She must still meet all prerequisites for a
feat, including ability-score minimums. The eidolon-
4th +2 +1 +1 +4 Spellcasting cer gains another bonus ghost feat at 5th level and
every five levels after that.
5th +2 +1 +1 +4 Ghost feat, Spellcasting: An eidoloncer advances her spellcast-
ing ability at every level in the eidoloncer class. Thus,
spellcasting when a new eidoloncer level is gained, she gains new
spells known and spells per day as if she had also
6th +3 +2 +2 +5 Spellcasting
7th +3 +2 +2 +5 Spellcasting
8th +4 +2 +2 +6 Spellcasting
9th +4 +3 +3 +6 Spellcasting
10th +5 +3 +3 +7 Ghost feat,
spellcasting
11th +5 +3 +3 +7 Spellcasting
12th +6/+1 +4 +4 +8 Spellcasting
13th +6/+1 +4 +4 +8 Spellcasting
14th +7/+2 +4 +4 +9 Spellcasting
15th +7/+2 +5 +5 +9 Ghost feat,
spellcasting
16th +8/+3 +5 +5 +10 Spellcasting
17th +8/+3 +5 +5 +10 Spellcasting
18th +9/+4 +6 +6 +11 Spellcasting
19th +9/+4 +6 +6 +11 Spellcasting
20th +10/+5 +6 +6 +12 Ghost feat
18
gained a level in a spellcasting class she belonged to few clerics of Galaedros become Guardians, as does the CHAPTER 1:
before gaining a level as an eidoloncer. She does not, occasional multiclassed barbarian, but only those with
however, gain any other benefit a character of that close ties to nature consider taking the Green Bond. ALL ABOUT
class would have gained (improved chance of control-
ling or rebuking undead, metamagic or item creation Arboreal Guardians are a well-known but little- GHOSTS
feats, and so on). This essentially means that she adds understood secret society in the Ghostwalk campaign.
the level of eidoloncer to the level of some other While they guide people through the Spirit Wood to
spellcasting class the character has, then determines the city of Manifest, they are completely ruthless
spells per day and caster level accordingly. For when it comes to dealing with violators of the forest.
example, Lhoga the 4th-level ghost sorcerer gains a They may bicker among themselves over the proper
level in eidoloncer. Since her only spellcasting class is way to nurture and preserve the Spirit Wood, but they
sorcerer, her eidoloncer level advances the spellcast- are united in their oath to preserve it at all cost.
ing ability of her sorcerer class, giving her the spells
known and spells per day of a 5th-level sorcerer. She Hit Die: d8.
does not improve her familiar’s abilities or gain any
other benefits she would have received if she had Requirements
gained an actual level in sorcerer. To qualify to become an Arboreal Guardian, a character
must fulfill the following criteria.
When an eidoloncer has a life epiphany, any con- Race: Elf or half-elf. A creature of another race who
verted eidoloncer levels must be converted into levels does a great service for the Arboreal Guardians or the
in the spellcasting class she was advancing in. When spirit trees may be allowed to join this elite society of
this occurs, the character gains all other abilities from protectors.
that class that are not related to spellcasting, in addi- Skills: Intuit Direction 5 ranks, Knowledge (nature)
tion to an exact conversion of spellcasting ability. For 8 ranks, Wilderness Lore 8 ranks.
example, when Lhoga is raised and decides to convert Feats: Great Fortitude, Green Bond, Point Blank
her eidoloncer level into a sorcerer level, her familiar’s Shot.
natural armor and Intelligence increase to that of a Spells: Able to cast entangle.
6th-level sorcerer’s familiar, and it gains the speak with Patron Deity: Any but Nessek or Orcus.
master ability, just as if it had always been the familiar
of a 6th-level sorcerer. A ghost cleric/eidoloncer who Class Skills
converted eidoloncer levels would improve her turn- The Arboreal Guardian’s class skills (and the key abil-
ing ability, a ghost bard/eidoloncer would improve her ity for each skill) are Animal Empathy (Cha), Climb
bardic knowledge ability, and so on. (Str), Concentration (Con), Craft (Int), Diplomacy
(Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis),
ARBOREAL GUARDIAN Jump (Str), Knowledge (nature) (Int), Listen (Wis),
Within the Spirit Wood are the Arboreal Guardians, Move Silently (Dex), Spot (Wis), Swim (Str), and
men and women dedicated to protecting and minis- Wilderness Lore (Wis). See Chapter 4: Skills in the
tering the living repositories of elf and half-elf spirits. Player’s Handbook for skill descriptions.
The Guardians are the wood’s first line of defense
against outsiders and act as the hands and eyes of the Skill Points at Each Level: 4 + Int modifier.
spirit trees, vowing to protect a particular tree with a
mystical pledge called a Green Bond. Mystically Class Features
linked with a chosen tree, an Arboreal Guardian sees All of the following are class features of the Arboreal
the recipient of her Green Bond as the closest member Guardian prestige class.
of her family, someone worth dying for. This bond Weapon and Armor Proficiency: Arboreal Guard-
extends to a lesser extent to any other spirit tree. ians gain proficiency with shortbows (but not com-
Most Arboreal Guardians are druids or rangers. A posite shortbows). A druid who becomes an Arboreal
Guardian can use a shortbow without violating her
Table 1–3: The Arboreal Guardian
Base Fort Ref Will
Save
Level Attack Bonus Save Save +0 Special Spellcasting
+0 Bond’s call, forestwalk +1 level of existing divine spellcasting class
1st +0 +0 +2 +1 Nature’s water, +1 natural armor +1 level of existing divine spellcasting class
+1 Unhindered charge, wood speech +1 level of existing divine spellcasting class
2nd +1 +0 +3 +1 +2 natural armor +1 level of existing divine spellcasting class
+2 Hunter’s mercy, blindsight +1 level of existing divine spellcasting class
3rd +2 +1 +3 +2 +3 natural armor
+2 Nature’s defender, quench 1/day
4th +3 +1 +4 +3 +4 natural armor
+3 Tree stride 1/day
5th +3 +1 +4 +5 natural armor
6th +4 +2 +5
7th +5 +2 +5
8th +6 +2 +6
9th +6 +3 +6
10th +7 +3 +7
19
CHAPTER 1: spiritual oaths. Arboreal Guardians gain no proficiency Natural Armor (Ex): At 2nd level, an Arboreal
with any armor or shields. Guardian gains a natural armor bonus to her Armor
ALL ABOUT
GHOSTS Spellcasting: An Arboreal Guardian continues Class. When this bonus improves to +3 (at 6th
training in magic. Thus, at every other Arboreal level), her skin gains the coloration of her spirit
Guardian level starting at 2nd, the character gains tree, although this does not provide any addi-
new spells known and spells per day as if she had
also gained a level in a divine spellcast- tional benefit.
ing class she belonged to before she Unhindered Charge (Ex): When
added the prestige class. She does not,
however, gain any other benefit a character making a charge or taking the run
of that class would have gained (improved action, an Arboreal Guardian of 3rd
chance of controlling or rebuking undead, addi- level or higher can pass unhindered
tional uses of wild shape, and so on). This essen-
tially means that she adds the level of Arboreal through normal inanimate living
Guardian to the level of some other divine spell- plants, similar to a druid’s wood-
casting class she has, then determines spells per land stride ability. Unlike wood-
day and caster level accordingly. land stride, she can also pass
unhindered through larger plants
Bond’s Call (Su): An Arboreal Guard- such as trees, including her own
ian may make an Intuit Direction check spirit tree, when using this ability.
(DC 15) to determine the direction to her
spirit tree. This can be done once per round. Wood Speech (Su): An Arbo-
real Guardian of 3rd level or
Forestwalk (Su): When an Arboreal higher can telepathically com-
Guardian is within the Spirit Wood, her municate with her spirit tree or
land speed increases by 10 feet. This with any of its other Arboreal
benefit stacks with any other bonuses Guardians at a range of 1 mile.
to speed the character may have. This allows the Guardian to ini-
tiate the telepathic contact (pre-
Nature’s Water (Ex): An Arbo-
real Guardian of 2nd level or viously she could be contacted
higher can acquire po- by her spirit tree, but could not
tions from her bonded initiate this contact).
spirit tree if she provides the
necessary herbs and ingredients. Hunter’s Mercy (Su):
Essentially this means she can Once per day as a standard
purchase potions from her action, a Guardian of 5th
tree for the cost to create level or higher can focus her
instead of the market price. concentration so her first
successful attack with a bow
in the next round is automati-
cally a critical hit. This works like
MD
pqqqqrs
THE GREEN BOND Characters who have a Green Bond but are not Arboreal
Each of the Arboreal Guardians is linked to a particular spirit Guardians are called bondfellows and are like extended
tree, and through this tree to a handful of other Arboreal members of the spirit tree’s family. They are on friendly terms
Guardians. Each of these groups acts like a family; Guardians with the Arboreal Guardians but do not have the same require-
of the same tree generally get along well and can call upon ments of devotion that the Guardians do, although if their
each other in times of need. Likewise, the Guardians love and spirit tree is in danger, they are expected to come to its aid.
protect their chosen tree (and the elf and half-elf spirits
within it) like a respected senior member of the family. The Having a Green Bond is a mixed blessing in terms of cohorts
Green Bond is a very strong emotional link to another being, and followers. Bondfellows of the same spirit tree (and druids
stronger than the link to a twin. A Guardian is expected to be and rangers unassociated with other spirit trees) treat the
loyal to his tree (and its other Arboreal Guardians) first and bonded character as if she had a special power (Leadership
all others second. Those who ignore the needs of the tree in modifier +1). All other characters treat the bonded character
order to travel the world or adventure are likely to be ostra- as if she had a familiar, a paladin’s warhorse, or an animal
cized by the other Guardians and may (if this behavior is not companion (Leadership modifier –2). Thus, it is easier for a
curtailed) eventually break their bond and lose all abilities of bonded character to recruit cohorts and followers who are
this prestige class. Fortunately, each spirit tree has several themselves bonded or at least respect the bond with nature,
Arboreal Guardians, so each tends to get a reasonable amount but it is harder to recruit those who have little or no interest
of free time to devote to personal matters. in nature or are prejudiced against those who devote them-
selves to plants over civilized beings.
pqqqqrs
20
the hunter’s mercy spell, except that activating this abil- Base Attack Bonus: +5. CHAPTER 1:
ity does not provoke an attack of opportunity. Skills: Alchemy 2 ranks, Concentration 3 ranks,
Craft (armorsmithing, bowmaking, or weaponsmithing) ALL ABOUT
Blindsight (Su): Like her bonded spirit tree, a 1 rank, Heal 5 ranks, Knowledge (arcana) 3 ranks.
Guardian of 5th level or higher can sense creatures Feats: Endurance, Great Fortitude. GHOSTS
without using her eyes, giving her the blindsight abil- Special: The character must have been knocked
ity with a range of 30 feet. She can activate this ability unconscious or killed by an undead creature or necro-
once per day as a free action, lasting a number of mancy spell, or must have received a negative level or
rounds equal to her class level. ability damage or drain from an undead or a necro-
mancy spell.
Nature’s Defender (Ex): A Guardian of 7th level or
higher gains a +1 morale bonus on attack rolls, weapon Class Skills
damage, checks, and saving throws when within 500 The bone collector’s class skills (and the key ability
feet of her bonded tree. for each skill) are Alchemy (Int), Concentration
(Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate
Quench (Sp): A Guardian of 7th level or higher can (Cha), Knowledge (arcana) (Int), Knowledge (the
use the quench ability (as the spell) once per day. planes) (Int), Profession (Wis), and Sense Motive
(Wis). See Chapter 4: Skills in the Player’s Handbook
Tree Stride (Sp): A Guardian of 9th level or higher can for skill descriptions.
use the tree stride ability (as the spell) once per day.
Skill Points at Each Level: 4 + Int modifier.
BONE COLLECTOR
A bone collector is a person who draws personal power Class Features
from the destruction of undead. Bearing tokens and All of the following are class features of the bone col-
trophies of her kills, the bone collector is often mis- lector prestige class.
taken by the ignorant for a common necromancer, Weapon and Armor Proficiency: Bone collectors
when in truth most oppose necromancy and seek to gain no proficiency with any weapons, armor, or
undo its works. A rare few are parasites to necro- shields.
mancers, using cast-off bits of discarded experiments Spells: A bone collector has the ability to cast a
in undeath to increase their own power. small number of divine spells. To cast a spell, the bone
A bone collector is usually a fighter, cleric, or pal- collector must have a Wisdom score of at least 10 + the
adin, although some good-aligned beings avoid this spell’s level, so a bone collector with a Wisdom of 10 or
career because of the constant association with undead lower cannot cast these spells. Bone collector bonus
and negative energy. Some rogues, bards, and monks spells are based on Wisdom, and saving throws against
become bone collectors, adorning themselves with these spells have a DC of 10 + spell level + the bone col-
strange icons to advance their other skills. Rarely do lector’s Wisdom modifier (if any). When the bone col-
barbarians, druids, rangers, sorcerers, or wizards lector gets 0 spells of a given level, such as 0 1st-level
become bone collectors, either opposing the gathering spells at 1st level, she gets only bonus spells. The bone
of residual undead energy or else having more effec- collector’s spell list appears below. A bone collector
tive ways to do so. prepares and casts spells just as a cleric does.
Bone collectors are usually loners, although in Recognize Undead (Ex): A bone collector has
places where undead are more common, they some- trained her senses to such an extent than she can more
times gather in groups to plan their attacks and trade easily recognize an undead creature for what it is. She
items. Such groups either oppose (if good) or ally with gains a +4 bonus on Spot checks or Will saving throws
(if evil) active groups of necromancers and undead. to penetrate an undead’s disguise or an illusion spell
More than once has a cabal of necromancers been that changes its appearance. If an undead creature is
undone from within by their supposed allies who not attempting to disguise its nature or naturally
found a sudden need for undead parts. appears much like a living creature, the bone collector
Hit Die: d8. gains a Spot check (DC 10 + undead’s Cha modifier) to
Requirements
To qualify to become a bone collector, a character must
fulfill the following criteria.
Table 1–4: The Bone Collector
Base Fort Ref Will Spells per Day
Save 1st 2nd 3rd
Level Attack Bonus Save Save +2 Special 1 ——
+3 Lesser bone armor, recognize undead 2 0—
1st +0 +0 +0 +3 Lesser bone weapon 2 1—
+4 Negative energy shroud 2 20
2nd +1 +0 +0 +4 Greater bone armor 2 21
+5 Greater bone weapon 2 22
3rd +2 +1 +1 Undead channel
4th +3 +1 +1
5th +3 +1 +1
6th +4 +2 +2
21
realize the creature is undead. See the description of her effective caster level for meeting the special
requirement for crafting weapons with enhancement
the Disguise skill in the Player’s Handbook for informa- bonuses, so a Clr8/Bone collector 4 is counted as a
12th-level spellcaster for the purpose of crafting magic
tion on repeat attempts to penetrate a disguise. weapons and therefore could craft a weapon with a +4
enhancement bonus (see Creating Weapons in Chap-
Lesser Bone Armor: Using her knowledge of ter 8 of the DUNGEON MASTER’s Guide).
undeath and magic, a bone collector can craft certain Negative Energy Shroud (Su): By surrounding
herself with a weak aura of negative energy, a bone col-
kinds of magical armor (including shields) that imitate lector of 3rd level or higher can confuse attempts to
discern her living nature. Undead creatures perceive
or hamper undead abilities. She can craft armor with a her as a fellow undead, spells such as detect undead and
deathwatch perceive her as an undead creature, and so
+1 enhancement bonus or imbue magic armor with on. Mindless undead ignore her unless they have spe-
cific orders to attack other undead creatures, and intel-
any of the following properties: death ward, energy ligent ones are likely to assume she is a vampire or
CHAPTER 1: drain, shadow, silent moves. This ability works as if she other sort of undead that looks alive. The shroud
gives her a +2 bonus on saving throws against
ALL ABOUT had the Craft Magic Arms and Armor feat attacks based on negative energy (such as
GHOSTS enervation and inflict spells), but causes all
and met all prerequisites for the abilities healing spells cast upon her to cure only
half the normal damage.
being added (so she could create shadow Actions by the bone col-
lector may give observers
armor even if she didn’t otherwise have clues to her living state
(such as reacting to pain or
access to the invisibility prerequisite of the holding her breath when
entering water). Attacking an
shadow property). All other rules for creat- undead creature causes this
ability to end immediately. This
ing magic armor apply (cost to create, cre- ability may be used once per day
and lasts up to 10 minutes per
ation time, and so on). Any armor the class level.
