TEXT: LLM02  
   
   
   
   
   
   
  JMG00704 
   
   
  GHOSTS 
  The Incorporeal Undead 
   
  By James Mishler 
   
  &  
  Jodi Moran-Mishler 
   
   
   
   
  Published by 
  James Mishler Games 
   
   
  
   
  2 
  LLM #2: GHOSTS – THE INCORPOREAL UNDEAD 
   
  PUBLISHER: James Mishler 
   
  AUTHORS: James Mishler and Jodi Moran-Mishler 
   
  DESIGN & LAYOUT: James Mishler  
   
  TABLE OF CONTENTS 
  GHOSTS – THE INCORPOREAL UNDEAD 
  3 
     Fear Attack 
  4 
        Fear Effects Table 
  4 
        Spawn Ghost 
  4 
     Incorporeal 
  4 
        Bodiless 
  4 
        Ectoplasm 
  5 
        Flight 
  5 
        Powerless in Sunlight 
  5 
        Weapon Immunity 
  6 
     Life Draining Touch 
  6 
        Spawn Ghost 
  6 
     Undead Special Abilities Package 
  6 
        Infravision 
  6 
        Mindless 
  6 
        Poison Immunity 
  6 
        Silent as the Grave 
  6 
        Susceptible to Turning 
  6 
     Other Special Abilities 
  7 
        Special Ability Notation 
  7 
     Incorporeal Undead Summary Table 
  7 
  SIXTH SENSE, SENSITIVES, AND MEDIUMS 
  8 
  GHOSTS – LESSER AND GREATER 
  10 
     Presence (1 HD Lesser Ghost) 
  11 
     Apparition (2 HD Lesser Ghost) 
  12 
     Lost Soul (3 HD Lesser Ghost) 
  13 
     Wraith (4 HD Greater Ghost) 
  14 
     Haunt (5 HD Greater Ghost) 
  15 
     Spectre (6 HD Greater Ghost) 
  16 
     Spirit (7 HD Greater Ghost) 
  17 
     Wyrd (8 HD Greater Ghost) 
  18 
     Phantom (9 HD Greater Ghost) 
  19 
     Geist (10 HD Greater Ghost) 
  20 
   
   
  Ghostly Special Abilities 
  21 
   
   
  Uncanny Ectoplasm 
  50 
   
   
  Eerie Enchanted Items 
  52 
   
   
  Spooky Spells 
  58 
   
   
  Creepy Appendix N 
  63 
   
   
  Find out more information about products from James Mishler Games at http://jamesmishlergames.blogspot.com or e-mail us at jamesmishler@gmail.com 
   
  LLM #2: Ghosts – The Incorporeal Undead © 2015 James Mishler. All Rights Reserved. 
   
  For more information on Labyrinth Lord™ and related products or to join the Labyrinth Lord Society, please contact Goblinoid Games on the web at 
  www.goblinoidgames.com 
   
  This book is published pursuant to a License from Goblinoid Games. Labyrinth Lord™ is Copyright © 2007-2015, Daniel Proctor. Labyrinth Lord™, Advanced 
  Labyrinth Lord™, and Realms of Crawling Chaos™ are trademarks of Daniel Proctor. All Rights Reserved. These trademarks are used under the Labyrinth Lord 
  Trademark License 1.2, available at www.goblinoidgames.com 
   
  The body text of this product is in Souvenir; titles, logos, and section headings are in Baldur. Thanks to Patrick “Mad Irishman” Murphy of Mad Irishman 
  Productions for the use of the Baldur font. For Baldur and other excellent fonts, plus a ton of great character sheets, go to www.mad-irishman.net 
   
  
   
  3 
  GHOSTS – THE INCORPOREAL UNDEAD 
   
  The undead are a class of monsters that were alive at one 
  time, but through foul magic or by dying at the hands of 
  another undead type, have risen again powered by the 
  unnatural energies of the Negative Energy Plane. Incorporeal 
  undead – ghosts – are the souls of the dead animated solely 
  through this energy, having no true physical body present on 
  the Material Plane. 
   
  There are two broad groups of ghosts, lesser ghosts and 
  greater ghosts. Lesser ghosts are weaker, only able to 
  generate a fear attack though an enervating touch, and are 
  usually created through tragic violence, by mortals being slain 
  by another more powerful ghost. Lesser ghosts include 
  presences, apparitions, and lost souls. 
   
  Greater ghosts are more powerful, able to drain life force 
  through a cold-based touch, and usually result from the soul of 
  an evil being rising again after a violent death; through a tragic 
  death where a major life goal remained unfulfilled; or 
  otherwise through treachery, evil magic, or the worship of 
  dark gods. Greater ghosts include wraiths, haunts, spectres, 
  spirits, wyrds, phantoms, and geists. 
   
  Ghosts can also, through experience, rise in power among the 
  ghostly ranks, though generally it is only those of the most 
  evil, avaricious, and power-hungry sort that rise above the 
  ennui of their existence to grow more powerful in the dark 
  energies of the Negative Energy Plane. Both types of undead 
  can have additional ghostly powers beyond those common to 
  their specific sub-type; refer to the Ghostly Special Abilities 
  section. 
   
  Each ghost is unique or nearly so in its origin; sometimes 
  groups of ghosts, known as scares, arise en masse when there 
  is mass murder, battle, or other wanton and horrific slaughter. 
  These ghosts often have commonalities in abilities, such as the 
  ghosts of a party of adventurers who were all slain by the 
  same dragon; or the ghosts of a family caught in a volcanic 
  explosion; or the ghosts of a band of vikings who all sank with 
  their ship in a storm; and so on. 
   
