Ghostwalk - 3.5e

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CHANGES TO THE RULES

The nature of ghosts means that some aspects of the D&D rules work differently in the Ghostwalk campaign setting.

ALL ABOUT GHOSTS

CHAPTER 1:

CLASSES Some of the standard classes have additional features, as follows. Bard: Knowledge (ghost lore) is a class skill. Cleric: Knowledge (ghost lore) is a class skill. Druid: A druid who is a ghost can use wild shape to take the form of an animal or an elemental. A druid’s animal form has the ghost template, but an elemental form does not. Ranger: Rangers may select ghost as a subtype of outsider for their favored enemy. They may also select yuan-ti as a favored enemy, with their bonus applying to yuan-ti of all kinds. Wizard: Knowledge (ghost lore) is a class skill.

SPELLS Some spells have special aspects or properties in the Ghostwalk campaign setting, as follows. Alter Self: An incorporeal ghost can use this spell to appear as a different kind of incorporeal creature. Animate Dead: If this spell is cast on the body of a creature that is a ghost, the ghost has no special awareness of the violation of its body. If the undead creature is destroyed, the remains may still be used as the ghost’s body when being restored to life. Antilife Shell: This spell does not prevent the entrance of ghosts. Analyze Dweomer: In addition to its normal functions, this spell automatically reveals a magic weapon’s current and previous names. Antipathy: Ghost is an acceptable creature type for this spell. Change Self: A living creature can use this spell to appear as a semitransparent ghost. A ghost can use this spell to appear as a normal living creature. Clone: This spell can create a clone of a ghost, but if the original is still alive (whether as a ghost or a living creature), the clone is merely ectoplasm that fades after 10 minutes unless preserved. Create Food and Water: This spell can be used to create ectoplasm instead of food. It creates 1 cubic foot of ectoplasm per level of the cleric. One cubic foot of ectoplasm weighs approximately 100 pounds. Create Greater Undead: As create undead (see below). Create Undead: If this spell is cast on the body of a creature that is a ghost, the ghost has no special awareness of the violation of its body. If the undead creature is destroyed, the remains may still be used as the ghost’s body when being restored to life. Death Knell: Although this spell draws on the ebbing life force of a creature, it does not prevent the creature

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from appearing on the Ethereal Plane or becoming a ghost. Dismissal: If used successfully on a ghost, this spell sends it to the True Afterlife. Etherealness: This spell can be used to reach the True Afterlife, but none who have done so have returned. Gate: This spell can be used to reach the True Afterlife, but none who have done so have returned. Greater Planar Binding: This spell and other spells in its chain can be used to call and bind ghosts, regardless of what plane the ghost is on. Gentle Repose: A gentle repose spell used on the remains of a slain ghost preserves it as if it were a normal corpse. Its ectoplasm does not decay into nothingness as long as the spell is in effect. The spell can also be used to preserve an object made of ectoplasm, affecting a single target of up to 50 pounds in weight. Greater Planar Ally: As lesser planar ally (see below). Identify: This spell reveals a magic weapon’s current and previous names. Legend Lore: This spell reveals a magic weapon’s current and previous names if the item is on hand or if the caster has detailed information about the item. If the caster has only vague rumors (including just one of the weapon’s names), the spell usually reveals one of the weapon’s other names in addition to its other effects. Lesser Planar Ally: This spell can be used to call ghosts from the True Afterlife. Magic Jar: This spell cannot be used on ghosts. A ghost who uses this spell has her ghost body and her ghost touch equipment vanish when it is cast, reforming near the magic jar when the duration expires or the caster desires to end the spell. Major Creation: Ectoplasm counts as vegetable matter for the purpose of this spell. Make Whole: This spell can keep an ectoplasmic object from decaying for 1 hour. Mending: This spell can keep an ectoplasmic object from decaying for 1 minute. 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 Detect ghost

Minimum Level 9th

XP Cost 500 XP

The following spells can be made permanent on the caster, another creature, or an object (as appropriate).


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Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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