Greater Bone Armor: In a
bone collector crafts bears a noticeable fashion similar to the lesser bone ar-
mor ability, a bone collector of 4th
motif of death; it may be decorated level or higher can craft armor
(including shields) with up to a +3
with actual bones, bear images of enhancement bonus or with the fol-
lowing properties: absorbing, cold resist-
skulls, and so on. ance, etherealness, ghost touch.
Greater Bone Weapon: A bone collec-
A bone collector with another tor of 5th level or higher can craft weap-
ons with up to a +3 enhancement bonus or
spellcasting class and the Craft with the following properties: disruption,
Magic Arms and Armor feat adds her flaming burst, ghost bane, undead bane, vampiric.
Undead Channel (Su): Once per day, a 6th-level
class level to her other spellcasting class
bone collector may absorb any one magical effect
level to determine her effective caster level from an undead creature’s attack, such as an ability
score drain or damage, a negative level, a corrupting
for meeting the special requirement for touch, or a paralyzing touch. This absorption does not
require a readied action and can be activated by a bone
crafting armor with enhancement bo- collector in response to an attack by an undead. The
absorbed attack has no effect upon the bone collector,
nuses, so a Clr8/Bone collector 4 is but remains as a stored magical effect within her body
up to 24 hours after the attack. She may activate this
counted as a 12th-level spellcaster for stored effect as a free action and discharge it upon a
target by making a touch attack, affecting the target as
the purpose of crafting magic armor
and therefore could craft armor with a
+4 enhancement bonus (see Creating
Armor in Chapter 8 of the DUNGEON
MASTER’s Guide).
Lesser Bone Weapon: In a fashion
similar to the lesser bone armor ability,
a bone collector of 2nd level or higher
can craft certain kinds of magic weapons
that imitate undead attacks or harm
undead. She can craft weapons
with a +1 enhancement bonus or JJ
can imbue magic weapons with
any of the following properties: flaming, ghost touch,
truesilver. This ability works as if she had the Craft
Magic Arms and Armor feat and met all prerequisites
for the abilities being added (so she could create a flam-
ing weapon even if she didn’t otherwise have access to
the fireball prerequisite of the flaming property). All
other rules for creating magic weapons apply (cost to
create, creation time, and so on). Any weapon the bone
collector crafts bears a noticeable motif of death; it
may be decorated with actual bones, bear images of
skulls, and so on.
A bone collector with another spellcasting class and
the Craft Magic Arms and Armor feat adds her class
level to her other spellcasting class level to determine
22
if the original undead creature were making the are more aloof and reserved toward outsiders than all CHAPTER 1:
attack. Once activated, the stored effect works like a others and go about their strange business without
touch spell and triggers upon the next creature or feeling the need to explain themselves to those outside ALL ABOUT
object she touches. the clan.
GHOSTS
For example, Shelda the bone collector is attacked Hit Die: d8.
by a vampire and decides to use her undead channel
ability to absorb the creature’s energy drain attack. She Requirements
later slays the vampire and hunts down Tellon the To qualify to become a Deathwarden chanter, a char-
enchanter, with whom she has an old grudge. Finding acter must fulfill the following criteria.
him, she activates the latent energy drain within her Race: Dwarf.
and makes a successful touch attack. Tellon immedi- Alignment: Any lawful.
ately gains two negative levels, just as if the vampire Base Attack Bonus: +4.
had struck him personally. Skills: Concentration 5 ranks, Knowledge (ghost
lore) 3 ranks, Knowledge (the planes) 3 ranks, Knowl-
Bone Collector Spell List edge (religion) 5 ranks, Perform (sing).
Bone collectors choose their spells from the following Feats: Iron Will, Spell Focus (Evocation).
list. Spells: Able to cast 3rd-level divine spells.
1st Level: bonerattle, chill touch, cure light wounds, Patron Deity: Any but Orcus.
detect undead, disrupt undead, invisibility to undead, magic Special: Must have participated in a Hallowing with
stone, protection from possession. the permission of the Deathwarden dwarves; must
2nd Level: consecrate, endurance, ghoul touch, ghost have destroyed one undead of 3 HD or more through
touch armor, lesser restoration, shroud of undeath. the use of positive energy.
3rd Level: forced manifestation, negative energy protec-
tion, searing light, vampiric touch. Class Skills
The Deathwarden chanter’s class skills (and the key
DEATHWARDEN CHANTER ability for each skill) are Concentration (Con), Craft
The Deathwarden chanters are the most prestigious, (Int), Diplomacy (Cha), Heal (Wis), Knowledge (ghost
respected, and mysterious members of the dwarven lore) (Int), Knowledge (the planes) (Int), Knowledge
Deathwarden clan. They lead the rituals to prepare (religion) (Int), Profession (Wis), and Scry (Int). See
bodies for their journey into the afterlife (the Hallow- Chapter 4: Skills in the Player’s Handbook for skill
ing), and they direct the actions of other dwarves descriptions.
when the physical remains of their charges or the Veil
of Souls itself is threatened. Skill Points at Each Level: 2 + Int modifier.
Most chanters are clerics or fighter/clerics. Some-
times a dwarf bard takes up the mantle of the Death- Class Features
warden chanter, and even less common are the All of the following are class features of the Death-
paladins or rangers that become chanters. Members of warden chanter prestige class.
other classes are either too undisciplined, too focused Weapon and Armor Proficiency: Deathwarden
on the world of the living, or have incompatible chanters gain no proficiency with any weapons, armor,
philosophies with the Deathwardens. or shields.
The chanters, like the Deathwardens as a whole, are Spellcasting: A Deathwarden chanter continues
an enigma to most people of Manifest. The common training in divine magic. Thus, when a new Death-
folk know that the dwarves protect the bodies of the warden chanter level is gained, the character gains new
fallen and guard the Veil of Souls, but none know their spells per day as if he had also gained a level in a divine
methods or why guarding the gate against the living is spellcasting class he belonged to before he added the
so important. As the leaders of the clan, the chanters prestige class. He does not, however, gain any other
Table 1–5: The Deathwarden Chanter
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spellcasting
Smite undead 1/day, undead’s foe +1 level of existing divine spellcasting class
1st +0 +0 +0 +2 Iron soul +1 level of existing divine spellcasting class
Great rune +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 Smite undead 2/day +1 level of existing divine spellcasting class
Deep chant 1/day +1 level of existing divine spellcasting class
3rd +2 +1 +1 +3 Great rune +1 level of existing divine spellcasting class
Shepherd soul +1 level of existing divine spellcasting class
4th +3 +1 +1 +4 Smite undead 3/day +1 level of existing divine spellcasting class
Great rune +1 level of existing divine spellcasting class
5th +3 +1 +1 +4 Deep chant 2/day +1 level of existing divine spellcasting class
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6 +2 +2 +6
9th +6 +3 +3 +6
10th +7 +3 +3 +7
23
CHAPTER 1: benefit a character of that class would have caster level. This area may be a flat surface, an object, a
gained (additional uses of wild shape, meta- doorway, or a section of corridor.
ALL ABOUT magic or item creation feats, and so on). This
GHOSTS essentially means that he adds the Some runes require a sacrifice by the chanter. For
level of Deathwarden chanter example, a rune that functions like a spell glyph from
to the level of some other
spellcasting class the charac- a glyph of warding requires the chanter to
ter has, then determines use one of his spell slots to power
spells per day and caster that rune. Until the rune is trig-
level accord- gered or negated, the
ingly. chanter cannot use that
spell slot. Once the
Smite Undead (Su): With this ability, rune is triggered
a chanter can attempt to smite undead or negated, the
with a normal melee attack. He adds chanter can
his Charisma modifier (if positive) to once again pre-
his attack roll and deals 1 extra point pare spells with
of damage per class level. This extra that slot after
damage is from positive energy his next period of rest
and is not affected by damage and time of prayer.
reduction. If the chanter Drawing a rune takes
accidentally smites 10 minutes and re-
a creature that is quires concentra-
not undead, the tion, just as if the
smite has no effect but is still chanter were casting a
used up. If the chanter has a smite ability from another spell. A chanter can
class (such as paladin), he may use that smite ability finish all but the last
separately or combine them into a single strike if the symbol of a rune, allow-
target meets all criteria for all smites (such as evil and ing him to finish it later
undead for a paladin/chanter). as a single standard
action (a chanter can
Undead’s Foe: A chanter’s class level stacks with complete another chant-
his cleric and paladin levels for the purpose of turning er’s rune only if he
undead.
RS knows that rune and suc-
Iron Soul (Ex): Upon attaining 2nd level, a Death- ceeds on a Spellcraft check
warden chanter gets a +4 bonus on saving throws
against death effects and on saving throws to remove a against DC 20). However, an incomplete rune is vul-
negative level. nerable to outside interference—any creature walking
upon or disturbing the incomplete rune negates it
Great Rune (Sp): Deathwarden chanters come to entirely, just as if it were a spell that had been inter-
understand how to create powerful runes, which they rupted during casting.
can inscribe on items and locations. At 3rd, 6th, and 9th
level, the chanter chooses one rune from Table 1–6: A completed rune is anywhere from 1 to 5 feet in
Deathwarden Chanter Runes. His level + Wisdom mod- diameter, depending on the desires of the chanter who
ifier determines how many runes he can choose from at created it. Once completed, a rune is no more difficult
any given time. He can’t choose the same rune twice. to notice than an ordinary drawing. Safely removing a
rune requires the use of dispel magic or a similar spell
A rune must be drawn, painted, or engraved on a (the dispel check is made against the caster level of the
solid surface or object. Some are active runes, which chanter who created it) or a Disable Device check (DC
begin functioning as soon as they are completed, 25 + 1/2 chanter’s class level + chanter’s Wis modifier).
while others are passive runes, triggered by certain
conditions set at the time of the rune’s creation. Passive For runes that have saving throws, the DC of the
runes are given triggering conditions similar to a glyph save is equal to 10 + 1/2 chanter’s class level + chanter’s
of warding and protect an area up to 5 square feet per Wis modifier.
A chanter can dissipate one of his own runes by
touching it and spending a standard action concen-
trating on it. If the dissipated rune requires a sacrifice
to create it (such as a spell slot), the sacrificed ability
cannot be used until the rune is discharged or dissi-
pated, after which it returns at the normal rate for its
type (such as after 8 hours of rest, when other spells are
prepared). All runes have a duration of “permanent
until discharged” unless otherwise stated.
24
Table 1–6: Deathwarden Chanter Runes Spell Rune (Passive): This rune functions like the spell CHAPTER 1:
glyph version of a glyph of warding. The chanter sacri-
Level + fices a cleric spell slot of the stored spell’s level to ALL ABOUT
Wis Modifier Rune power the rune, so a rune of hold person would use one
of the chanter’s 2nd-level cleric spell slots. The target’s GHOSTS
1 Spell rune save DC is based on the chanter’s rune save DC and not
2 Ward rune the save DC of the spell.
3 Turning rune
4 Armor rune Thunder Rune (Active): When this rune is completed,
5 Thunder rune a loud peal of thunder erupts from it. All enemies
6 Law rune within 60 feet of the rune are dazed for 1 round and
7 Clan rune must make Fortitude saves or be deafened. This is a
8 Veil rune sonic effect. The deafness is similar to that caused by a
9 Song rune thunderstone (permanent, but cannot be negated with
10 Ancestor rune dispel magic or similar spells, although remove deafness
works). A chanter can draw this rune once per day.
Ancestor Rune (Active): This powerful rune calls one
of the chanter’s dead ancestors back from beyond the Turning Rune (Passive): A chanter must sacrifice one
Veil to fight on his behalf. The rune acts as a planar ally use of his turn undead ability to create this rune.
spell, but always summons a dwarf cleric or fighter When triggered, the rune activates as if the chanter
with the celestial or fiendish template and with a class himself were using his turn undead ability at that loca-
level no greater than the chanter’s caster level. Com- tion. This rune is often used to protect sites that suffer
pleting this rune is very draining, and for an entire frequent attacks by undead that otherwise would not
week after its completion, the chanter gains two nega- have a cleric protecting them.
tive levels. These negative levels never result in actual
level loss and cannot be removed in any way (includ- Veil Rune (Active): This rune draws upon the power of
ing by restoration spells) before the week is over. the Veil itself. Living creatures within 60 feet of the
During the creation of this rune, the chanter sacrifices rune are fatigued as the power of the Veil saps their life
100 gp worth of treasure or magic items per level of the energy (leaving the area negates the fatigue). Ghosts
ancestor called. The ancestor remains for no more than within 60 feet of the rune must make a Will saving
6 hours. A chanter can use this rune no more than throw (DC 10 + 1/2 chanter’s class level + chanter’s Cha
once per week. modifier) every round or succumb to the Calling. Up
to 20 creatures can be excluded from this effect; the
Armor Rune (Active): When completed, the rune ema- names of these creatures are written into the rune
nates a magic vestment spell to a radius of 5 feet, affect- during its creation. A chanter can draw this rune once
ing all allies of the chanter within this emanation. The per day.
power of the rune lasts 12 hours. A chanter can have
only one of these runes in effect at any time; creating Ward Rune (Passive): A chanter must have the deep
a second one causes the first one to dissipate. chant ability to learn this rune. The ward rune is a pow-
erful alarm with two effects. First, the creature that
Clan Rune (Active): All dwarves within 30 feet of this triggers the rune must make a Fortitude save or be
rune gain a +2 luck bonus on attack rolls, weapon stunned for 1d6 rounds. Second, the rune acts as the
damage rolls, saves, and skill checks. This effect begins first form of the deep chant ability (see below), trans-
once the rune is inscribed and lasts 24 hours. A chanter mitting a short message to all Deathwarden dwarves
can have only one of these runes in effect at any time; within 1 mile. A chanter can have only one of these
creating a second one causes the first one to dissipate. runes in effect at any time; creating a second one
causes the first one to dissipate.
Law Rune (Active): This rune affects creatures with-
in 60 feet of it, providing all lawful beings a +2 com- Deep Chant (Su): This ability, gained by a chanter at
petence bonus on saving throws and increasing the 5th level, has two different functions, both of which
DC of all law spells cast from within this area by 2. A require a full-round action and only one of which can
chanter can have only one of these runes in effect at be used per day. First, it can be used to send a tele-
any time; creating a second one causes the first one pathic message to all Deathwarden dwarves within a 1-
to dissipate. mile radius of the chanter’s location. This message can
be no more than ten words long.
Song Rune (Active): This rune constantly emits a low
chant in the language of the Deathwardens. All allies Second, a deep chant can act as a boosted turn un-
of the chanter within 60 feet of the rune gain three dead attempt, as if the chanter had the Divine Energy
benefits. First, they are immune to fear effects. Focus feat. This does not count toward his normal
Second, they stabilize automatically when their hit number of turning attempts per day and does not stack
points drop to –1 or lower (as if wearing a periapt of with the Divine Energy Focus feat.
wound closure). Third, they gain a +2 bonus on saves
against sonic effects. The rune lasts 1 minute per class Shepherd Soul (Su): Once per day, a chanter of 7th
level. A chanter can have only one of these runes in level or higher can force a ghost within 50 feet to
effect at any time; creating a second one causes the depart the Material Plane and enter the True Afterlife,
first one to dissipate.