  Other ghosts, otherwise unrelated and often of different types, 
  group together for mutual defense, profit, power, or other 
  personal reasons. Often these ghosts are led by a single 
  domineering ghost, or a powerful necromancer, or other 
  monstrous creature powerful in magic or steeped in dark 
  energies. 
   
  Finally, the most potent ghosts – especially wraiths, spectres, 
  and geists – often gather around them small armies of ghosts, 
  monsters, humanoids, and evil men and demi-humans. 
  Sometimes these ghosts and their ghostly servants are 
  continuing their ancient ways of life, seeking to dominate the 
  descendents of those who overthrew them when they were 
  living. Other times they seek to build an entirely new realm, 
  dominated by ghosts and other undead. 
  It must be remembered that all ghosts – even Friendly Ghosts 
  – are still undead creatures powered by the energies of the 
  Negative Energy Plane. They are not merely the souls of the 
  dead – they are the corrupted souls of the dead, and act 
  accordingly, with creepy goals, eerie thought processes, and 
  weird reasoning beyond mortal ken. To assign normal mortal 
  motivations and methods to a ghost is to invite death at the 
  hands of the dead… with a significant chance of joining them 
  in the dreadful undead afterlife! 
   
  HARDCORE VERSUS CASUAL RULES: There are two 
  major ways to determine durations of effects and the effects of 
  damage in this supplement. In hardcore games, which emulate 
  the more “basic” and classic style of gaming, certain effects 
  are longer-lasting or permanent; in casual games, of more 
  “advanced” and modern style of play, certain effects are often 
  much shorter-term and possibly impermanent. 
   
  The first of these effects affected by this rule are Fear Effects, 
  whether through the 1st level clerical cause fear spell, the 2nd 
  level magic-user scare spell, the 4th level magic-user fear spell, 
  or engendered through a ghost’s surprise, touch attack, or 
  other special ability. Under classic hardcore rules, these effects 
  usually last one full turn (10 minutes) per level of the caster or 
  hit die of the ghost. Under the more modern casual rules, 
  these effects last one round per level or hit die, a significantly 
  shorter amount of time. In either case, the Fear Effects Table 
  should be used with these rules. 
   
  A potential middle ground would be to base the length of the 
  fear effect on the relative level or hit dice of the target versus 
  the level or hit dice of the fear’s source. If the target’s level or 
  hit dice is less than that of the fear’s source, the fear effect is 
  in turns (10 minute/60 round periods). If the levels or hit dice 
  are equal, the effect is in minutes (6 round periods). If the 
  target’s level or hit dice are greater than the fear’s source, the 
  duration is in rounds (10-second periods). 
   
  The second element affected by this is the Life Drain ability of 
  greater ghosts, which drains one to three experience levels/hit 
  dice from the victim. Under classic hardcore rules, this drain is 
  permanent, barring application of a restoration spell or greater 
  restorative magic. Under casual rules, the victim gets a saving 
  throw versus Death for each level thusly lost. The saving 
  throw occurs only at the end of a full day’s bed rest, one day 
  per level, and is rolled based on the victim’s current level. If 
  the saving throw is successful, the lost level is regained; if the 
  saving throw fails, the loss of the level is permanent. 
   
  Another possible system is to allow a victim who has lost 
  levels to a life-draining ghost to “win” them back by destroying 
  the ghost that drained the levels. As with the restoration spell, 
  the victim must destroy the ghost before the victim rises to a 
  new level based on further XP gain. If the victim destroys the 
  ghost that drained its levels, the victim regains the lost levels; 
  otherwise they remain lost. 
  
   
  4 
  FEAR ATTACK: Lesser ghosts (presences, apparitions, and 
  lost souls) have a fear-based attack, rather than the life-
  draining attack of greater ghosts. The severity of the fear 
  effect depends on how much the target failed their saving 
  throw. 
   
  If the ghost wields a ghost-touched weapon, whether melee or 
  thrown, the weapon deals its own physical damage in addition 
  to the enervating touch damage, and also causes the fear 
  effect. Ghosts cannot usually use missile weapons, not having 
  the fine motor control needful to use such devices. 
   
