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speed in a single round, the DC for the Balance check increases to 15. Scry (Int)
A ghost can be the target of scrying as if she were a living creature, with no penalties for the person scrying. A ghost is more difficult to track than a living creature (see the Wilderness Lore skill below). ALL ABOUT GHOSTS
CHAPTER 1:
Search (Int)
Speak Language (Int)
These languages are known in the Ghostwalk campaign, in addition to those in the Player’s Handbook: Heshar (Bazareene), Pek (Tereppek), and Salak (Salkiria/Thurkasia). Among the people of this part of the world, Common is known as the Trade Tongue. Spot (Wis)
A semitransparent ghost is easily recognized as a ghost (Spot DC 5). Wilderness Lore (Wis)
A character attempting to track a manifested ghost takes a –5 penalty on Search or Wilderness Lore checks made for this purpose. A tracker with the Ectoplasm feat ignores this penalty. Incorporeal ghosts leave no tracks.
FEATS
The new feats presented here are designed for characters in a Ghostwalk campaign, but many of them are usable by characters in any sort of campaign. In the following text, feats with the [General] descriptor can be taken by any character who meets the prerequisites (if any). Feats with the [Fighter] descriptor can be taken by a fighter as one of the bonus feats available to members of that class. Feats with the [Ghost] descriptor can be used only by ghosts unfettered by a physical body. A living creature can select ghost feats, but cannot use them unless a ghost. Ghost feats selected while the character was a ghost carry over to when the character is living, but cannot be used until the character is a ghost again. Magical abilities granted by ghost feats are often called ghost powers. Ghost feats also have a ghost power path descriptor, such as [Corrupter] or [Haunt]. These categories do not limit feat selection in any way, but simply identify which path a feat belongs to. Unless otherwise stated, ghost feats are supernatural abilities. Agony Touch [Ghost, Corrupter]
Choose one physical ability score (Strength, Dexterity, or Constitution). When you touch a creature, you
pqqqqrs CIRCLE MAGIC The church of Galaedros has discovered the key to cooperative magic, which allows spellcasters to tie their powers together through their bond to the land and work more powerful spells than they could work as individuals. It is reputed that the church of Orcus is trying to develop its own form of circle magic, using frames of giant bones charged with negative energy, but it has so far been unsuccessful.
PARTICIPATION To participate in circle magic, a person must have the Circle Magic feat (it doesn’t matter if the participants are of different divine spellcasting classes, such as cleric, druid, and ranger). One participant stands at the center of the circle, usually the most powerful or experienced character present. The center character is known as the circle leader. A circle requires two to five participants plus the circle leader. All participants in a circle must stand within 10 feet of each other and must be in contact with natural earth or stone.
Circle Powers The first use of circle magic is to empower the circle leader with the strength of all the participants. This requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader, during which time they attune themselves to each other through the conduit of the earth under their feet. Each participant casts any single prepared
spell, which is consumed by the circle and has no effect other than expending the prepared spell. The spell levels expended by the circle participants are totaled as circle bonus levels. Each bonus level may be used to accomplish the following effects. 1. Increase the circle leader’s caster level by one for every bonus level expended (maximum caster level 20th). 2. Add Empower Spell, Maximize Spell, or Heighten Spell metamagic feats to spells currently prepared by the circle leader. Each bonus level counts as one additional spell level required by the application of a metamagic feat to a spell. The circle leader may add the feats listed to a spell even if he does not know the feat, or if the addition of the feat would raise the spell level past the highest level of spell the circle leader can normally cast (maximum spell level 10th). These effects last for 24 hours or until expended. Circle bonus levels may be divided up as the circle leader sees fit. For example, Selorian Firesinger leads a circle in which four participants each cast 2nd-level spells. Selorian chooses to use three circle bonus levels to maximize his flame strike spell, and five to increase his caster level from 10th to 15th level for all level-based variables in his spells. The maximized spell is used up when he casts his flame strike, and the increased level effect remains for the next 24 hours. Many high-level spellcasters of Galaedros in Sura-Khiri lead circles on a daily basis to better defend their lands against the yuan-ti.
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