25
as if using a dismissal spell. The chanter uses his caster Class Skills
level, not his chanter level, to determine the modifier The ghost slayer’s class skills (and the key ability for each
to the effect’s save DC. This ability works even if the skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
ghost is within the Manifest Ward. (Cha), Disguise (Cha), Forgery (Int), Gather Information
(Cha), Hide (Dex), Innuendo (Wis), Knowledge (ghost
GHOST SLAYER lore) (Int), Listen (Wis), Profession (Wis), Read Lips
Within and near the city of Manifest, the disembodied (Int), Sense Motive (Wis), Spot (Wis). See Chapter 4:
souls of the dead walk among the living. Some people Skills in the Player’s Handbook for skill descriptions.
think this is unnatural and wish the dead would take
CHAPTER 1: their proper places in the True Afterlife. The ghost Skill Points at Each Level: 4 + Int modifier.
slayer is such a person, one who studies ghosts so that
ALL ABOUT they can be easily dispatched and no longer bother the Class Features
GHOSTS living with their presence.
Most ghost slayers are barbarians, fighters, rangers, All of the following are class features of the ghost
or rogues, although there is at least one religious cult slayer prestige class.
Weapon and Armor Proficiency:
that feels ghosts are an abomina- Ghost slayers gain no pro-
tion and must be driven out. Few sorcerers or wiz- ficiency with any weap-
ards become ghost slayers, since they have more ons, armor, or shields.
effective means of dealing with ghosts. Ghost slayers Untainted Spirit (Ex): A
are not necessarily evil; some focus on eliminating ghost slayer is immune
only evil ghosts, while others consider any kind of to all forms of posses-
ghost an obscene mark upon the face of the earth. sion.
Ghost slayers are never themselves active as ghosts, Silver Aura (Su):
although one may remain around long enough Once a slayer has at-
to inform others of his death, of the location tained 2nd level, all of
of his body, and that he wishes to be raised his melee weapons
from the dead. (including unarmed
strikes) are treated as
While there are folk in Manifest that silver for the purpose of
would rather see fewer ghosts, only their ability to stun a
madmen suggest killing them all to restore ghost with a successful
the proper state of things. Therefore, ghost critical hit or sneak
slayers, like assassins, must conceal their attack.
nature and goals. Some work alone, some are Protected Vessel (Ex): A
members of a secret organization such as the slayer of 3rd level or higher
Knights of the Quiet, and others work with gains a +3 bonus on all sav-
outside factions such as the yuan-ti and ing throws against ghost
undead to promote their cause. powers. Furthermore, he
reduces ability damage or
Hit Die: d8. drain caused by ghost
powers by 1 point for
Requirements
To qualify to become a ghost slayer, a character must JJ each attack (minimum 0).
fulfill the following criteria. Detect Ghost (Sp): At 4th
Base Attack Bonus: +4.
Skills: Gather Information 4 ranks, Innuendo 4 level and higher, a ghost slayer can use detect ghost at
ranks, Knowledge (ghost lore) 5 ranks, Spot 5 ranks. will as a spell-like ability.
Feats: Alertness plus either Ghost Fighting or
Incorporeal Spell Targeting. Ghost Touch Aura (Su): As a move-equivalent
Special: Must have been knocked unconscious by action, a ghost slayer of 4th level or higher can cause
or failed a saving throw against an attack from a ghost; his weapon to glow with a dull violet aura for 1 round
a character who is a ghost cannot take the ghost slayer (if unarmed strike is the weapon chosen, the aura
prestige class.
Table 1–7: The Ghost Slayer
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +2 Untainted spirit
2nd +2 +3 +0 +3 Silver aura
3rd +3 +3 +1 +3 Protected vessel
4th +4 +4 +1 +4 Detect ghost,
ghost touch aura
5th +5 +4 +1 +4 Ghost bane fires
26
affects one of the slayer’s limbs). This aura makes the of disguise incurs a –10 penalty on the check. A ghost CHAPTER 1:
weapon act as if it had the ghost touch property. A slayer with the Solid Visage feat does not have this penalty.
may use this ability at will. ALL ABOUT
A living creature can only disguise itself as a ghost
Ghost Bane Fires (Su): As a free action, a 5th-level with the help of magic or alchemy (such as a ghost dis- GHOSTS
ghost slayer may invoke blue flames upon his guise kit, described in the Equipment section), since it
weapon that last for 1 round (if unarmed strike is the is impossible to make a physical body appear transpar-
weapon chosen, the aura affects all of the slayer’s ent with mundane materials. With the proper equip-
limbs, allowing all unarmed strikes by the slayer to be ment, this sort of disguise incurs a –10 penalty on the
affected). These flames grant the weapon the ghost check. Of course, disguising a physical body as a ghost
bane property. This ability can be used a number of with the Solid Visage feat has no penalty.
times per day equal to the slayer’s class level + his
Charisma modifier. Escape Artist (Dex)
A character covered in slippery ectoplasm (10 pounds
SKILLS for a Medium-sized creature, 5 pounds for a Small crea-
ture) gains a +4 circumstance bonus on Escape Artist
In addition to the uses for skills described in the checks.
Player’s Handbook, skills have the following additional
uses in a Ghostwalk campaign. Heal (Wis)
A character with the Heal skill can use it on a ghost
Alchemy (Int) just as easily as she could on a living creature. A char-
Several new alchemical items can be made in a Ghost- acter using the skill untrained takes a –2 penalty on
walk campaign. Heal checks on ghosts. A corporeal creature cannot
use the Heal skill on an incorporeal creature without
Task DC Notes magic of some kind. A character with the Ectoplasm
feat gains a +2 circumstance bonus on Heal checks
Recognize wraithweed 20 Costs 1 sp per attempt made to treat ghosts.
Create wraithweed powder 25 See Craft skill* Hide (Dex)
A ghost receives a +4 racial bonus on Hide checks. This
Make soul venom 20 See Craft skill bonus stacks with any racial or size bonuses the ghost
had while alive.
Make dark ectoplasm 25 See Craft skill
Intuit Direction (Wis)
Make ectoplasmic stabilizer 15 See Craft skill A ghost can sense the general direction of her physical
body with an Intuit Direction check (DC 15). She can
Make ghost disguise kit 15 See Craft skill retry once per round and never takes a misdirection
penalty if she rolls a 1 when trying to find her body.
* Use the rules in the Craft skill to determine time and cost. A ghost can also use this skill to determine the direc-
tion of the Veil of Souls, gaining a +1 bonus for each of
Animal Empathy (Cha) her eidolon levels. She may retry once per round and
You may use this skill on animals that have been trans- never takes a misdirection penalty if she rolls a 1.
formed into ghosts (by use of the ghost companion Even if the ghost is untrained in this skill, she may
spell), but there is an additional –4 penalty to do so. instead attempt a Wisdom check (DC 15) for either of
the uses described above.
Climb (Str)
A character with sticky ectoplasm on her hands and Knowledge (Int)
feet gains a +2 circumstance bonus on Climb checks In the Ghostwalk campaign, a new Knowledge category
(this bonus does not stack with similar circumstance is available: Ghost lore (the paths, weaknesses, ghost
bonuses to climbing, such as from a climber’s kit). powers, the Calling).
This category of the Knowledge skill is a class skill
Craft (Int) for bards, clerics, and wizards.
The gnomes of the Ghostwalk campaign have created a
type of wood and metal manikin in the shape of a body Move Silently (Dex)
that any incorporeal ghost can enter and manipulate as A character with slippery ectoplasm on her feet gains
if it were a physical body. This is handy for times when a +2 circumstance bonus on Move Silently checks. If
a ghost is forced to be incorporeal (such as outside the she moves more than half her speed in a round, she
Manifest Ward) or cannot access a physical body. Shell- must succeed on a Balance check (DC 10) in each
craft (as it is known) is a respected but uncommon round of movement or fall. If she moves more than her
Craft skill in Manifest. The Craft DC to make a shell-
craft manikin is 20.
Disguise (Cha)
A ghost (which is normally semitransparent) can dis-
guise itself as a living creature if it is manifested fully
(and can therefore use conventional makeup) or if it
has access to ghost touch disguise equipment. This sort
27
CHAPTER 1: speed in a single round, the DC for the Balance check FEATS
increases to 15.
ALL ABOUT The new feats presented here are designed for charac-
GHOSTS Scry (Int) ters in a Ghostwalk campaign, but many of them are
A ghost can be the target of scrying as if she were a usable by characters in any sort of campaign.
living creature, with no penalties for the person scrying.
In the following text, feats with the [General]
Search (Int) descriptor can be taken by any character who meets
A ghost is more difficult to track than a living creature the prerequisites (if any).
(see the Wilderness Lore skill below).
Feats with the [Fighter] descriptor can be taken by a
Speak Language (Int) fighter as one of the bonus feats available to members
These languages are known in the Ghostwalk cam- of that class.
paign, in addition to those in the Player’s Handbook:
Heshar (Bazareene), Pek (Tereppek), and Salak (Sal- Feats with the [Ghost] descriptor can be used only by
kiria/Thurkasia). Among the people of this part of the ghosts unfettered by a physical body. A living creature
world, Common is known as the Trade Tongue. can select ghost feats, but cannot use them unless a ghost.
Ghost feats selected while the character was a ghost carry
Spot (Wis) over to when the character is living, but cannot be used
A semitransparent ghost is easily recognized as a ghost until the character is a ghost again. Magical abilities
(Spot DC 5). granted by ghost feats are often called ghost powers.
Wilderness Lore (Wis) Ghost feats also have a ghost power path descriptor,
A character attempting to track a manifested ghost such as [Corrupter] or [Haunt]. These categories do
takes a –5 penalty on Search or Wilderness Lore not limit feat selection in any way, but simply identify
checks made for this purpose. A tracker with the Ecto- which path a feat belongs to.
plasm feat ignores this penalty. Incorporeal ghosts
leave no tracks. Unless otherwise stated, ghost feats are supernatural
abilities.
Agony Touch [Ghost, Corrupter]
Choose one physical ability score (Strength, Dexter-
ity, or Constitution). When you touch a creature, you
pqqqqrs
CIRCLE MAGIC spell, which is consumed by the circle and has no effect
The church of Galaedros has discovered the key to cooperative other than expending the prepared spell. The spell levels
magic, which allows spellcasters to tie their powers together expended by the circle participants are totaled as circle
through their bond to the land and work more powerful spells bonus levels. Each bonus level may be used to accomplish
than they could work as individuals. It is reputed that the the following effects.
church of Orcus is trying to develop its own form of circle
magic, using frames of giant bones charged with negative 1. Increase the circle leader’s caster level by one for every
energy, but it has so far been unsuccessful. bonus level expended (maximum caster level 20th).
PARTICIPATION 2. Add Empower Spell, Maximize Spell, or Heighten Spell
To participate in circle magic, a person must have the Circle metamagic feats to spells currently prepared by the circle
Magic feat (it doesn’t matter if the participants are of different leader. Each bonus level counts as one additional spell level
divine spellcasting classes, such as cleric, druid, and ranger). required by the application of a metamagic feat to a spell. The
One participant stands at the center of the circle, usually the circle leader may add the feats listed to a spell even if he does
most powerful or experienced character present. The center not know the feat, or if the addition of the feat would raise the
character is known as the circle leader. A circle requires two spell level past the highest level of spell the circle leader can
to five participants plus the circle leader. All participants in a normally cast (maximum spell level 10th).
circle must stand within 10 feet of each other and must be in
contact with natural earth or stone. These effects last for 24 hours or until expended. Circle
bonus levels may be divided up as the circle leader sees fit.
Circle Powers For example, Selorian Firesinger leads a circle in which four
The first use of circle magic is to empower the circle leader participants each cast 2nd-level spells. Selorian chooses to
with the strength of all the participants. This requires 1 full use three circle bonus levels to maximize his flame strike spell,
hour of uninterrupted concentration on the part of all partic- and five to increase his caster level from 10th to 15th level for
ipants and the circle leader, during which time they attune all level-based variables in his spells. The maximized spell is
themselves to each other through the conduit of the earth used up when he casts his flame strike, and the increased level
under their feet. Each participant casts any single prepared effect remains for the next 24 hours. Many high-level spell-
casters of Galaedros in Sura-Khiri lead circles on a daily basis
to better defend their lands against the yuan-ti.
pqqqqrs
28
can deal damage to this ability score. Benefit: As Ghost Ride, except that you may possess CHAPTER 1:
Prerequisites: Corrupting Touch, Cha 11. a relatively intact corpse (sufficient to make a zombie).
Benefit: You can make a touch attack that deals 1d4 You may not possess corporeal undead with this abil- ALL ABOUT
ity. You use the corpse’s physical ability scores, modi-
points of temporary ability damage to the selected abil- fied as follows: Str –2, Dex –4, Con — (the corpse has GHOSTS
ity score of a target. When you are manifested fully or no Constitution score). The corpse does not get a
attacking incorporeal opponents, you add your saving throw to resist your possession attempt unless
Strength modifier to attack rolls. When you are incor- it is being held by another creature. You are still sub-
poreal, you add your Dexterity modifier to attack rolls. ject to the time limit of the Ghost Ride feat.
If the attack scores a critical hit, the damage is doubled
(ghosts are not subject to critical hits). Only one kind Possessing a corpse allows you to use its natural abil-
of damage or effect from the path of the corrupter ities, but not any other abilities it had in life that
applies from each attack. You may use this attack once required special knowledge or skill, including feats,
per day per character level. skills, spells, or extraordinary, spell-like, or supernatu-
ral abilities. The body gains no benefit from any of its
You do not have to use this ability when you touch character levels (so possessing a human corpse results
another creature, and creatures that touch you do not in a body with 1 Hit Die). It has hit points equal to the
take this ability damage. average for a creature of its type, not including any
Constitution bonus it may have had when alive.
Normal: A ghost’s touch attack normally deals no
damage. You give the body a semblance of life, but it is not
truly alive and continues to decay at a normal rate. The
Special: You can gain this feat multiple times. Its body is not undead and does not use undead Hit Dice.
effects do not stack. Each time you take the feat, it
applies to a different ability score.
Circle Magic [General] Corrupt Arcane Studies [General]
You know how to use your connection to Galaedros You have dabbled in strange magic that has increased
the Wood God to channel magical power to another your power but adversely affected your mind.
spellcaster of your faith. Prerequisites: Sorcerer or wizard level 3rd, non-
Prerequisite: Divine spellcaster with Galaedros as a good alignment.
patron deity. Benefit: Add a +1 bonus to the DC for all sorcerer
Benefit: You may participate in circle magic. You and wizard spells you cast. You get a +1 bonus on all
gain a +2 bonus on Wilderness Lore checks. caster level checks to overcome spell resistance with
your sorcerer and wizard spells.
Control Visage [Ghost, Haunt] Special: Your magical research has taken its toll on
Your ghost body is shaped as if you were alive and your mind. When you acquire this feat, your Wisdom
unharmed, and you can control what your ghost body score is immediately reduced by 2 points. Restorative
appears to wear. spells (such as restoration or greater restoration) do not
Benefit: When you return from death as a ghost, reverse this Wisdom loss.
you look like a semitransparent version of your body Part of the damage to your mind has resulted in
in the peak of health. As a supernatural ability, you behavioral changes. You develop a fixation for dressing
may change your ghostly clothing, armor, weapons, in black and gray clothing. If at least three-fourths of
and equipment as a standard action as if using the alter what you are clothed in is not black or gray, you lose
self spell, but cannot change the actual appearance of the bonus to your DCs, but still suffer the reduction in
your ghost body. Thus, you could appear to wear a trav- Wisdom.
eler’s outfit, a cold weather outfit, or even a royal outfit. You are often plagued by horrible nightmares. Every
You do not receive any of the penalties or bonuses night, you must succeed on a Wisdom check (DC 10 +
on Charisma-based skill checks that a corpselike ghost 1 per day since the last bout of nightmares) to stave off
would take because of the means of its death. You gain these dark visions. If you fail this check, you are
a +1 bonus on Bluff, Diplomacy, Gather Information, unable to prepare arcane spells for 24 hours.