  Fear Effects Table 
  Failed by 
  Fear Effect 
  1 to 5 
  Shaken: A shaken character suffers a -2 
  penalty on attack rolls, saving throws, and 
  Morale checks, but is otherwise able to act 
  as it wishes. 
  6 to 10 
  Frightened: A frightened character has a 
  50% chance of dropping anything it holds, 
  and then must flee from the source of its 
  fear as best it can. If unable to flee, it may 
  fight. A frightened character suffers a -2 
  penalty on all attack rolls, saving throws, 
  and Morale checks, and a +2 penalty to 
  Armor Class. A frightened character can 
  use special abilities, including spells, to 
  flee; indeed, the character must use such 
  means if they are the only way to escape. 
  11 to 15 
  Panicked: A panicked character must drop 
  anything it holds and flee at top speed 
  from the source of its fear, as well as any 
  other dangers it encounters, along a 
  random path. It can’t attack or take any 
  other actions. In addition, the character 
  suffers a -2 penalty on all saving throws 
  and Morale checks, and a +2 penalty to 
  Armor Class. If unable to flee or cornered, 
  a panicked character cowers. A panicked 
  character can use special abilities, including 
  spells, to flee; indeed, the character must 
  use such means if they are the only way to 
  escape. 
  16-20 
  Paralyzed: A paralyzed character is frozen 
  in terror and unable to move or act. 
  21+ 
  Dies: In hardcore play, the character is so 
  overwhelmed by fear he keels over and 
  dies instantly; for casual play, the character 
  is paralyzed as above, then when the 
  paralysis ends must make another saving 
  throw versus Spells; failure indicates the 
  character has gone insane for a 1d6 days 
  plus a number of days equal to the hit dice 
  of the ghost. This usually results in 
  catatonia, though other forms of insanity 
  might emerge including hebephrenia, 
  melancholia, paranoia, or even homicidal 
  or suicidal mania. 
  Spawn Ghost: If a presence, apparition, or lost soul slays a 
  creature while that creature is under the effect of its fear 
  ability, the slain creature must make a saving throw versus 
  Death or rise again 24 hours later as a ghost of hit dice equal 
  to the level the being possessed when its slayer killed it, up to 
  the same hit dice as its slayer. The new lesser ghost is 
  generally free-willed and not under the control of its slayer, 
  though it may be bullied by its slayer or other greater ghosts in 
  the area. 
   
  INCORPOREAL: All ghosts share the following abilities, 
  immunities, and weaknesses (counted as a single ability for XP 
  value determination): Bodiless, Ectoplasm, Flight, Powerless in 
  Sunlight, and Weapon Immunity. 
   
  Bodiless: Ghosts have no real physical body; they exist in 
  pseudo-physical form on the Ethereal Plane, being an 
  ectoplasmic construct formed by the extrusion of a matrix of 
  energy from the Negative Energy Plane into the Ethereal 
  Plane, touching or “manifesting” on the Material Plane in the 
  form of a hazy emanation, misty vapor, or translucent entity. 
   
  There are three states of existence for a ghost – manifested on 
  the Material Plane; lurking in the Near Ethereal Plane; and 
  hiding in the Deep Ethereal Plane. 
   
  Manifested Ghosts: Ghosts can create an ectoplasmic pseudo-
  material form on the Material Plane; this is called a 
  “manifestation.” While in this form they can use their touch 
  attack and other special abilities that require their touch attack, 
  as well as special attacks that do not require their touch 
  attack. The pseudo-physical “touch” attack does not actually 
  touch material objects, rather passing through the material 
  object, with the pseudo-material body of the ghost affecting an 
  enervating, chilling, or even directly lethal effect, including 
  draining positive energy and life force from the living being 
  “touched.” 
   
  As ghosts have no real physical body on the Material Plane, 
  even when manifested they cannot touch or move physical 
  objects with ease, unless they are using a ghostly special ability 
  that allows them to do so (such as Poltergeist or Shrouded 
  Ghost) or the object is ghost touched (see Eerie Enchanted 
  Items). 
   
  Otherwise, a ghost can pick up and move or push a single 
  object weighing no more than five pounds per hit die; 
  however, it must concentrate to do so, to the exclusion of all 
  else except movement, and must make a saving throw versus 
  Spells when it first seeks to pick up the object; failure indicates 
  that it cannot pick up the object at that time, and must try 
  again next round. If it fails with a Natural 1, it cannot try to 
  pick up or move any objects in this manner for 1d6 turns.  
   
  Such objects cannot be used to attack, though they can be 
  dropped from a height; the classic maneuver is pushing over a 
  brick, statue, or gargoyle to scare or hit living beings below.  
   
  
   
  5 
  If the ghost performs any action other than concentrating on 
  carrying or pushing the object and/or moving, the ghost 
  immediately drops the item or fails to push the item. 
   
  Being bodiless, even when manifested on the Material Plane, 
  ghosts can move through physical objects, including wood, 
  stone, and metal, but must remain adjacent to the object’s 
  exterior, and so cannot pass entirely through an object whose 
  space is larger than its own. Ghosts cannot move through, 
  into, onto, under, or above holy ground (a consecrated area 
  such as a temple or cemetery), even when in the Ethereal 
  Plane; nor may they touch or affect holy or blessed objects. 
   
  Lurking Ghosts: Ghosts can retreat from the Material Plane to 
  lurk in the Near Ethereal; this action counts as their movement 
  for that round. They are invisible on the Material Plane while 
  they are lurking in the Near Ethereal; they can, however, see 
  just fine into the Material Plane while lurking.  
   
  Ghosts cannot use their physical touch attack, or any abilities 
  that rely on their physical touch attack or on a manifested 
  form, on targets in the Material Plane, nor (generally) be 
  attacked by any form of physical attack from the Material 
  Plane, while in the Near Ethereal.  
   
  Ghosts can use special abilities and attacks that do not rely on 
  their touch attack or on manifested form to affect targets on 
  the Material Plane while in the Near Ethereal, and can move 
  and maneuver around and/or through things while in the Near 
  Ethereal, returning to the Material Plane and appearing 
  elsewhere, again as their movement for that round. 
   
  Boo! When a ghost de-lurks from the Near Ethereal into the 
  Material Plane, there is a 4 in 6 chance that it surprises those 
  on the Material Plane that are unaware of its presence; if it 
  has surprise, it has the number of rounds rolled to perform 
  actions before the victims can act. If the victims know the 
  ghost is there, but aren’t sure where, there is a 2 in 6 chance 
  they are still surprised when the ghost de-lurks. If the victims 
  can see the ghost in the Near Ethereal, through magic or 
  mediumship or other means, there is no chance for surprise. 
   