Intimidate, and Perform checks, and Charisma checks
made to alter an NPC’s attitude. Corrupting Touch [Ghost, Corrupter]
Normal: A ghost without this feat appears as she did Your touch can damage creatures.
at the moment of her death, with wounds and other Benefit: You can make a touch attack that deals
trauma visible on her ghost body. This affects creatures 1d4 points of damage to a creature. When you are
that see the ghost, as described in the Faces of Death manifested fully or attacking incorporeal opponents,
sidebar (earlier in this chapter). you add your Strength modifier to attack rolls. When
you are incorporeal, you add your Dexterity modifier
Corpse Malevolence [Ghost, Dominator] to attack rolls. If the attack scores a critical hit, the
You can possess and animate dead bodies. damage is doubled (ghosts are not subject to critical
Prerequisite: Ghost Ride. hits).
29
CHAPTER 1: You do not have to use this ability when you touch
another creature, and creatures that touch you do not
ALL ABOUT take this damage.
GHOSTS
Normal: A ghost’s touch attack normally
deals no damage. Special: A character with the Ecto-
plasm feat does not take the normal –5 penalty on
Dancing Blade [Fighter] Wilderness Lore checks when trying to track a mani-
You have an energetic fighting style modeled fested ghost.
after traditional Salkirian dancing.
Prerequisites: Proficient in rapier, Perform A character with sticky ectoplasm on her hands and
(dance) 1 rank, base attack bonus +1. feet gains a +2 circumstance bonus on Climb checks
Benefit: When fighting with a rapier with the (this bonus does not stack with similar circumstance
full attack action, you gain a +1 bonus on attack rolls bonuses to climbing, such as from a climber’s kit).
with that weapon.
A character covered in slippery ectoplasm (10
Diehard [General] pounds for a Medium-sized creature, 5 pounds for a
You can remain conscious after Small creature) gains a +4 circumstance bonus on
attacks that would fell others. Escape Artist checks.
Prerequisites: Raised among
the barbarians of Bazareene, A character with this feat gains a +2 circumstance
Endurance. bonus on Heal checks made to treat ghosts.
Benefit: If reduced to –1 to –9
hit points, you may remain con- A character with slippery ectoplasm on her feet
scious and take a single action gains a +2 circumstance bonus on Move Silently
each round. You may roll each round checks. If she moves more than half her speed in a
to stabilize, and if you fail that roll, round, she must succeed on a Balance check (DC 10)
you lose 1 hit point. If you reach in each round of movement or fall. If she moves more
–10 or fewer hit points, you die. than her speed in a single round, the DC for the Bal-
If you become stabilized, you are ance check increases to 15.
disabled until you are raised above
0 hit points.
Normal: A character without this feat is
unconscious and dying at –1 to –9 hit
points.
Divine Energy Focus [General]
You have a gift for channeling positive or negative
energy.
Prerequisites: Ability to turn or rebuke undead,
Cha 13.
Benefit: You gain a +2 bonus on turning checks and
turning damage rolls. Treat your cleric level as two
higher than normal for the purpose of determining if
you destroy or command undead rather than just turn-
ing or rebuking them.
Ectoplasm [Ghost, Shaper]
You can create ectoplasm, a gooey physical manifesta-
tion of base supernatural spiritual energy.
Benefit: As a standard action, you can create enough
ectoplasm to fill a human’s cupped hands (approxi-
mately 1 pound, sufficient to coat a 5-foot-square area
with a film). You may manifest this ectoplasm from
your hands, eyes, mouth, or any other part of your
body. Its color may be pale gray, light blue, light green,
or pale yellow. Ectoplasm is ghost touch material and is
either sticky or slippery at its creator’s discretion.
Ectoplasm decays into nothingness after 10 minutes.
30
If sticky ectoplasm is placed on a weapon, the You do not have to use this ability when you touch
weapon is treated as a ghost touch weapon, but it deals another creature, and creatures that touch you do not
only half damage. Special properties on a weapon that gain negative levels.
create energy (such as flaming, frost, or shock) destroy a
coating of ectoplasm in 1d4 rounds. Normal: A ghost’s touch attack normally deals no
damage.
Education [General] Ethereal Sidestep [Ghost, Traveler] CHAPTER 1:
Some lands hold the pen in higher regard than the You can teleport yourself a short distance.
sword. In your youth, you received the benefit of sev- Prerequisites: Incorporeal Form, Wis 11. ALL ABOUT
eral years of more or less formal schooling. Benefit: As a standard action, you can transfer your-
Prerequisite: Raised in Tereppek. self up to 30 feet from your current position, as the GHOSTS
Benefit: All Knowledge skills are class skills for you. spell dimension door.
You get a +1 bonus on all skill checks with any two
Knowledge skills of your choosing. Expanded Possession [Ghost, Dominator]
Special: You may take this feat only as a 1st-level You can ride or possess an additional type of creature.
character. Prerequisite: Ghost Ride.
Benefit: Choose one type of creature, such as
Empower Turning [General] giants. You may use any feat from the path of the
You can turn or rebuke more undead with a single dominator on that sort of creature as if it were a crea-
turning attempt. ture of your own type. For example, a human who
Prerequisites: Ability to turn or rebuke undead, selected this feat and chose giants would be able to
Cha 13, Extra Turning.
Benefit: You can turn or rebuke more undead than
usual, but you have a harder time affecting undead
with a larger number of Hit Dice. If you take a –2
penalty on your turning check, you can add +2d6 to
your turning damage roll.
This feat first appeared in Defenders of the Faith.
Enervating Touch [Ghost, Corrupter]
Your touch can bestow negative levels upon crea-
tures.
Prerequisites: Corrupting Touch, non-
good alignment, Cha 15.
Benefit: You can make a touch attack that
bestows one negative level upon a creature.
When you are manifested fully or attack-
ing incorporeal opponents, you add your
Strength modifier to attack rolls. When
you are incorporeal, you add your Dex-
terity modifier to attack rolls. If the
attack scores a critical hit, the number of
negative levels is doubled (ghosts are not
subject to critical hits). Bestowing nega-
tive levels does not heal you. Only one
kind of damage or effect from the path of
the corrupter applies from each attack.
Negative levels remain until 24 hours
have passed or until removed with a spell
such as restoration. At that time, the afflicted
opponent must attempt a Fortitude save
(DC 10 + 1/2 your HD + your Cha modi-
fier). On a success, the negative level goes
away with no harm to the creature. On a
failure, the negative level goes away, but
the creature’s level is also reduced by one.
A separate saving throw is required for
each negative level.
31
CHAPTER 1: use Ghost Ride on humanoids or giants. Choosing a Special: You can take this feat multiple times, gain-
creature type that is not affected by mind-affecting ing two additional regular wild shapes and one addi-
ALL ABOUT abilities (such as constructs, oozes, and undead) has tional elemental wild shape (if you have this
GHOSTS no effect. capability) each time.
Special: You can gain this feat multiple times. Each This feat first appeared in Masters of the Wild.
time, you choose a new type of creature to be affected.
Fade [Ghost, Haunt]
Extra Favored Enemy [General] You can make your ghost body more diaphanous and
You select an additional favored enemy. difficult to detect.
Prerequisites: Base attack bonus +5, favored enemy. Benefit: As a standard action, you can increase your
Benefit: You add a new favored enemy to your list of racial bonus on Hide checks from being a ghost to +8
foes (see Table 3–14: Ranger Favored Enemies in the for 1 minute.
Player’s Handbook). Initially, you gain the standard +1
bonus on certain skill checks and on damage rolls Fast Wild Shape [Special]
against this new favored enemy. When you advance You can assume your wild shape faster and more easily
beyond the level at which you gained Extra Favored than you otherwise could.
Enemy, this bonus increases as other favored enemy Prerequisites: Dex 13, ability to wild shape into a
bonuses do (by +1 at 5th, 10th, 15th, and 20th ranger dire animal.
level). For example, suppose you select goblinoids as Benefit: You gain the ability to wild shape as a
your first favored enemy when you are a 1st-level move-equivalent action.
ranger and magical beasts as your second when you Normal: A druid can use wild shape as a standard
reach 5th level. Then you take Extra Favored Enemy as action.
your feat at 6th level and select aberrations. At this This feat first appeared in Masters of the Wild.
point, you have a +2 bonus against goblinoids and a +1
bonus against both magical beasts and aberrations. Foe Hunter [Fighter, General]
When you reach 10th level, your bonuses rise to +3 You have been trained in the methods of fighting var-
against goblinoids and +2 against magical beasts and ious kinds of yuan-ti.
aberrations. Benefit: When fighting yuan-ti, you gain a +1 com-
This feat first appeared in Masters of the Wild. petence bonus on damage rolls for melee attacks and
on ranged attacks at ranges of up to 30 feet, and you act
Extra Slot [General] as if you had the Improved Critical feat for the weapon
You can cast an extra spell. you are using. This benefit does not stack with the
Prerequisite: Spellcaster level 4th. Improved Critical feat.
Benefit: You gain one extra spell slot in your daily A variation of this feat first appeared in the FORGOT-
allotment. This extra slot is one level lower than the TEN REALMS® Campaign Setting.
highest-level spell you can cast. For example, a 6th-
level sorcerer gains an extra 2nd-level slot. Once Forceful Staff Style [Fighter, General]
selected, the extra spell slot never changes level. For You can stun people with your quarterstaff and push
example, once the 6th-level sorcerer above becomes a them around after you stun them.
10th-level sorcerer, this feat still gives him an extra Prerequisites: Improved Unarmed Strike, Weapon
2nd-level slot (because the feat was taken at 6th level), Focus (quarterstaff ).
not a 4th-level slot (one lower than his current highest- Benefit: You may use your quarterstaff to perform
level spell). your stunning attack.
If you have more than one spellcasting class, the If you succeed in stunning your opponent with a
extra slot only applies to one of those classes. quarterstaff attack, you may immediately perform a
Special: You can gain this feat multiple times. Each bull rush against that opponent as if you had not used
time, you gain an extra spell slot at one level lower your melee attack to hit the opponent with your staff.
than the highest-level spell you can cast. If you have multiple attacks, you may attack before
This feat first appeared in Tome and Blood. and after the bull rush, as long as you did not move
more than 5 feet. If you move more than 5 feet in a
Extra Wild Shape [General] round, you cannot follow up an attack with a bull rush
You can use wild shape more frequently than you nor- in this manner.
mally could. For example, Jelana of Kreel is an 8th-level monk
Prerequisite: Ability to use wild shape. who gets two attacks at base attack bonuses of +6 and
Benefit: You can use wild shape two more times per +1. In the current round, she attempts to make a
day than you otherwise could. If you are able to wild stunning attack with her quarterstaff. She succeeds
shape into an elemental, you also gain one additional and the opponent is stunned, so she can immediately
elemental wild shape use per day. attempt a bull rush against the stunned opponent. If
32
she moves only the initial 5 feet, she may still use her Full Manifestation [Ghost, Traveler] CHAPTER 1:
second attack at a base attack bonus of +1 against the You can manifest fully when you would otherwise be
stunned opponent or anyone in her new threatened forced to be incorporeal. ALL ABOUT
area. Benefit: When incorporeal, as a standard action you
can make a Will saving throw (DC 15) to manifest fully GHOSTS
Normal: See Bull Rush in Chapter 8 of the Player’s for 1 round.
Handbook. Normal: A ghost without this feat cannot manifest
fully outside the Manifest Ward without magical aid.
Freezing Touch [Ghost, Corrupter]
Your touch is supernaturally cold. Ghost Flight [Ghost, Traveler]
Prerequisite: Corrupting Touch. Your fully manifested ghost body can fly.
Benefit: You can make a touch attack that deals 1d6 Prerequisite: Ghost Glide.
points of cold damage. When you are manifested fully Benefit: You can fly at your normal land speed with
or attacking incorporeal opponents, you add your good maneuverability, whether you are incorporeal or
Strength modifier to attack rolls. When you are incor- manifested fully. You cannot use the run action when
poreal, you add your Dexterity modifier to attack rolls. you fly.
If the attack scores a critical hit, the damage is doubled
(ghosts are not subject to critical hits). Only one kind Ghost Glide [Ghost, Traveler]
of damage or effect from the path of the corrupter Your fully manifested ghost body can slowly fly.
applies from each attack. Benefit: You gain a fly speed of 5 feet (good). You
You do not have to use this ability when you touch cannot use the run action when you fly.
another creature, and creatures that touch you do not Normal: A ghost without this feat is confined to the
take this damage. forms of movement available to corporeal creatures.
Normal: A ghost’s touch attack normally deals no
damage. Ghost Healing [Ghost, Shaper]
You can transfer some of your own ectoplasm to
Frightful Moan [Ghost, Haunt] another ghost to heal it.
You can unleash a moan that panics creatures near you. Prerequisite: Ectoplasm.
Prerequisites: Haunting Appearance, Cha 15. Benefit: As a standard action, you may sacrifice any
Benefit: As a standard action, you can moan in a number of your own current hit points in order to heal
frightful manner. All creatures within a 30-foot radius any ghost you are touching a like amount of hit points.
must succeed on a Will saving throw (DC 10 + 1/2 You cannot sacrifice more than your current hit points
your HD + your Cha modifier) or become panicked for +10, which is enough to kill you.
2d4 rounds. This is a sonic, necromantic, mind-affect-
ing, fear effect. A creature that successfully saves Ghost Hand [Ghost, Poltergeist]
against your frightful moan cannot be affected by it for You can move small objects in a limited manner
one day. Each time you use this ability, you deal 2 when you are a ghost.
points of Charisma damage to yourself. Benefit: You can exert force upon an unattended
object as if using the mage hand spell, except that the
Frightful Presence [Ghost, Haunt] range of this ability is touch, and it does not require
Your very presence can cause others to be stricken concentration. You can hold or move only one
with fear. object at a time. Holding an item does not take an
Prerequisites: Haunting Appearance, Frightful action.
Moan, Cha 15. Normal: Without this feat, an incorporeal ghost
Benefit: You gain frightful presence as an extraor- can move only other incorporeal creatures or ghost
dinary ability. You can activate the ability as a free touch items.
action whenever you attack, charge, or fly overhead.
Creatures with fewer Hit Dice than you that are Ghost Ride [Ghost, Dominator]
within a radius of 30 feet are subject to your frightful You can hide within the physical body of a living crea-
presence and must succeed on a Will saving throw ture, perceiving the world through its senses, but
(DC 10 + 1/2 your HD + your Cha modifier). Crea- without the ability to control the host.
tures with less than half your Hit Dice that fail are Benefit: As a standard action, you can attempt to
panicked for 2d4 rounds, and those with more than inhabit the physical body of a living creature. You
half your Hit Dice that fail are shaken for 2d4 rounds. must enter your target’s space, which provokes an
This is a mind-affecting, fear effect. A creature that attack of opportunity from the target. The target may
successfully saves against your frightful presence resist with a Will saving throw (DC 10 + 1/2 your HD
cannot be affected by it for one day. Each time you + your Cha modifier). A creature that saves against
use this ability, you deal 2 points of Charisma damage this ability is immune to your attempts to use any feat
to yourself.
33
CHAPTER 1: on the path of the dominator for one day. If the save is Benefit: Your Intelligence is 4 points higher for the
failed, your ghost body and any ghost touch equipment purpose of determining how many bonus languages
ALL ABOUT you carry vanishes into the target’s physical body you may start with. Speak Language is always a class
GHOSTS (non-ghost touch items you carry drop to the ground in skill for you. You gain a +1 bonus on all Innuendo and
the target’s square). The target gets another Will Sense Motive checks.
saving throw every 10 minutes to force you out of its
body, causing your ghost body to appear in an adja- Special: You may take this feat only as a 1st-level
cent space to your target. This is a mind-affecting abil- character.
ity. You may use this ability a number of times per day
equal to your Charisma modifier (minimum 1). Grand Malevolence [Ghost, Dominator]
You can possess multiple creatures and control their
Unlike magic jar, you do not control the target, but actions.
simply ride along in the target’s body. You see, hear, Prerequisites: Ghost Ride, Iron Will, Minor
smell, feel, and taste what the subject does. You may Malevolence, Malevolence, Cha 17.
remain within a host for a number of minutes equal to Benefit: As the Malevolence feat, except that you
10 × your Hit Dice, after which you are expelled auto- can possess a number of creatures equal to your
matically. When you leave a body, any ghost touch Charisma bonus. Each possession attempt takes a stan-
equipment you were carrying with you at the start of dard action, requires you to move into the target’s
the possession reforms with your ghost body. square (drawing an attack of opportunity), and affects
one creature.
You may use this feat only on creatures of the same You may divide your actions among your hosts in
type as you (humanoids may ride only humanoids, for any way you see fit. Distance is not a factor. For
example). example, if you are possessing a dwarf, an elf, and a
human, you could have the dwarf reload his crossbow
Ghost Smiting [General] (a move-equivalent action), have the elf cast a sleep
You can use your smite ability (smite evil for a paladin, spell (a standard action), and have the human take a 5-
smite undead for a Deathwarden chanter, and so on) to foot step. Alternatively, you could have the dwarf take
smite ghosts. a 5-foot step and the elf cast summon monster I (a full-
Prerequisites: Wis 13, smite ability. round action), leaving the human with no actions for
Benefit: You may use your smite ability to smite the round. Since relaxing control on a host is a free
ghosts. All normal rules for your smite ability apply, action, you can allow any or all of your hosts to act nor-
except that you may use the smite on ghosts as well as mally in the same round without penalty.
on your original sort of smite target, whether or not When you leave your last possessed host, your ghost
the ghost would normally qualify for your smite (a pal- touch equipment reappears with your reformed ghost
adin could use her smite evil ability to smite a neutral body.
or good ghost, for example). A creature that saves against this ability is immune
to your attempts to use any feat on the path of the dom-
Ghost-Touch Spell [Metamagic] inator for one day.
You know how to tune your damaging spells to affect
ghosts without harming other creatures. Greater Witchlight [Ghost, Shaper]
Benefit: A ghost-touch spell affects only ghosts Your witchlight can last longer, become hotter, or give
and does no damage to other creatures. Ghosts are off more light.
affected whether incorporeal or manifested fully and Prerequisites: Ectoplasm, Witchlight.
do not have the benefit of their incorporeal miss Benefit: Your witchlight can have any one of the fol-
chance. This metamagic feat works only on spells lowing effects. Each invocation of Witchlight may
that deal damage. For example, a ghost-touch fireball have a different effect, and over the course of 4 rounds,
cast by a 5th-level wizard deals 5d6 points of fire you can create three different types of witchlight, each
damage to ghosts, but is harmless to any other crea- with a different effect (it is not possible to add another
tures in the area. Damaging spells with additional effect to existing witchlight or change the effect once
effects not related to damage (such as the ability of a it is started).
wall of ice to function as a barrier) still affect non- Extended Witchlight: Your witchlight lasts as long as
ghosts (but if a nonghost passed through an opening you concentrate + 10 minutes.
in the wall of ice, he would not take any damage from Hot Witchlight: Your witchlight deals 1d6 points of
the spell). A ghost-touch spell takes up a slot of the fire damage every round to the target. The target can
same level as the spell’s actual level. attempt to extinguish the flames in the same manner
as extinguishing burning alchemist’s fire.
Gift of Tongues [General] Bright Witchlight: Your witchlight sheds light as a
You have an intuitive talent for learning languages. torch.
Prerequisite: Raised in Tereppek.
34
Green Bond [General] that number to your turning check result and subtract CHAPTER 1:
You have an empathic bond with one of the spirit trees it from your turning damage roll.
around Manifest. ALL ABOUT
Prerequisites: Wis 11, permission of a spirit tree. If you’re not a cleric, you may choose a number
Benefit: You gain a +2 bonus on all Knowledge no higher than your effective cleric level (for in- GHOSTS
(nature) and Wilderness Lore checks when within the stance, a paladin could choose a number up to two
Spirit Wood. Your bonded spirit tree can communicate lower than her paladin level). If a prestige class in-
with you telepathically at a range of 1 mile. This con- creases your effective turning level, use your effective
tact can be initiated only by your bonded tree; you turning level.
cannot send messages unless you have been contacted
first by your bonded tree and it is maintaining the tele- This feat first appeared in Defenders of the Faith.
pathic link.
Special: You may take this feat multiple times. Its Horrific Appearance [Ghost, Haunt]
effects do not stack. Each time you take this feat, you You can blast creatures with your simple appearance.
become bonded to another spirit tree. Most spirit trees Prerequisites: Control Visage, Haunting Appear-
prefer that their guardians are bonded to only one tree ance, Improved Control Visage, nongood alignment,
at a time, but there are exceptions. If your bonded Cha 17.
spirit tree is killed, you lose all benefits of this feat Benefit: As a standard action, you may assume a hor-
until you bond with another tree. rific appearance for 1 round that affects any creatures
within 60 feet that view you. These creatures must suc-
Haunting Appearance [Ghost, Haunt] ceed on a Fortitude save (DC 10 + 1/2 your HD + your
You can make your ghost body assume a terrifying ap- Cha modifier) or take 1d4 points of Strength, 1d4
pearance that can frighten observers. points of Dexterity, and 1d4 points of Constitution
Prerequisites: Control Visage, Improved Control damage. A creature that successfully saves against your
Visage, Cha 11. horrific appearance cannot be affected by it for one
Benefit: As a standard action, you can momentarily day. Each time you use this ability, you deal 2 points of
warp your appearance to such a horrible extent that Charisma damage to yourself.
one creature within 30 feet that can see you must suc-
ceed on a Will saving throw (DC 10 + 1/2 your HD + Improved Control Visage [Ghost, Haunt]
your Cha modifier) or be affected as by a cause fear You can change your ghost form’s appearance.
spell. A creature that succeeds on the save cannot be Prerequisites: Control Visage, Cha 11.
affected by your haunting appearance for one day. This Benefit: You can change the appearance of your
is a necromantic, mind-affecting, fear ability. Each ghost body, clothing, armor, weapons, and equipment
time you use this ability, you deal 2 points of Charisma as a standard action as if using the alter self spell,
damage to yourself. although the changes are purely cosmetic and do not
Normal: A ghost without this feat appears as she did grant you any additional abilities (such as flight if you
at the moment of her death, with wounds and other create wings). Thus, you could make yourself look like
trauma visible on her ghost body. This affects creatures a hobgoblin ghost, an elf ghost, fat, thin, short, tall, and
that see the ghost, as described in the Faces of Death so on, although you still appear semitransparent.
sidebar (earlier in this chapter).
Improved Deflection [Ghost, Poltergeist]
Haunting Voice [Ghost, Haunt] You are adept at deflecting things before they strike
You can make your voice originate from another you.
location. Prerequisite: Ghost Hand.
Benefit: You can cause the sound of your voice to Benefit: Your incorporeal deflection bonus
originate from any point you can see within 100 feet. increases by 1. You cannot use this feat to increase the
While using this ability, all speech and other vocaliza- effect of a deflection bonus gained from a magic item
tions originate from this other location. You cannot or spell; it applies only to the deflection bonus derived
use this ability in conjunction with any magical ability from your Charisma score because you are a ghost.
that relies on sound, such as bardic music or a shout Special: You may take this feat multiple times. Its
spell. Using this ability requires concentration. effects stack. When you are forced to manifest fully,
this feat applies to the natural armor bonus granted by
Heighten Turning [General] your Charisma (see Monster Abilities, later in this
You can affect more powerful undead with your turn- chapter).
ing or rebuking attempts.
Prerequisites: Cha 13, Extra Turning. Improved Ghost Flight [Ghost, Traveler]
Benefit: When you turn or rebuke undead, you may Your ghost body can fly rapidly.
choose a number no higher than your cleric level. Add Prerequisites: Ghost Glide, Ghost Flight.
Benefit: Your ghost fly speed increases by 10 feet,
and you can use the run action when you fly.
35
CHAPTER 1: Improved Poltergeist Hand [Ghost, Poltergeist] Incorporeal Spell Targeting [General]
You can move a large object at a distance when you are You know how to cast your spells so they’re more
ALL ABOUT a ghost. likely to affect incorporeal creatures.
GHOSTS Prerequisites: Ghost Hand, Poltergeist Hand, Benefit: Every time a spell, spell-like ability, or
Cha 13. supernatural ability fails to affect an incorporeal crea-
Benefit: You can move a single object as if using the ture because of its incorporeal miss chance, you can
sustained force version of the telekinesis spell, except reroll your miss chance percentile roll one time to see
that it lasts as long as you concentrate. Your caster level if you actually affect it. If multiple incorporeal crea-
is equal to your Hit Dice. A creature can resist being tures are to be affected by the magical effect, you can
moved with a successful Will saving throw (DC 10 + reroll each creature’s miss chance once.
1/2 your HD + your Cha modifier).
Incorporeal Target Fighting
Improved Turn Resistance [General]
You are better able to [Fighter, General]
resist the channeling
of positive or nega- You know how to fight incorporeal
tive energy by creatures in melee.
clerics and sim-
ilar classes. Benefit: In melee, every time
Prerequisite: you miss because of a creature’s
Undead. incorporeal miss chance, you can
Benefit: You reroll your miss chance percentile
gain turn re- roll one time to see if you actually
sistance +2. If hit.
you already have
turn resistance, Kihu-Sherem Guardian
your turn resist-
ance increases [General]
by 2.
Special: You You are one of the Kihu-
may take this Sherem, magically al-
feat multiple tered in the womb to
times. Its effects allow you to better pro-
stack. Each time tect the ruling sorcerers of
you take it, your your homeland.
turn resistance Prerequisite: Male hu-
increases by 2. man member of a Bazareene
noble family.
Incorporeal Benefit: For the purpose of
determining the effects and DCs
Form [Ghost, of your monk special abilities,
treat your Wisdom as 2 points
Traveler] higher than its actual value.
Your eyes are a strong,
You can become clear green, showing
incorporeal even your magical heritage.
when you would oth-
erwise be forced to mani- Special: You may
fest fully. take this feat only as a
1st-level character. You can
Benefit: When manifested fully, as a standard take this feat even if you don’t
action, you can make a Will saving throw (DC 15) to have any levels in the monk class.
become incorporeal for 1 round. If you revert to being
manifested fully while inside a material object (such as Malevolence [Ghost, Dominator]
a solid wall), you are shunted off to the nearest open You can possess a creature and control its actions.
space and take 1d6 points of damage per 5 feet that you Prerequisites: Ghost Ride, Iron Will, Minor Malev-
so travel. olence, Cha 15.
Benefit: As the Minor Malevolence feat, except the
Normal: A ghost without this feat is normally incor- maximum duration is a number of hours equal to your
poreal, but is manifested fully within the borders of Hit Dice. A creature that saves against this ability is
the Manifest Ward and cannot overcome the effect immune to your attempts to use any feat on the path of
without magic. the dominator for one day. Each time you use this abil-
ity, you deal 2 points of Charisma damage to yourself.
36
Militia [General] Poltergeist Hand [Ghost, Poltergeist]
You served in a local militia, training with weapons You can move small objects in a limited manner at a
suitable for use on a battlefield. distance when you are a ghost.
Prerequisite: Raised in Bazareene. Prerequisite: Ghost Hand.
Benefit: You get proficiency with the light crossbow Benefit: You may control, at a distance, a number of
and either the short sword or the handaxe. unattended objects equal to 1 + your Charisma bonus
A version of this feat first appeared in the FORGOTTEN as if using the mage hand spell, except that doing so
REALMS Campaign Setting. does not require concentration.
Minor Malevolence [Ghost, Dominator] Poltergeist Rage [Ghost, Poltergeist] CHAPTER 1:
You can possess a creature for a short while and control You can throw heavy objects with the power of your
its actions. mind. ALL ABOUT
Prerequisites: Ghost Ride, Iron Will, Cha 13. Prerequisites: Ghost Hand, Poltergeist Hand, Cha
Benefit: As the Ghost Ride feat, except that you do 13. GHOSTS
control the host. A creature that saves against this abil- Benefit: You can move creatures or objects as if
ity is immune to your attempts to use any feat on the using the violent thrust version of the telekinesis spell.
path of the dominator for one day. Each time you use Your caster level is equal to your Hit Dice. A creature
this ability, you deal 2 points of Charisma damage to can resist being thrown with a successful Will saving
yourself. throw (DC 10 + 1/2 your HD + your Cha modifier).
Each time you use this ability, you deal 2 points of
Natural Spell [General] Charisma damage to yourself.
You can cast spells while in wild shape or shifted form.
Prerequisites: Wis 13, ability to use wild shape. Power Lunge [Fighter, General]
Benefit: You can complete the verbal and somatic Your ferocious attack may catch an opponent
components of spells while in a wild shape. For unprepared.
example, while in the form of a hawk, you could sub- Prerequisites: Base attack bonus +3, Power Attack.
stitute screeches and gestures with your talons for the Benefit: A successful attack roll during a charge
normal verbal and somatic components of a spell. You allows you to add double your normal Strength modi-
can use any material components or focuses that you fier to the attack’s damage, regardless of whether you’re
can hold with an appendage of your form, but you using one- or two-handed weapons. You provoke an
cannot make use of any such items that are melded attack of opportunity from the opponent you charged.
within that form. This feat does not permit the use of This feat first appeared in Sword and Fist.
magic items while in a form that could not ordinarily
use them, and you do not gain the ability to speak Quicken Turning [General]
while in wild shape. You can turn or rebuke undead with a moment’s
This feat first appeared in Masters of the Wild. thought.
Prerequisites: Ability to turn or rebuke undead,
Nauseating Touch [Ghost, Corrupter] Cha 13, Extra Turning.
When you touch a living creature, you can make it Benefit: You can turn or rebuke undead as a free
nauseated. action, but with a –4 penalty on both your turning
Prerequisites: Corrupting Touch, Cha 13. check and turning damage roll. You may still make
Benefit: You can make a touch attack that nauseates only one turning attempt per round.
a living creature for a number of rounds equal to 1d4 + You may use this feat only when you actually
your Charisma modifier. The target may resist with a attempt to turn or rebuke undead. You may not use it
Fortitude saving throw (DC 10 + 1/2 your HD + your when you power a divine feat.
Cha modifier). When you are manifested fully or This feat first appeared in Defenders of the Faith.
attacking incorporeal opponents, you add your
Strength modifier to attack rolls. When you are incor- Rend Ghost [Ghost, Corrupter]
poreal, you add your Dexterity modifier to attack rolls. Your touch can maul the ectoplasm of another ghost.
Only one kind of damage or effect from the path of the Prerequisites: Corrupting Touch, Ectoplasm.
corrupter applies from each attack. Benefit: When you use Corrupting Touch to make
You do not have to use this ability when you touch a touch attack against a ghost, you deal 1d10 points of
another creature, and creatures that touch you are not damage instead of 1d4.
subject to this effect.
Normal: A ghost’s touch attack normally deals no Resist Ghost [General]
damage. You are resistant to the effects of ghost powers.
Benefit: You gain a +4 bonus on all saving throws
against ghost powers.
37
CHAPTER 1: Saddleback [Fighter, General] Benefit: For the purpose of determining bonus
You were raised among people who are as comfortable spells and the save DCs of spells you cast as a sorcerer,
ALL ABOUT riding as walking. treat your Charisma as 2 points higher than its actual
GHOSTS Prerequisite: Human raised in Thurkasia. value. Your eyes are a strong, clear green, showing your
Benefit: You receive a +3 bonus on all Ride checks. magical heritage.
Special: You may take this feat only as a 1st-level
character. Special: You may take this feat only as a 1st-level
character. You can take this feat even if you don’t have
Sculpt Ghost Body [Ghost, Shaper] any levels in the sorcerer class.