  Hiding in the Deep Ethereal: Ghosts can retreat even further 
  into the Ethereal Plane, into the Deep Ethereal Plane; this 
  action counts as their movement for that round, whether it is 
  from the Material Plane to the Deep Ethereal, from the Near 
  Ethereal to the Deep Ethereal, or from the Deep Ethereal to 
  the Near Ethereal. They can also travel directly from the Deep 
  Ethereal to the Material Plane, though they must make a 
  saving throw versus Spells when they do so; if the save fails, 
  the ghost has appeared in a place other than where it wished 
  to appear, is 1’ distant from its target point per point of failure 
  of the saving throw, and is facing a random direction. 
   
  Ghosts are invisible on the Material Plane while hiding in the 
  Deep Ethereal, and in turn cannot see into the Material Plane, 
  though they can see into the Near Ethereal. They cannot use 
  their touch attack, nor can they be physically attacked by, 
  anyone on the Material Plane. They also cannot communicate 
  with anyone on the Material Plane, or use any of their special 
  abilities to affect targets on the Material Plane from the Deep 
  Ethereal, though their touch attack and special abilities will 
  affect any being within range that is in the Near Ethereal or 
  Deep Ethereal Plane. 
   
  If they are attacked on the Ethereal Plane by another being 
  that is also on the Ethereal Plane, whether in the Near or 
  Deep Ethereal, ghosts have an Armor Class of 8 and lose all 
  weapon immunities. 
   
  Healing: Ghosts do not heal through normal means, as they 
  are undead. They can be healed on the Material Plane through 
  application of cause wounds spells, which heal them rather 
  than harm them, as it provides them with negative energy. 
  They can also heal by retreating to the Deep Ethereal; for 
  every night they spend in the Deep Ethereal they heal 1 point 
  of damage. 
   
  Possession: Any ghost who reduces a victim to 0 hit points or 
  fewer through touch damage (not life level drain) can, if it so 
  chooses, possess the victim rather than kill the victim with that 
  last blow. The target is stabilized at 0 hit points, and is 
  possessed, as per the Possess the Living ghostly special ability 
  (q.v.). If the ghost later abandons the body, or is exorcized or 
  otherwise cast out, the victim must make a saving throw 
  versus Death; failure indicates that he is reduced to -1 hit 
  point and begins dying. Otherwise he remains stabilized and 
  unconscious at 0 hit points. 
   
  Ectoplasm: The pseudo-physical manifestation of ghosts in the 
  Material Plane sometimes leaves behind ectoplasm, an 
  ethereal material of varying qualities and potentialities. 
  Sometimes it takes the form of slimy goo or viscous ichor, and 
  other times as a rubbery mass or gauze-like substance. If 
  exposed to sunlight the ectoplasm immediately fades away 
  into nothingness. 
   
  Ectoplasm can be used in the casting of spells to empower 
  them and strengthen them, and can be used directly to enable 
  other magical effects. Refer to Uncanny Ectoplasm as well as 
  the individual Ghostly Special Abilities for special ectoplasm 
  abilities. Use of ectoplasm in this manner is not innately 
  considered an Evil act, though many practiced magic-users 
  and clerics consider it a stupidly dangerous act… 
   
  Flight: All ghosts fly; as they do not require a physical ground 
  to stand on, and as they can actually fly into and through the 
  ground, ground movement is irrelevant. Many ghosts appear 
  to walk along the ground, as that was they way they usually 
  moved in life, but they are not required to do so. They can 
  hover without concentration and spin around on a dime. 
   
  Powerless in Sunlight: Ghosts cannot stand the light of the 
  sun; under its rays they fade to nothingness, fleeing from the 
  Material Plane and retreating directly into the Deep Ethereal. 
  When banished by the sun they can only return to the Material 
  Plane at the point at which they left it, and thus must wait 
  until the sun has gone down to return to the Material Plane.  
  
   
  6 
   
  Ghosts may remain active day and night in subterranean areas 
  and in parts of buildings where sunlight does not reach or is 
  weak. If exposed to weak sunlight, such as through a heavily-
  curtained window, a ghost must make a saving throw versus 
  Death; failure indicates the ghost is forced into the Deep 
  Ethereal until the sun sets. 
   
  Ghosts are also slightly weakened while in the area of effect of 
  a light or continual light spell, including the light shed by a 
  magical sword. While in the area of effect of one or more such 
  spells, a ghost suffers a -1 penalty to hit, to saving throws, and 
  to Morale, and a +1 penalty to Armor Class, and on their first 
  round after entering or being exposed to the effect must make 
  a Morale check before any other actions. If they fail their 
  Morale check, they flee, into the Deep Ethereal if there is 
  nowhere else they can flee. Torches, lanterns, and other 
  mundane lights have no such effect. 
   
  Weapon Immunity: Ghosts are resistant or immune to most 
  non-magical physical attack forms. They can be harmed only 
  by other incorporeal creatures; sometimes by silver weapons, 
  usually by magical weapons; and by many spells or spell-like 
  abilities. 
   
  Though they are immune to most forms of physical attack, 
  ghosts can usually be attacked by magical energy attacks, such 
  as fire, force, and lightning. A torch has no effect on a ghost, 
  but a burning hands spell can harm it; natural icicles might 
  pass through a ghost, but an ice storm spell can hit it.  
   
  Ghosts with the Life Draining Touch ability are immune to 
  natural and magical cold effects. Some individual ghosts have 
  immunity to other energy effects, but not all. 
   
  Refer to the Spooky Spells section of this work for a complete 
  listing of how spells interact with ghosts. 
   
  LIFE DRAINING TOUCH: Greater ghosts have the ability to 
  drain life force from living beings with a mere touch. The 
  touch of the ghost is cold as the grave, causing cold damage in 
  the form of hit point loss, and also draining one to three levels 
  of life energy, depending on the hit dice of the ghost. If the 
  ghost wields a ghost-touched melee weapon, the weapon 
  deals its own damage as well as the cold touch damage, plus 
  the level drain; the level drain effect does not transfer to 
  thrown weapons, though these do cause the cold damage as 
  well if they are made of metal or stone. 
   
  Characters drained of levels lose the hit dice and hit points 
  gained from those levels, and must reduce other characteristics 
  associated with the lost levels. After being drained of levels, a 
  character will have the minimum number of experience points 
  for the level to which he is reduced. 
   
  The loss of levels is (usually) permanent, though surviving 
  victims can always increase in level through earning more 
  experience points. The restoration spell can also restore lost 
  levels, if applied in time. 
   
  There is a percentage chance equal to the number of levels a 
  ghost has drained from a creature that the creature and the 
  ghost develop a psychic link. If such a link develops, every 
  night the victim must make a saving throw versus Death; if the 
  save fails, he suffers nightmares about the experience, and 
  may gain insight into the current activities and depredations of 
  the ghost who drained him. These nightmares cease only 
  when the ghost is destroyed or otherwise put to rest. 
   
  Note that a 1st level character drained of one level is not 
  reduced to a 0-level character; he is slain, as he has lost his 
  last hit die. 
   
  Spawn Ghost: When a ghost slays a living being through 
  draining it of levels with its Life Draining Touch attack, the 
  slain being invariably rises again 24 hours later as a ghost of 
  hit dice equal to the level the being possessed when its slayer 
  first drained it, up to half the hit dice of its slayer (rounded up). 
  For example, if a 4 hit die wraith drains a 1st level fighter, the 
  fighter rises again as a 1 hit die presence; if a 6 hit die spectre 
  drains a 6th level fighter unto death, the fighter rises again as a 
  3 hit die lost soul. 
   
  In any case, the newly-risen ghost is under its creator’s 
  command. This command may be resisted over time in the 
  same fashion as the effects of a charm person spell, though 
  based on the being’s Charisma score rather than Intelligence. 
  If the controlled being breaks control, it must immediately flee, 
  or its erstwhile master will seek to destroy it out of hand. 
   
  UNDEAD SPECIAL ABILITIES PACKAGE: All undead 
  creatures share the following abilities, immunities, and 
  weaknesses (counted together as a single special ability for XP 
  purposes): Infravision, Mindless, Poison Immunity, Silent as 
  the Grave, Susceptible to Turning. 
   
  Infravision: Undead can see with normal vision in lighted 
  conditions and 60’ with Infravision in darkness. As their 
  attention can be focused, for they still see through the point at 
  which their eyes should be, they have the normal potential to 
  be surprised. 
   
  Mindless: Undead are unaffected by spells or psychic abilities 
  that charm person, sleep, hold person, or that cause similar 
  effects (unless the effect specifically affects undead). For full 
  details on how specific spells affect or do not affect ghosts, 
  refer to the Spooky Spells section at the end of this work. 
   
  Poison Immunity: All undead are immune to the effects of 
  poison and paralyzation and similar effects. 
   
  Silent as the Grave: Undead do not make a sound when they 
  move, unless they wish to, even when carrying large or noisy 
  physical objects (such as chains or bags of coins). They can 
  make noise when then move objects that are larger than 
  them, or set in place, such as opening a screeching door, 
  pushing over an ice sculpture, or dropping things down a well. 
  Their personal movement and actions make no sound, but 
  
   
  7 
  actions upon and movements of other things can… when in 
  doubt, go with what is more dramatic and likely, based on the 
  circumstances. 
   
  Susceptible to Turning: Undead are susceptible to the turning 
  effects of a cleric’s Turn Undead ability. Treat ghosts as 
  undead of their hit dice when reading the Turn Undead table; 
  geists are turned as though they were infernal beings. 
   
  In the case of ghosts, if the cleric is in possession of an item 
  upon which light or continual light has been cast, and presents 
  that at the same time as her holy symbol, the cleric’s turning 
  level is effectively one greater. 
   
  Undead (including incorporeal undead) are affected by holy 
  water, which burns them like acid (it is the positive energy in 
  the water that affect the incorporeal ghosts). Physical undead 
  suffer 2d4 points of damage when struck by a full vial of holy 
  water. The splash of holy water from an aspergillum usually 
  deals only 1d6 points of damage. Incorporeal undead suffer 
  only half this damage (1d4 and 1d3 points, respectively) as 
  only the positive energy of the holy water affects them. Ghosts 
  who suffer damage from holy water must make a saving throw 
  versus Death; failure indicates that they must flee to the Deep 
  Ethereal for a number of rounds equal to the damage suffered. 
   