You can reshape your ghost body’s ectoplasm to
enhance one physical ability score at the expense of Sherezem-Lar Sorcery [General]
another. You are one of the Sherezem-Lar, an elite group within
Prerequisites: Ectoplasm, Shape Ectoplasm, Wis 11. the Sherem-Lar, head and shoulders above the others
Benefit: As a full-round action, you can alter your in power.
ectoplasm to increase your Strength, Dexterity, or Prerequisites: Sherem-Lar Sorcery, female human
Constitution by +2 in exchange for a –2 penalty to one member of a Bazareene noble family.
of the two physical ability scores you didn’t change. Benefit: For the purpose of determining bonus
This change lasts 10 minutes, after which your ability spells and the save DCs of spells you cast as a sorcerer,
scores revert to their normal values. A creature with- treat your Charisma as 2 points higher than its actual
out an ability score cannot increase or decrease that value. This benefit stacks with the bonus from the
ability score with this feat. Sherem-Lar feat. Your eyes are a strong, clear green,
You can use this feat on yourself more than once at showing your magical heritage.
the same time, increasing one ability score at the Special: You may take this feat only as a 1st-level
expense of two others, or vice versa. The bonuses and character. You can take this feat even if you don’t have
penalties stack. any levels in the sorcerer class.
Shape Ectoplasm [Ghost, Shaper] Shriveling Touch [Ghost, Corrupter]
You can make equipment out of ectoplasm. Choose one physical ability score (Strength, Dexterity,
Prerequisites: Ectoplasm, Wis 11. or Constitution). When you touch a living creature or
Benefit: You can shape available ectoplasm into a a ghost, you can cause permanent drain to that score.
facsimile of nonliving material, such as clothing, rope, Prerequisites: Corrupting Touch, Agony Touch for
leather, or wood. For example, you could make a suit of the same ability score, Cha 13.
leather armor out of ectoplasm and it would function Benefit: You can make a touch attack that deals 1d4
exactly like normal leather armor (buckles, buttons, points of permanent ability drain to the selected abil-
and other small parts that would normally be made out ity score of a living creature or ghost. When you are
of metal are instead made of ectoplasmic wood but are manifested fully or attacking incorporeal opponents,
sufficient for this purpose). It takes 1 full round per you add your Strength modifier to attack rolls. When
pound of weight of the object to craft it, so a suit of you are incorporeal, you add your Dexterity modifier
ectoplasmic leather armor takes 15 rounds to shape. to attack rolls. If the attack scores a critical hit, the
You must make an appropriate Craft check to shape draining is doubled (ghosts are not subject to criti-
articles requiring a high degree of craftsmanship cal hits). Only one kind of damage
(a folding chair, a glass vase, and so on). or effect from the path of the
The material is obviously formed of ecto- corrupter applies from each
plasm and lasts for a number of minutes attack. You may use this
equal to 10 + (10 × your Wisdom bonus). attack once per day per
Shaped ectoplasm has all the properties character level.
of raw ectoplasm, except that it lasts You do not have to use
longer and maintains whatever this ability when you touch
form you mold it into. another creature, and creatures
that touch you are not subject to
Sherem-Lar Sorcery [General] this ability drain.
You are one of the Sherem-Lar, Normal: A ghost’s touch attack
magically altered in the womb normally deals no damage.
to enhance your potential as a Special: You can gain this feat
sorcerer. multiple times. Its effects do not
Prerequisite: Female human stack. Each time you take the
member of a Bazareene noble feat, it applies to a different abil-
family. ity score.
38
Solid Visage [Ghost, Haunt] Twin Sword Style [Fighter, General] CHAPTER 1:
Your ghost body appears solid and alive. You have mastered a style of defense that others find
Benefit: Your ghost body (whether incorporeal or frustrating. ALL ABOUT
manifested fully) appears solid and alive, although it Prerequisites: Raised among the elves of Sura-
can also appear like a normal ghost if you choose. Khiri, Two-Weapon Fighting. GHOSTS
Changing from one state to the other is a standard Benefit: When fighting with two swords (dagger,
action that does not provoke an attack of opportunity. longsword, rapier, scimitar, or short sword, in any
As long as you appear solid, you lose your ghost +4 combination), you can designate a melee opponent
racial bonus on Hide checks. during your action and receive a +2 armor bonus to
Normal: A character without this feat has a ghost your Armor Class against attacks from that opponent.
body that is semitransparent and easily recognizable as This armor bonus stacks with the armor bonus from
a ghost. armor and shield. You can select a new melee oppo-
nent on any action. A condition that makes you lose
Survivor [General] your Dexterity bonus to Armor Class (if any) also
Your people thrive in a region that others find unin- makes you lose this bonus.
habitable, and you excel at uncovering the secrets of A version of this feat first appeared in the FORGOTTEN
the wilderness and surviving to tell the tale. REALMS Campaign Setting.
Prerequisite: Raised in Thurkasia.
Benefit: You gain a +1 bonus on Fortitude saves and Wise to Your Ways [General]
a +2 bonus on all Wilderness Lore checks. You are particularly resistant to the unusual attacks of
Special: You may take this feat only as a 1st-level your favored enemy.
character. Prerequisite: Favored enemy.
This feat first appeared in the FORGOTTEN REALMS Cam- Benefit: Choose one type of favored enemy, such as
paign Setting. undead. You add your favored enemy bonus for that
type of creature to saving throws against the standard
Temper Ectoplasm [Ghost, Shaper] extraordinary, spell-like, and supernatural abilities of
You can make durable equipment out of ectoplasm. your favored enemy. You do not gain this bonus against
Prerequisites: Ectoplasm, Shape Ectoplasm, Wis 13. other attacks by the creature. For example, a ranger
Benefit: You can shape available ectoplasm into a with undead as a favored enemy would gain his
facsimile of nonliving material, such as stone, crystal, favored enemy bonus on saves against a vampire’s
or iron, or anything that can be shaped by the Shape domination ability, but not to saves against the poison
Ectoplasm feat. For example, you could make a suit of on its dagger or any saves against spells it cast from
half-plate out of ectoplasm and it would function class levels. This saving throw bonus applies to all sec-
exactly like normal half-plate. It takes 1 full round per ondary effects of the favored enemy’s attacks, so the
pound of weight of the object to craft it, so a suit of ranger would also get his favored enemy bonus on the
ectoplasmic half-plate takes 50 rounds (5 minutes) to Fortitude save to remove a negative level caused by the
shape. You must make an appropriate Craft check to vampire’s energy drain ability.
shape articles requiring a high degree of craftsmanship
(jewelry, swords, and so on). Witchlight [Ghost, Shaper]
The material is obviously formed of ectoplasm and You can create witchlight, a harmless faint light, on
lasts for a number of hours equal to your Wisdom yourself or an object.
bonus + 1. Tempered ectoplasm has all the properties Prerequisite: Ectoplasm.
of raw ectoplasm, except that it lasts longer and it Benefit: As a standard action, you can cause some or
maintains whatever form you mold it into. all of your body or an unattended object up to
Medium-size that you touch to glow with witchlight,
Touch Attack Specialization [Ghost, Corrupter] a harmless supernatural flame resembling faerie fire.
Choose one of your ghost touch attacks that deals hit Witchlight sheds light as a candle and may be pale red,
point damage, ability damage, or ability drain, such as orange, green, blue, or violet. Maintaining witchlight
Corrupting Touch. You are especially good at using requires concentration, and you can maintain its effect
this touch attack. on an object as long as it is within 100 feet of you. This
Prerequisites: Base attack bonus +2 plus any touch is a supernatural ability.
attack that deals hit point damage, ability damage, or You can use witchlight to outline a creature (such as
ability drain. one under the effects of blur, invisibility, and so on), but
Benefit: You add +2 to all damage rolls you make doing so requires a touch attack (which draws an
using the selected touch attack. attack of opportunity from the defender).
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it applies
to a different touch attack of the appropriate type.
39
CHAPTER 1: CHANGES TO THE RULES from appearing on the Ethereal Plane or becoming a
ghost.
ALL ABOUT The nature of ghosts means that some aspects of the
GHOSTS D&D rules work differently in the Ghostwalk cam- Dismissal: If used successfully on a ghost, this spell
paign setting. sends it to the True Afterlife.
CLASSES Etherealness: This spell can be used to reach the True
Some of the standard classes have additional fea- Afterlife, but none who have done so have returned.
tures, as follows.
Bard: Knowledge (ghost lore) is a class skill. Gate: This spell can be used to reach the True
Cleric: Knowledge (ghost lore) is a class skill. Afterlife, but none who have done so have
Druid: A druid who is a ghost can use wild returned.
shape to take the form of an animal or an ele-
mental. A druid’s animal form has the ghost tem- Greater Planar Binding: This spell and other spells
plate, but an elemental form does not. in its chain can be used to call and bind ghosts,
Ranger: Rangers may select ghost as a subtype regardless of what plane the ghost is on.
of outsider for their favored enemy. They may
also select yuan-ti as a favored enemy, with their Gentle Repose: A gentle repose spell used on the
bonus applying to yuan-ti of all kinds. remains of a slain ghost preserves it as if it were a
Wizard: Knowledge (ghost lore) is a class skill. normal corpse. Its ectoplasm does not decay into
nothingness as long as the spell is in effect. The
SPELLS
Some spells have special aspects or properties in the spell can also be used to preserve an object made
Ghostwalk campaign setting, as follows. of ectoplasm, affecting a single target of up to 50
Alter Self: An incorporeal ghost can use this spell to pounds in weight.
appear as a different kind of incorporeal creature.
Animate Dead: If this spell is cast on the body of a Greater Planar Ally: As lesser planar ally (see
creature that is a ghost, the ghost has no special aware- below).
ness of the violation of its body. If the undead creature
is destroyed, the remains may still be used as the Identify: This spell reveals a magic weapon’s
ghost’s body when being restored to life. current and previous names.
Antilife Shell: This spell does not prevent the
entrance of ghosts. Legend Lore: This spell reveals a magic weapon’s current
Analyze Dweomer: In addition to its normal func- and previous names if the item is on hand or if the caster
tions, this spell automatically reveals a magic weapon’s has detailed information about the item. If the caster has
current and previous names. only vague rumors (including just one of the weapon’s
Antipathy: Ghost is an acceptable creature type for names), the spell usually reveals one of the weapon’s
this spell. other names in addition to its other effects.
Change Self: A living creature can use this spell to
appear as a semitransparent ghost. A ghost can use this Lesser Planar Ally: This spell can be used to call
spell to appear as a normal living creature. ghosts from the True Afterlife.
Clone: This spell can create a clone of a ghost, but if
the original is still alive (whether as a ghost or a living Magic Jar: This spell cannot be used on ghosts. A
creature), the clone is merely ectoplasm that fades ghost who uses this spell has her ghost body and her
after 10 minutes unless preserved. ghost touch equipment vanish when it is cast, reforming
Create Food and Water: This spell can be used to create near the magic jar when the duration expires or the
ectoplasm instead of food. It creates 1 cubic foot of ec- caster desires to end the spell.
toplasm per level of the cleric. One cubic foot of ecto-
plasm weighs approximately 100 pounds. Major Creation: Ectoplasm counts as vegetable matter
Create Greater Undead: As create undead (see below). for the purpose of this spell.
Create Undead: If this spell is cast on the body of a
creature that is a ghost, the ghost has no special aware- Make Whole: This spell can keep an ectoplasmic
ness of the violation of its body. If the undead creature object from decaying for 1 hour.
is destroyed, the remains may still be used as the
ghost’s body when being restored to life. Mending: This spell can keep an ectoplasmic object
Death Knell: Although this spell draws on the ebbing from decaying for 1 minute.
life force of a creature, it does not prevent the creature
Minor Creation: Ectoplasm counts as vegetable
matter for the purpose of this spell.
Passwall: This spell can create a passage through an
ectoplasmic barrier.
Permanency: Several spells in this book are affected
by the permanency spell.
The following spell can be made permanent on the
caster only.
Spell Minimum XP Cost
Detect ghost Level 500 XP
9th
The following spells can be made permanent on the
caster, another creature, or an object (as appropriate).
40
Spell Minimum XP Cost Resurrection: As raise dead (see above).
Ghost companion Level 1,500 XP Soul Bind: This spell may be cast upon a newly
Iron bones 11th 2,000 XP formed ghost as long as it has spent no more than 1
Pleasant visage 12th 500 XP round per caster level on the Material Plane (time
Stone bones 9th 1,000 XP spent in transition on the Ethereal Plane does not
Undead torch 10th 1,500 XP count toward this time limit).
11th Speak with Dead: This spell does not work on living
ghosts, but works normally if cast upon a slain ghost’s
The following spells can be made permanent on areas. ectoplasmic remains.
Sympathy: Ghost is an acceptable creature type for
Spell Minimum XP Cost this spell. CHAPTER 1:
Ectoplasmic web Level 1,500 XP True Resurrection: As raise dead (see above).
Ethereal alarm 11th 1,000 XP ALL ABOUT
Wall of ectoplasm 10th 1,500 XP MAGIC ITEMS
11th Some magic items have special aspects or properties in GHOSTS
the Ghostwalk campaign setting, as follows.
Planar Ally: As lesser planar ally (see above). Bag of Holding: Because it does not need to breathe or
Plane Shift: This spell can be used to reach the True eat, a ghost can live indefinitely within the nondi-
Afterlife, but none who have done so have returned. mensional space created by this item.
Polymorph Any Object: Ectoplasm counts as vegetable Brilliant Energy Weapons: These items deal dam-
matter for the purpose of this spell. age to ghosts.
Prestidigitation: This spell can create up to 1 pound of Ghost Touch Armor: In the Ghostwalk campaign, ghost
ectoplasm. touch armors are much more common and easier to
Protection from Chaos/Evil/Good/Law: Because a ghost create. They have the same abilities as the ghost touch
who returns to the Material Plane under its own pow- armor presented in the DUNGEON MASTER’s Guide, but the
er is not a summoned or conjured creature, such a market price is a +1 bonus instead of a +3 bonus. A
ghost is not affected by the third effect of this spell. character wishing to create ghost touch armor may use
Purify Food and Drink: This spell can be cast on ecto- the etherealness spell or the ghost touch armor spell as a
plasm, delaying its dissolution for another 10 prerequisite.
minutes. One cubic foot of ectoplasm Heward’s Handy Haversack: Be-
weighs approximately 100 pounds. cause it does not need to breathe
Raise Dead: This spell can be used to restore a slain or eat, a ghost can live indefi-
ghost to life (as a ghost) if any of its ghost body’s ecto- nitely within the nondimensional
plasm remains. If used on the physical body of a slain space created by this item, assuming
ghost (to restore the person fully to life), the time the ghost can fit into one
spent as a ghost does not count of the spaces.
toward the time limit for this spell Iron Flask: A ghost can
(so a person that died one month be captured with this item.
ago but spent all that time as a Necklace of Strangulation:
ghost could still be restored to life Although a ghost does not
with this spell). need to breathe, the con-
Reincarnate: This striction from this item
spell works nor- still deals damage to a
mally and does ghost wearer and can kill
not cause the tar- a manifested ghost.
get to lose a level Nolzur’s Marvelous Pig-
or a point of ments: This item can be
Constitution. used to create ecto-
If used on the plasm or ectoplas-
ectoplasmic mic items. The
remains of a ghost, time limit for
it works normally,
reincarnating the
ghost as a living
creature with
a physical
body.
JJ
41
CHAPTER 1: the ectoplasm starts when the item has been com- on the other end. With a bola flail, you gain a +2 bonus
pleted (in other words, once the 10-minute creation on your opposed attack roll when attempting to
ALL ABOUT period is over). disarm an enemy (including the roll to avoid being dis-
GHOSTS armed if you fail to disarm your enemy). You can also
Oil of Timelessness: If used on ectoplasm, this item use this weapon to make trip attacks. If you are tripped
acts as 5 doses of ectoplasmic stabilizer. during your own trip attempt, you can drop the bola
flail to avoid being tripped.
Portable Hole: Because it does not need to breathe or
eat, a ghost can live indefinitely within the extra- You can throw the bola flail at a Medium-size or
dimensional space created by this item. smaller target in an attempt to trip the target instead of
dealing damage. You must make a ranged touch attack
Ring of X-Ray Vision: Ectoplasm counts as vegetable to do so, and if you hit, your opponent must make a
matter for the purpose of this item. Strength or Dexterity check (DC 15) or be tripped (the
defender takes a –4 penalty for every size category
Scarab of Death: Because a ghost body is not warm in smaller than Medium-size). The opponent must then
the manner of a normal physical body, proximity to a make a grapple check against your attack roll. If he
ghost body does not trigger this item. fails, he is grappled. A bola flail can trip or grapple only
a Small- or Medium-sized target. An opponent can
MONSTER ABILITIES extricate himself from a bola flail as a full-round
Some traits and special abilities of monsters have spe- action. When you use a bola flail to make a ranged trip
cial aspects or properties in the Ghostwalk campaign attack, your opponent does not get an opportunity to
setting, as follows. trip you in return.