  Physical undead suffer damage when entering an area filled 
  with the smoke of holy incense, such as that from an incense 
  burner or thurible. They suffer 1d6 points of damage per 
  round of exposure. Ghosts cannot purposefully enter or pass 
  through an area filled with the smoke of holy incense; if 
  exposed to the smoke such as through a wildly swinging 
  thurible, they take 1d6 points of damage. Ghosts who suffer 
  damage from holy incense must make a saving throw versus 
  Death; failure indicates that they must flee to the Deep 
  Ethereal for a number of rounds equal to the damage suffered. 
   
  Ghosts also have a weakness for the ringing of holy or blessed 
  bells or chimes. If such are sounded within their range of 
  hearing, they must make a saving throw versus Death each 
  round the bells or chimes are rung; if the save fails, they must 
  flee into the Deep Ethereal, and cannot return to that area as 
  long as the bells or chimes continue to ring. They may move 
  out of that area in the Deep Ethereal Plane and return to the 
  Material Plane elsewhere, outside of the radius of the sound of 
  the bells. 
   
  OTHER SPECIAL ABILITIES: Ghosts result from the death of 
  a mortal being; this death is invariably tragic, often violent, 
  and usually results from Evil actions (on the part of the ghost 
  or the ghost’s slayer). The nature of their death combined with 
  the strange magic involved with the Negative Energy Plane, 
  means that many ghosts have other unique special abilities.  
   
  Each ghost has a percentage chance equal to its hit points of 
  having one or more special abilities. Check the Ghostly 
  Special Abilities Table for more information. 
   
  Special Ability Notation: Entries in this work note that a 
  creature has a special ability by including an asterisk next to 
  the hit dice of the creature; the number of asterisks indicate 
  the number of special abilities the creature possesses for XP 
  determination purposes. 
   
  Additional special abilities add more XP to the ghost’s total 
  XP value. This must be determined after all additional special 
  abilities have been determined and accounted for. 
   
  An asterisk next to a creature’s name indicates that it is 
  resistant or immune to non-magical weapons; this ability is 
  included in the number of asterisks. In the case of ghosts, this 
  is considered a part of their Incorporeal ability, and is 
  subsumed in that ability for XP determination purposes. 
   
  Incorporeal Undead Summary Table 
  Name 
  HD 
  AC 
  Attacks 
  Special Defenses 
  Presence  
  1 
  4 
  1d4 hp plus Fear 
  ½ damage from non-magical weapons, full damage from silver 
  Apparition 
  2 
  4 
  1d6 hp plus Fear 
  Minimal damage from non-magical weapons, full damage from silver 
  Lost Soul 
  3 
  3 
  1d6 hp plus Fear 
  Unharmed by non-magical weapons, full damage from silver 
  Wraith 
  4 
  3 
  1d6 hp plus 1 level 
  Unharmed by non-magical weapons, ½ damage from silver 
  Haunt 
  5 
  2 
  1d8 hp plus 1 level 
  Unharmed by non-magical weapons, minimal damage from silver 
  Spectre 
  6 
  2 
  1d8 hp plus 2 levels 
  Unharmed by non-magical weapons 
  Spirit 
  7 
  1 
  1d8 hp plus 2 levels 
  Requires +1 magical weapon or better to harm 
  Wyrd  
  8 
  1 
  1d10 hp plus 2 levels 
  Requires +1 magical weapon or better to harm 
  Phantom 
  9 
  0 
  1d10 hp plus 3 levels 
  Requires +1 magical weapon or better to harm 
  Geist 
  10 
  0 
  2d6 hp plus 3 levels 
  Requires +2 magical weapon or better to harm 
  
   
  8 
  SIXTH SENSE, SENSITIVES, AND MEDIUMS 
   
  SIXTH SENSE: Materialized ghosts, if insubstantial, are 
  relatively easy to see, especially when they get in a character’s 
  face to scare them. Ghosts lurking in the Near Ethereal cannot 
  usually be seen, heard, smelled, tasted, or touched, but 
  sometimes can be sensed, through a sort of Sixth Sense that 
  some people possesses to a greater or lesser degree. Add 
  together a character’s Intelligence, Wisdom, and Charisma 
  bonuses; if the total is a non-zero number, the character has a 
  limited Sixth Sense when it comes to creatures lurking in the 
  Near Ethereal. 
   
  Every time a creature is lurking in the Near Ethereal within 5’ 
  per point of a character’s base Sixth Sense ability, the 
  character gets a percentage chance roll to sense that a 
  creature is lurking. The percentage chance is equal to the 
  Sixth Sense score plus half the creature’s hit dice (rounded up) 
  or the number of special ability asterisks the creature has, 
  whichever is greater. If the roll on d00 is equal to or less than 
  the total, the character senses the presence of the creature 
  lurking in the Near Ethereal and can find its general location. 
  The creature still counts as invisible, but its location is known. 
   
  This basic use of Sixth Sense requires no concentration. 
   
  SENSITIVES: A small number of people are attuned to the 
  presence of creatures lurking in the Near Ethereal; these are 
  known as sensitives. To determine if a character is a sensitive, 
  the first time after the character has a chance to sense the 
  presence of a creature lurking in the Near Ethereal after one 
  of the following events occurs, check for sensitivity. 
   
  The enabling actions include: gaining a new level during which 
  the character encountered a ghost or other ethereal creature, 
  or journeyed into the Ethereal Plane; surviving a near-death 
  experience (reduced to 0 hit points or less); surviving being 
  level-drained by a greater ghost; being possessed by a ghost or 
  other ethereal being; and being raised from the dead or 
  resurrected. Upon such an occurrence, roll d00 against the 
  character’s Sixth Sense score; if the roll is equal to or less than 
  the Sixth Sense score, the character is a sensitive. 
   
  A sensitive automatically senses creatures lurking in the Near 
  Ethereal within 5’ per point of Sixth Sense without need for a 
  roll, though sensing in this way does require concentration. 
  The sensitive may make a Sixth Sense check to attempt to 
  sense creatures in the Near Ethereal beyond the automatic 
  range up to 10’ per point of Sixth Sense. 
   
  If a sensitive has sensed a creature in the Near Ethereal, the 
  sensitive can also hear the creature if it speaks within the Near 
  Ethereal, though the sensitive cannot see a creature lurking in 
  the Near Ethereal. 
   
  A sensitive’s Sixth Sense score increases by one point for 
  every level the character obtains after becoming a sensitive. 
   
  MEDIUMS: A small number of sensitives are mediums. 
  Mediums are able to not only automatically sense creatures 
  lurking in the Near Ethereal; they can also automatically see 
  and hear them, regardless of distance (though limited by their 
  usual vision and aural range). 
   
  Possession of mediumship is determined when sensitivity is 
  first gained, and again whenever the sensitive has the same 
  kind of experience that might grant the character sensitivity to 
  ethereal creatures. The roll to determine if the sensitive is a 
  medium is a percentage chance equal to his Sixth Sense 
  score; if the d00 roll is less than or equal to the character’s 
  Sixth Sense score, the character is also a medium.  
   
  Mediums can automatically see, hear, and speak with 
  creatures lurking in the Near Ethereal; such creatures will not 
  know that the character is a medium until she takes some 
  action that clues the ghost in, such as staring directly at the 
  ghost or speaking to the ghost unexpectedly. 
   
  A medium’s Sixth Sense score increases by two points for 
  every level the character obtains after becoming a medium. 
   
  A medium has a chance to sense ghosts that are hiding in the 
  Deep Ethereal when concentrating; this chance is equal to 
  their Sixth Sense score, with a range of 5’ per point of Sixth 
  Sense. 
   
  Mediums have some resistance to possession by ghosts. If the 
  medium is of an equal or greater level than the hit dice of the 
  ghost, the medium can try to cast the ghost out of her body 
  every 1d10 rounds; the ghost must make a saving throw 
  versus Spells or be cast out of the medium’s body. If the ghost 
  has greater hit dice than the medium, the medium may 
  attempt to cast the ghost out only once every 1d6 turns. The 
  medium only gets a number of chances to cast the ghost out 
  equal to her Sixth Sense score; if she fails at all these chances, 
  the ghost can remain in possession of her body as long as it 
  wishes or until otherwise cast out. 
   
  Mediums can also perform séances and exorcisms.  
   
  Séance: A séance is a ritual designed to summon forth a 
  ghost. The séance usually requires that someone who knew 
  the ghost when it was alive is present at the séance; the more 
  people who knew the ghost in life who are present at the 
  séance, the better the chance of summoning the ghost. The 
  chance of summoning the ghost is a percentage chance equal 
  to the Sixth Sense score of the medium, plus one for each 
  participant of the séance who believes it will work, minus one 
  for each participant in the séance who does not believe it will 
  work. The point value increases to two for a sibling or parent, 
  three for a lover or spouse.  
   
  Various trappings might help, though only if they are truly 
  magical or were objects beloved by the soul in question when 
  
   
  9 
  alive (a magical crystal ball, for example, might grant +1d6 
  points to the final chance; a favored doll might grant +1d4 
  points). If the ghost that is being summoned haunts the local 
  area (one mile radius per point of Sixth Sense of the medium), 
  double the final chance of summoning the ghost. 
   
  If the individual went on to its final reward and is not a ghost, 
  halve the final chance of summoning; if this is successful, the 
  spirit of the ghost is summoned from beyond, in an angelic 
  spirit form if from the celestial realms, in the form of a 
  dreadful shade if from the nether realms or hell. 
   
  The medium can also try to summon ghosts of people whom 
  the participants admired but did not personally know. The 
  chance of successfully summoning such a ghost is half the 
  normal score, rounded up; after all other prior factors are 
  applied. 
   
  If the ghost wishes to resist the summoning, it may make a 
  saving throw versus Spells; the final chance of being 
  summoned is reduced by one point for every point by which 
  the ghost succeeds this saving throw, though a successful 
  saving throw does not guarantee that the summons is resisted. 
  A medium knows when a summons is being resisted; the 
  ghost can express its displeasure and specific reasons for 
  resisting to her through private mental communications, and 
  then the medium can end the ritual early if she so chooses or 
  continue despite the ghost’s reticence. 
   
  If the percentile roll for summoning any ghost during a séance 
  is a 00, Something Bad Happens; usually a completely 
  different, powerful, and inimical ghost, demon, or other 
  similar extra-planar creature ends up arriving and pretending 
  to be the summoned ghost… before slaughtering all the 
  participants, or possessing the medium, or some other nasty, 
  evil, awful thing. 
   
  A séance requires 1d6x5 minutes of ritual before the ghost, 
  spirit, or shade arrives; if it does not arrive in that time, the 
  medium knows that the ghost, spirit, or shade will not be 
  answering the summons. 
   