Incorporeal: A naturally incorporeal monster (such
as a shadow or spectre) that is forced to manifest fully ARMOR
(whether by the Manifest Ward or a spell or item that One special type of armor is specifically available in
duplicates its effects) is treated as if it had a Strength the Ghostwalk campaign.
score of 10. It uses its Strength modifier instead of its Thurkasian Breastplate: This armor is designed to
Dexterity modifier on its melee attacks. In the Ghost- be put on quickly and removed easily. The major pieces
walk campaign, such a creature should be given Incor- are all attached by small leather cords and rivets, allow-
poreal Form as a bonus feat; otherwise, the creature ing it to be draped over your body all at once. Donning
ends up far weaker than its CR would imply. this armor hastily or removing it is a full-round action,
Scent: Ghosts who are manifested fully can be de- rather than taking 1 minute. Donning the armor nor-
tected and recognized by scent. Their scent is simi- mally takes 3 minutes. It is otherwise identical to a
lar to, but not the same as, their physical body’s standard breastplate.
scent.
Undead: Because of the influence of the Manifest GOODS AND SERVICES
Ward’s strange energies, undead creatures within it all A number of new or specialized goods and services can
gain turn resistance +2. This does not stack with the be found only in Manifest or nearby.
creature’s normal turn resistance (if any), nor does it
stack with the bonus from the Improved Turn Resis-
tance feat.
EQUIPMENT MUNDANE ITEMS
The following products are unusual or unknown else-
Many unusual items are common in the Ghostwalk where, but common in the Ghostwalk setting.
campaign, including some that might be unheard of or Desk Clock: This bronze, copper, and steel device
useless elsewhere. These items are presented on Tables was invented by a gnome ghost who spent over a hun-
1–8 through 1–13 and described in the following text. dred years developing it. It uses springs, gears, and
weights to measure time, and if wound daily, it keeps
WEAPONS time to within a few minutes each day. The machine is
One new weapon is available in the Ghostwalk campaign. about the size of a human head and tends to be less
Bola flail: This is a 5-foot length of rope with a loop accurate if moved about or left in any position other
or small metal handle on one end and a 2-pound weight than upright.
Table 1–8: Exotic Weapons—Melee
Size Weapon Cost Damage Critical Range Increment Weight Type
×2 10 ft. 4 lb. Bludgeoning
Small Bola flail* 5 gp 1d6
*See the weapon description of this item for special rules.
Table 1–9: Armor Cost Armor Maximum Armor Arcane —–— Speed —–—
250 gp Bonus Dex Bonus Check Penalty Spell Failure (30 ft.) (20 ft.) Weight
Armor
Thurkasian breastplate +5 +3 –4 25% 20 ft. 15 ft. 30 lb.
42
Bola flail Desk clock CHAPTER 1:
Shellcraft manikin Ectoplasmic stabilizer
ALL ABOUT
GHOSTS
Thurkasian breastplate
Tereppekian Paper: The people of Tereppek have Body Housing: This is the cost for a ghost to have her
developed a method of making paper from vegetable dead body kept cold in storage so that it does not decay
pulp, which is cheaper and faster than the cloth-fiber and she can be raised later. It does not include the use of
paper created elsewhere. A single piece of paper is a gentle repose spell; any church charges 60 gp for such,
about four times the size of a single page from a and it lasts only three days, but it does not require the
spellbook. body to remain undisturbed in a cold basement.
Tereppekian Blank Book: This is a book made Host, Typical: Some ghosts miss the smells, tastes,
of 25 pages of Tereppekian paper, folded, cut, and and colors experienced when living and hire people
bound into a soft leather cover to make a book with willing to be possessed with the Ghost Ride feat tem-
100 blank pages. porarily for meals and other activities. This service pro-
vides a typical host with no exceptional ability scores
Tereppekian Spellbook: This is a spellbook made and no unusual drawbacks (a missing leg, severe scar-
of extra-thick paper and bound in a stiff leather cover. ring, and so on).
It otherwise is exactly like a normal parchment-page
spellbook. Host, Superior: Some people who serve as hosts are
more attractive, stronger, or otherwise exceptional
MOUNTS AND RELATED GEAR compared to a typical host. These hosts charge for their
A superior breed of horse is raised in one region of the exceptional abilities, asking 1 sp for each point of
Ghostwalk campaign. Strength, Dexterity, Constitution, and Charisma
Thurkasian Horse/Warhorse: These horses are bonus. For example, an otherwise unexceptional char-
identical to those described in the Monster Manual, acter with a Charisma of 16 (+3 bonus) would charge 4
except their Strength and Constitution scores are 2 sp per hour of possession.
points higher (with the appropriate adjustments to hit
points, attacks, and saving throws). SPECIAL AND SUPERIOR ITEMS
The following items are available in Manifest and pos-
SERVICES sibly in other nearby countries.
Special services especially for ghosts are readily avail- Soul Venom: This alchemical liquid smells like
able in Manifest. incense. Soul venom is harmless to living creatures,
43
Table 1–10: Mundane Items Cost Weight living creature made of ectoplasm, but can be used on
25 gp 8 lb. the remains of a slain ectoplasmic creature.
Item 1 sp *
Desk clock 3 gp 3 lb. Ghost Disguise Kit: This is like a normal disguise
Tereppekian paper (sheet) 10 gp 3 lb. kit, except all the parts are alchemically treated to
Tereppekian blank book match the transparency and coloration of ghosts. A
Tereppekian spellbook ghost disguise kit can be used to disguise a living crea-
ture as a ghost, although at a –10 circumstance penalty
Table 1–11: Mounts and Related Gear on the Disguise check.
Item Cost Weight Raw Ectoplasm: This is raw, unshaped ectoplasm,
— either slippery or sticky. It decays into nothingness
Thurkasian horse, heavy 300 gp — after 10 minutes unless stabilized with magic or ecto-
plasmic stabilizer.
CHAPTER 1: Thurkasian warhorse, heavy 400 gp
Shellcraft Manikin: This humanoid creation of
ALL ABOUT Table 1–12: Services Cost metal and wood roughly resembles a tailor’s dummy,
GHOSTS 2 gp with articulated limbs and head. The unusual materials
Service 1 sp in its construction allow an incorporeal creature to
Body housing (per day) See text enter the manikin (a standard action) and move it in a
Typical host (per hour) manner similar to how some ghosts can possess
Superior host (per hour) bodies, allowing a ghost to carry material objects even
when outside the Manifest Ward. Leaving the manikin
Table 1–13: Special and Superior Items is a standard action.
Item Cost Weight A ghost uses its own ability scores when inhabiting
* a manikin. However, because a manikin is less effi-
Soul venom 200 gp * cient than a true body, a ghost operating a manikin
* takes penalties similar to those from wearing armor.
Cretchwater oil 150 gp * An inhabited manikin has a maximum Dex bonus of
+2 and an armor check penalty of –5. A ghost profi-
Dark ectoplasm 700 gp 1 lb. cient in medium armor ignores these penalties. A
var. manikin can wear armor just as a normal character can;
Ectoplasmic stabilizer 5 gp 8 lb.*** a ghost inhabiting such a manikin uses the smaller
40–80 lb. maximum Dex bonus of the two and adds together the
Raw ectoplasm 1 cp armor check penalties.
Equipment, ectoplasmic + 5 gp/lb.** If the ghost is subject to attacks that would normally
not harm an incorporeal creature, the attacks affect the
Ghost disguise kit 100 gp manikin instead. Attacks that do not harm the ghost
because of its incorporeal miss chance do affect the
Shellcraft manikin 250 gp manikin. A manikin may be built in the form of a
dwarf, elf, gnome, half-orc, halfling, or human. A
*No weight worth noting. manikin has hardness 7 and 50 hit points if it is
**See item description for special rules for this item’s price. Medium-size, or 35 hit points if it is Small.
***These items weigh one-quarter this amount when made for
Small characters. Wraithweed: Found only in far-off Tereppek,
wraithweed is a nonmagical plant. In the past few
but acts as Large monstrous scorpion venom (injury months, a select few have discovered that when this
DC 18, 1d6 Str/1d6 Str) against manifested ghosts. plant is alchemically treated, powdered, and then dis-
solved in liquid, it becomes a strange mixture that
Cretchwater Oil: This green oil smells strongly grants ghosts euphoria and relaxation.
of crushed green plants. Against living creatures, it
acts as Small monstrous centipede poison (injury Wraithweed is addictive to ghosts, who must make
DC 11, 1d2 Dex/1d2 Dex), but against ghosts, it a Fortitude saving throw (DC 14) each time it is used
functions as greenblood oil (injury DC 13, 1 Con, or become hooked on the substance. Once addicted,
1d2 Con). a ghost must make a Fortitude save (DC 14) every
day or take 1d2 points of Strength damage and 1d2
Dark Ectoplasm: This gray-black material is made points of Constitution damage (on the second day
from corrupted ectoplasm and is the bane of many after the most recent use and every day after that, the
ghost abilities. It is a poison that affects only ghosts DC is 19). A failed save also means the addicted
(injury DC 18, 1d6 Cha/1d6 Cha) and usually is ghost flies into a fit of rage at a random time during
enough to temporarily disable the more dangerous the day, attacking anything in sight for 1d8 rounds
ghost abilities. and then becoming fatigued for 1 hour. If the char-
acter succeeds on two of these saving throws in a
Equipment, Ectoplasmic: This is a weapon,
piece of armor, or other equipment created out of
ectoplasm and magically or alchemically stabilized
for 10 days. Ectoplasmic equipment can also be sta-
bilized in advance for 100 days for 50 gp per pound
instead of 5 gp per pound. Ectoplasmic equipment
can be purchased as standard quality or masterwork
quality.
Ectoplasmic Stabilizer: This fine blue powder is
instantly absorbed by ectoplasm, altering its properties
so that it lasts ten days instead of only 10 minutes
(multiple doses applied to an item extend the duration
proportionately). One ounce of powder is required for
each pound of ectoplasm. It has no effect if used on a
44
row, he is no longer addicted and no longer needs to 3rd-Level Bard Spells CHAPTER 1:
make recurring saving throws against the drug Hold Person or Ghost: As hold person, but also affect-
unless he takes it again. ing ghosts. ALL ABOUT
Song of the Calling: Ghost departs immediately for
The most terrible aspect of wraithweed is the long- the True Afterlife. GHOSTS
term effects of addiction. Over time, the drug breaks
down the ectoplasm of an addicted ghost, turning it 4th-Level Bard Spells
into an incorporeal undead creature. A character Dispel Possession: Forces possessing creature out of
reduced to 0 Strength because of wraithweed becomes its host body.
an undead shadow. One reduced to 0 Constitution War Cry: You gain +2 morale bonus on attacks and
because of wraithweed becomes a wraith. damage, plus panic melee opponents.
Lesser restoration and restoration can combat the ability 5th-Level Bard Spell
damage from the drug, but not the addiction. A remove Dominate Person or Ghost: As dominate person, but
disease spell instantly cures a ghost’s wraithweed addic- also affecting ghosts.
tion, but not the ability damage. Greater restoration or
heal cures the addiction and restores all ability damage 6th-Level Bard Spell
it caused. Contingent Spell Lock: You store prepared spells or
slots to use immediately if you become a ghost.
Through the influence of the Yisa-khardomas,
wraithweed has been declared illegal. Possession of it BONE COLLECTOR SPELLS
is a minor crime (100 gp fine), while distribution is a
major crime resulting in banishment. 1st-Level Bone Collector Spells
Bonerattle: Vibration deals 1d4/level to bone.
NEW MAGIC Protection from Possession: Warded creature can-
not be possessed or mentally controlled.
A number of new domains, spells, and magic items
exist in the Ghostwalk campaign setting. They are pre- 2nd-Level Bone Collector Spells
sented below in the same format used in the Player’s Ghost Touch Armor: Armor gains the ghost touch
Handbook and the DUNGEON MASTER’s Guide. property.
Shroud of Undeath: Negative energy shroud makes
BLACKGUARD SPELLS undead perceive you as undead.
4th-Level Blackguard Spell 3rd-Level Bone Collector Spell
Weapon of the Deity: Gives your weapon magical Forced Manifestation: Incorporeal creature mani-
powers appropriate to your patron deity. fests fully.
BARD SPELLS CLERIC SPELLS
0-Level Bard Spell
Detect Ghost: Reveals ghosts within 60 ft.
1st-Level Bard Spells 0-Level Cleric Spells (Orisons)
Bonerattle: Vibration deals 1d4/level to bone. Detect Ghost: Reveals ghosts within 60 ft.
Harmony: Increase inspire courage ability to +4/+2. Disrupt Ectoplasm: Deals 1d6 damage to ectoplasm.
Pleasant Visage: Makes gruesome ghost appear normal
and unwounded. 1st-Level Cleric Spells
Protection from Possession: Warded creature can- Create Ectoplasm: Create 1 lb./level of raw ectoplasm.
not be possessed or mentally controlled. Painless Death: Willing creature dies instantly and
painlessly.
2nd-Level Bard Spells Pleasant Visage. Makes gruesome ghost appear normal
Charm Person or Ghost: As charm person, but also and unwounded.
affecting ghosts. Protection from Possession: Warded creature can-
Ethereal Alarm: As alarm, but sensing only the not be possessed or mentally controlled.
Ethereal Plane. Spittle Spray: You can spit up to close range.
Incorporeal Disharmonics: Sonic energy harms an
incorporeal creature. 2nd-Level Cleric Spells
Nightmare Lullaby: Target is confused as long as you Black Lungs: Target gains a debilitating lung infection.
concentrate plus 2 rounds. Delay Manifestation: Delays creature from manifest-
Persuade to Manifest: Target dead creature gains ing as a ghost if killed.
bonus on its attempt to manifest. Ghost Lock: Nonhumanoid creature can become a ghost.
45
Ghost Touch Armor: Armor gains the ghost touch Ghost Domain
property.
Deities: Aluvan.
Stone Bones: Corporeal undead gains +3 natural Granted Power: Cast ectomancy spells at +1 caster
armor bonus. level.
CHAPTER 1: 3rd-Level Cleric Spells Ghost Domain Spells
Blessing of the Snake Mother: Target temporarily 1 Protection from Possession: Warded creature cannot be
ALL ABOUT gains yuan-ti traits. possessed or mentally controlled.
GHOSTS Death Lock: Target cannot become a ghost and goes 2 Hold Person or Ghost: As hold person, but also affecting
to the True Afterlife if killed. ghosts.
Forced Incorporeality: Manifested creature becomes 3 Undead Bane Weapon: Weapon gains the undead
incorporeal. bane property and is considered blessed.
Forced Manifestation: Incorporeal creature mani- 4 Proper State: Transforms willing incorporeal undead
fests fully. into a ghost.
Glyph of Turning: As glyph of warding, except chan- 5 Contingent Spell Lock: You store prepared spells or
neling positive or negative energy. slots to use immediately if you become a ghost.
Hold Person or Ghost: As hold person, but also affect- 6 Undeath to Death: As circle of death, but affecting only
ing ghosts. undead.
7 Repel Ectoplasm: As repel wood, but affecting only
4th-Level Cleric Spells ectoplasm.
Ghost Bane Weapon: Weapon gains the ghost bane 8 Trap the Soul: Imprisons subject within gem (works
property. on ghosts only).
Iron Bones: Corporeal undead gains +5 natural armor 9 Forcecage: Cube of force imprisons all inside.
bonus.
Proper State: Transforms willing incorporeal undead Repose Domain
into a ghost. Deities: Aluvan, Dracanish.
Raise Ghost: Restores dead person or ghost as a ghost. Granted Power: You may use a death touch once per
Undead Bane Weapon: Weapon gains the undead
bane property and is considered blessed. day as a spell-like ability that is a death effect. You must
Weapon of the Deity: Gives your weapon magical succeed on a melee touch attack against a living crea-
powers appropriate to your patron deity. ture (using the rules for touch spells). When you
touch, roll 1d6 for each of your cleric levels. If the total
5th-Level Cleric Spell at least equals the creature’s current hit points, it dies.
Dispel Possession: Forces possessing creature out of
its host body. This domain first appeared in Oriental Adventures.
6th-Level Cleric Spells Repose Domain Spells
Contingent Spell Lock: You store prepared spells or 1 Deathwatch: See how near death subjects within
slots to use immediately if you become a ghost. 30 ft. are.
Undeath to Death: As circle of death, but affecting only 2 Gentle Repose: Preserves one corpse or keeps
undead. ectoplasm from dissolving.
3 Speak with Dead: Corpse answers one question/
8th-Level Cleric Spell two levels.
General of Undeath: Increases your maximum HD 4 Death Ward: Grants immunity to death spells and
of controlled undead by 10 times your level. effects.
5 Slay Living: Touch attack kills subject.
CLERIC DOMAINS 6 Undeath to Death: As circle of death, but affecting only
In addition to the domains found in the Player’s Hand- undead.
book, various deities in the Ghostwalk campaign permit 7 Destruction: Kills subject and destroys remains.
clerics to choose from the additional domains pre- 8 Surelife: Protects you from a deadly condition.
sented here. These new domains follow all the rules 9 Wail of the Banshee: Kills one creature/level.
presented for domains in the Player’s Handbook. (Italic
entries in the domain spell lists indicate spells found Scalykind Domain
in this Ghostwalk Campaign Option accessory.) Deities: Yuan-ti only (regardless of deity worshiped).
Granted Power: Rebuke or command animals (rep-
tilian creatures and snakes only) as an evil cleric rebukes
or commands undead. Use this ability a total number of
times per day equal to 3 + your Charisma modifier.
This domain first appeared in the FORGOTTEN REALMS
Campaign Setting.
46
Scalykind Domain Spells 4th-Level Druid Spell CHAPTER 1:
1 Magic Fang: One natural weapon of subject crea- Mass Camouflage: As camouflage, but affects all in range.
ture gets +1 bonus on attacks and damage. ALL ABOUT
2 Animal Trance*: Fascinates 2d6 HD of animals. PALADIN SPELLS
3 Greater Magic Fang: One natural weapon of subject GHOSTS
creature gets +1 bonus on attacks and damage 1st-Level Paladin Spell
per three caster levels (max +5). Protection from Possession: Warded creature can-
4 Poison: Touch deals 1d10 Con damage, repeats in 1 not be possessed or mentally controlled.
minute.
5 Animal Growth*: One animal/two levels doubles 2nd-Level Paladin Spell
in size, HD. Ghost Companion: Animal companion, familiar, or
6 Eyebite: Charm, fear, sicken, or sleep one subject. special mount temporarily becomes a ghost.
7 Creeping Doom: Carpet of tiny snakes attacks at
your command. 3rd-Level Paladin Spell
8 Animal Shapes*: One ally/level polymorphs into Undead Bane Weapon: Weapon gains the undead
chosen animal. bane property and is considered blessed.
9 Shapechange: Transforms you into any creature,
and change forms once per round. 4th-Level Paladin Spells
*Affects ophidian and reptilian creatures only. Irresistible Force: Freedom of movement, plus bonuses
to moving in combat.
Undeath Domain Unmovable Object: Gain +2 Str, +4 Con, and bonuses
Deities: Orcus. to prevent being moved against your will.
Granted Power: Free Extra Turning feat. Weapon of the Deity: Gives your weapon magical
This domain first appeared in the FORGOTTEN REALMS powers appropriate to your patron deity.
Campaign Setting. RANGER SPELLS
Undeath Domain Spells 1st-Level Ranger Spells
1 Detect Undead: Reveals undead within 60 ft. Camouflage: +10 bonus on Hide checks.
2 Desecrate: Fills area with negative energy, making Hunter’s Mercy: Your next shot with a bow hits and
undead stronger. threatens a critical hit.
3 Animate Dead: Creates undead skeletons and
zombies. 2nd-Level Ranger Spells
4 Death Ward: Grants immunity to death spells and Bottomless Hate: Gain a morale bonus against your
effects. favored enemies.
5 Circle of Doom: Deals 1d8 +1/level damage in all Ethereal Alarm: As alarm, but sensing only the
directions. Ethereal Plane.
6 Create Undead: Ghouls, shadows, ghasts, wights, Ghost Companion: Animal companion, familiar, or
or wraiths. special mount temporarily becomes a ghost.
7 Control Undead: Undead don’t attack you while
under your command. 3rd-Level Ranger Spell
8 Create Greater Undead: Mummies, spectres, or Ghost Venom: As poison, except affecting ectoplasm.
vampires (but not ghosts).
9 Energy Drain: Subject gains 2d4 negative levels. 4th-Level Ranger Spells
I Smell Your Fear: As locate creature, but 1 hour/level.
DRUID SPELLS Mass Camouflage: As camouflage, but affects all in
range.
0-Level Druid Spell
Detect Ghost: Reveals ghosts within 60 ft.
1st-Level Druid Spell
Camouflage: +10 bonus on Hide checks.
2nd-Level Druid Spell
Ghost Companion: Animal companion, familiar, or
special mount temporarily becomes a ghost.
3rd-Level Druid Spell 47
Ghost Venom: As poison, except affecting ectoplasm.
CHAPTER 1: SORCERER/WIZARD SPELLS 3rd-Level Sorcerer/Wizard Spells
Abjur Delay Manifestation: Delays creature from
ALL ABOUT 0-Level Sorcerer/Wizard Spells (Cantrips)
GHOSTS Div Detect Ghost: Reveals ghosts within 60 ft. manifesting as a ghost if killed.
Necro Disrupt Ectoplasm: Deals 1d6 damage to ecto- Conj Ectoplasmic Web: As web, except made of ecto-
plasm. plasm and can affect incorporeal creatures.
Trans Preserve Ectoplasm: Prevents ectoplasm from Summon Undead III: Summons undead to fight
fading away. for you.
Wall of Ectoplasm: Creates plane or hemisphere
1st-Level Sorcerer/Wizard Spells
Abjur Protection from Possession: Warded creature of ectoplasm.
Ench Persuade to Manifest: Target dead creature gains
cannot be possessed or mentally controlled.
Conj Create Ectoplasm: Create 1 lb./level of raw ecto- bonus on its attempt to manifest.
Necro Ectoplasmic Decay: 1d6 per level to ectoplasm,
plasm.
Summon Undead I: Summons undead to fight 20-ft. radius.
Ghost Companion: Animal companion, familiar,
for you.
Evoc Bonerattle: Vibration deals 1d4/level to bone. or special mount temporarily becomes a ghost.
Illus Pleasant Visage: Makes gruesome ghost appear Undead Torch: Undead creature gains blue
normal and unwounded. aura that deals +2d4 against living creatures.
Trans Forced Incorporeality: Manifested creature be-
2nd-Level Sorcerer/Wizard Spells
Abjur Ethereal Alarm: As alarm, but sensing only the comes incorporeal.
Forced Manifestation: Incorporeal creature
Ethereal Plane.
Conj Hail of Ectoplasm: Hard spheres of ectoplasm manifests fully.
deal 1d6/two levels impact damage. 4th-Level Sorcerer/Wizard Spells
Summon Undead II: Summons undead to Abjur Ghost Lock: Nonhumanoid creature can become
fight for you. a ghost.
Ench Charm Person or Ghost: As charm person, but Conj Summon Undead IV: Summons undead to fight
also affecting ghosts. for you.
Illus Disguise Undead: Change appearance of one Ench Hold Person or Ghost: As hold person, but also
corporeal undead. affecting ghosts.
Necro Death Armor: Black aura damages creatures Necro Death Lock: Target cannot become a ghost and
attacking you. goes to the True Afterlife if killed.
Shroud of Undeath: Negative energy shroud Trans Ghost Bane Weapon: Weapon gains the ghost
makes undead perceive you as undead. bane property.
Trans Ghost Touch Armor: Armor gains the ghost Iron Bones: Corporeal undead gains +5 natural
touch property. armor bonus.
Stone Bones: Corporeal undead gains +3 natu-
5th-Level Sorcerer/Wizard Spells
ral armor bonus. Abjur Dispel Possession: Forces possessing creature
out of its host body.
pqqqqrs
ECTOMANCY astral projection
Ectomancy is the study of magic relating to ghosts, ectoplasm, death knell
and souls (rather than simply the application of positive or death ward
negative energy). While many spells are considered to be of invisibility to undead
this type, ectomancy is not a true school of magic—for negative energy protection
example, some ectomancy spells are in the necromancy school, raise dead
others are in the conjuration school, and so on. Wizards reincarnate
cannot choose ectomancy as a specialist school, but some resurrection
focus their studies on ectomancy, just as some focus on fire slay living
or teleportation. soul bind
symbol (death only)
All spells that are considered “ectomancy” spells bear the trap the soul
ectomancy descriptor after the school name. In addition to true resurrection
the ectomancy spells presented in this book, the following wail of the banshee
spells in the Player’s Handbook should be considered ecto-
mancy spells.
pqqqqrs
48
Conj Summon Undead V: Summons undead to This spell causes the target to assume some of the qual- CHAPTER 1:
fight for you. ities of the yuan-ti tainted one template, which pro-
vides several benefits. First, the target gains the ALL ABOUT
6th-Level Sorcerer/Wizard Spells Alertness feat. Second, the target’s Constitution score
Abjur Anti-Ectoplasm Shell: As antilife shell, but increases by 2. Third, the target becomes completely GHOSTS
immune to snake venom and yuan-ti poison. The
affecting ectoplasm. target assumes a more feral and snakelike appearance
Repel Ectoplasm: As repel wood, but affecting (slitted pupils, elongated teeth, and so on) and is con-
sidered a yuan-ti for the purposes of all spells and
only ectoplasm. effects (such as being subject to a ranger’s favored
Ench Dominate Person or Ghost: As dominate per- enemy bonus against yuan-ti, not being able to form a
ghost if slain, and so on).
son, but also affecting ghosts.
Necro Undeath to Death: As circle of death, but affect- This spell was created by the yuan-ti to temporarily
bolster their ranks with followers in a short period
ing only undead. of time. Most other clerics would never consider cast-
Trans Contingent Spell Lock: You store prepared ing this spell. The spell is normally used on willing
victims, since it grants the caster no control over the
spells or slots to use immediately if you be- target.
come a ghost.
Sherem Transformation: Allows unborn child Material Component: A few drops of the mixture that
to select special sorcerer or monk feat. yuan-ti use to create tainted ones, which the target of
the spell must swallow.
SPELL DESCRIPTIONS
The spells herein are presented in alphabetical order. Bonerattle
Evocation [Sonic]
Anti-Ectoplasm Shell Level: Brd 1, Bone Collector 1, Sor/Wiz 1
Abjuration [Ectomancy] Components: V, S, M/DF
Level: Sor/Wiz 6 Casting Time: 1 action
Components: V, S Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with bones
As antilife shell, except that it affects only ectoplasm, Duration: Instantaneous
whether inert or part of an ectoplasmic creature. Saving Throw: Fortitude half
Spell Resistance: Yes
Black Lungs
Necromancy This spell creates a deep resonating vibration that dam-
Level: Clr 2 ages bone. It does not affect creatures that do not have
Components: V, S true bones (such as elementals, incorporeal creatures,
Casting Time: 1 action most golems, oozes, plants, or purely ectoplasmic crea-
Range: Touch tures) or that are under the effect of spells that alter
Target: Living creature touched their bones (such as stone bones, or a polymorph spell to
Duration: 1 hour/level turn into a boneless creature), but does affect creatures
Saving Throw: Fortitude negates with exoskeletons instead of humanlike bones (such
Spell Resistance: Yes as vermin). The spell deals 1d4 points of damage per
caster level (maximum 5d4).
You cause the target to succumb to an infection and
corruption of the lungs. An affected creature’s speed is Arcane Material Component: A tiny bell carved from a
reduced by half, it loses any Dexterity bonus to Armor bone.
Class, and it takes a –2 penalty on attack rolls. Remove
disease may end the effects of this spell early. Bottomless Hate
Enchantment (Compulsion) [Mind-Affecting]
This spell was created by the clerics of Khostren. Level: Rgr 2
Components: V, S
Blessing of the Snake Mother Casting Time: 1 action
Transmutation [Evil] Range: Personal
Level: Clr 3 Target: You
Components: V, S, M Duration: 1 round/level
Casting Time: 1 action
Range: Touch You fill yourself with a terrible hatred against your
Target: Living humanoid touched favored enemies. Against them you gain a +1 morale
Duration: 10 minutes/level bonus on attack and damage rolls for every three caster
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
49
CHAPTER 1: levels. This spell is suppressed by spells such as calm appropriate components and so on.
emotions. If you are raised from the dead, the
ALL ABOUT
GHOSTS Camouflage transferred spells
Transmutation become inacces-
Level: Drd 1, Rgr 1 sible again (al-
Components: V, S though you can
Casting Time: 1 choose to recover
action them the next time
Range: Personal you ready or prepare
Target: You spells, as described
Duration: 10 above).
minutes/level
Create Ectoplasm
You change your color- Conjuration (Creation)
ing to match the envi- [Ectomancy]
ronment surrounding you. Level: Clr 1, Sor/Wiz 1
This change grants you a +10 Components: V, S
competence bonus on your Casting Time: 1 action
Hide checks. Range: Touch
Effect: 1 lb. of raw ectoplasm/level
This spell first appeared in Duration: 10 minutes/level
Magic of Faerûn. Saving Throw: None
Spell Resistance: No
Charm Person or Ghost
Enchantment (Charm) [Ectomancy, You create raw ectoplasm. The ectoplasm
Mind-Affecting] forms from your hands, eyes, or mouth, and
Level: Brd 2, Sor/Wiz 2 may be pale gray, light blue, light green, or
pale yellow. You may create sticky or slip-
As charm person, except that it also
affects ghosts. pery ectoplasm. The ectoplasm does not
vanish until the spell duration has
Contingent Spell Lock expired, but if the spell is dispelled and
Transmutation [Ectomancy]
Level: Brd 6, Clr 6, Ghost 5, Sor/Wiz 6 the ectoplasm has been in existence
Components: V, S, DF for more than 10 minutes, it van-
Casting Time: 10 minutes
Range: Personal JJ ishes instantly.
Target: You
Duration: Instantaneous Death Armor
Necromancy
You transfer some of your currently prepared spells or Level: Sor/Wiz 2
available spell slots to a hidden part of your soul so Components: V, S, M
that, if you die, when you appear on the Ethereal Plane, Casting Time: 1 action
you have those spells or spell slots available for use Range: Personal
(normally, dying and appearing on the Ethereal Plane Target: You
causes you to lose all prepared spells and unused spell Duration: 1 round/level
slots). You can transfer one spell per spell level that Saving Throw: Will negates (harmless)
you can cast into this hidden part of your soul. Spell Resistance: Yes; see text
Once you transfer the spells or spell slots in this You are surrounded by a crackling black aura that injures
manner, you cannot access them in any way—it is as if creatures that contact it. Any creature striking you with
you had used those spell slots. The next time you its body or a handheld weapon takes 1d4 points of
choose to ready or prepare spells, you may leave those damage +1 point per two caster levels (maximum +10). If
transferred spells or slots in place, or you may recover the creature has spell resistance, it applies to the damage.
them along with your other spells or spell slots (which Note that weapons with exceptional reach, such as long-
means they would not be available if you died). spears, do not endanger their users in this way.
The transferred spells or spell slots may be used Material Component: A paste made of exotic herbs,
by your ghost in the normal manner, requiring the ground bones, and onyx worth 50 gp, which is applied
to your body when the spell is cast.
This spell first appeared in Magic of Faerûn.
50