  A séance is usually performed in a circle around a table; if the 
  participants in the circle hold hands, they are protected as 
  though by a protection from evil spell, provided the circle 
  continues holding hands; if it is broken during the séance, the 
  medium gets one chance to re-unite the circle when everyone 
  holds hands again, if she makes a successful saving throw 
  versus Spells; otherwise the circle is broken for the remainder 
  of the séance. 
   
  When the ghost is successfully summoned, it appears from 
  wherever it may have been and manifests nearby or within the 
  circle. The medium makes a Reaction check when the ghost 
  first arrives, with modifiers based on the participants, the 
  nature and details of their relationship, and whether or not the 
  ghost resisted the summons; if the ghost is friendly and wishes 
  to remain and speak, it will do so, and readily answers most 
  questions put to it, within reason. 
  Otherwise the ghost and the medium must each make saving 
  throws versus Spells; if the ghost succeeds and the medium 
  fails, the ghost may leave at any time it wishes, going back 
  whence it came or remaining as it chooses, and may attack if 
  the circle of hands is broken, depending on the Reaction 
  check. Otherwise, the ghost must remain. Every time the 
  ghost is compelled to remain, it must answer one question put 
  to it truthfully, though it can remain evasive and speak in 
  riddles. After it has answered the question, usually requiring 
  1d10 minutes, the ghost and the medium make another set of 
  saving throws to determine who remains in charge. Note that 
  if the medium ever rolls a Natural 1 on the control check, and 
  the circle of hands is broken or the medium is not otherwise 
  protected, the ghost can immediately possess the medium, 
  even if it does not have the Possess the Living special ability. 
   
  If the ghost is not compelled to remain, but does so in order 
  to wreak havoc or harm the medium or the participants, the 
  medium can attempt to banish the ghost back whence it came 
  each round. The ghost gets a saving throw versus Spells for 
  each banishment attempt; if the save fails, it is sent back 
  whence it came. Otherwise, it remains and does what it 
  wishes. The medium gets a number of chances to banish the 
  ghost equal to her Sixth Sense score; after so many attempts, 
  the medium has no chance to banish the ghost, and must use 
  other means to get rid of the new haunt. 
   
  Once the ghost has arrived, the medium may maintain the 
  séance for no more than one turn per point of her Sixth 
  Sense score. At the end of the séance, provided the medium 
  maintained control the whole time, the summoned ghost, 
  spirit, or shade is banished back whence it came. A medium 
  must rest at least an hour after completion of a successful 
  séance before she may attempt another séance. 
   
  Ghosts are known for producing ectoplasm at séances; every 
  turn the ghost is present, it produces at least one ounce of 
  ectoplasm, possibly more if things go awry… 
   
  Exorcism: A medium can attempt to perform an exorcism, 
  though only on ghosts, as per the 4th level cleric spell 
  exorcise. Only the levels a medium has attained since she 
  gained mediumship count toward the success of the spell. A 
  medium can continue an exorcism for a number of turns equal 
  to her Sixth Sense score before exhausting her ability; if an 
  exorcism fails against a specific ghost, the medium cannot 
  attempt an exorcism against that ghost again until she attains 
  another level. 
   
  SENSITIVE ANIMALS: Cats, dogs, and horses can all see 
  creatures lurking in the Near Ethereal; most react with fear – 
  dogs bark, cats hiss, horses bolt – but if the ghost is of a 
  former friend or master, they act and can interact 
  appropriately. 
   
  A cat’s attacks can affect creatures in both the Material and 
  Ethereal Planes; they effectively have ghost-touched teeth and 
  paws. This is why ghosts as a rule do not like cats... 
  
   
  10 
  GHOSTS – LESSER AND GREATER 
   
  Ghosts are not real, in either the physical or spiritual sense. 
  They are reflections of tragedy and evil, which occurred on the 
  Material Plane, of such terror and horror that the psychic 
  energies of the deceased blew through the Ethereal Plane into 
  the Negative Energy Plane, and there engendered a node of 
  negative energy. That node of negative energy tethers the soul 
  of the deceased in the Ethereal Plane, keeping the soul from 
  passing on to its final rest, whether that is in the Celestial 
  Realms, the Netherworlds, or the Hells. 
   
  The existence of a ghost, then, is not real in the spiritual sense 
  in that it is a blot on the record of the universe; ghosts should 
  not exist, but they do, and so they exist in a kind of stasis. 
  Even when not Stuck in Time, and forced to repeat their 
  death or some other event over and over again, a ghost often 
  seems to be stuck in time. It never grows, mentally or 
  spiritually, though as the negative energy that feeds it grows, it 
  can grow in power. It remains, as the memory it is, stuck with 
  certain goals, ideas, and behaviors. 
   
  And so ghosts haunt the place they died, or places they lived 
  in and enjoyed, as they know of no other way of existence, 
  and cannot even comprehend any other way. Whether this is 
  the ghostly presence of a child haunting its nursery and always 
  seeking to play with anyone who comes by, or the ghost is the 
  geist of a mighty and powerful wizard who sought world 
  domination, and thus through its great resources continues to 
  try to build a kingdom of the dead – all ghosts merely try to 
  repeat the lives they led. 
   
  When confronted by the living, ghosts generally react with 
  hatred and loathing, as the living remind them not only of 
  what they have lost, but also that they really are little more 
  than a memory. Most ghosts attack the living upon sight, 
  though exceptions exist, notably Friendly Ghosts, ghosts that 
  are Stuck in Time, and other ghosts with ghostly special 
  abilities that limit or direct their reactions. 
   
  Subtract the hit dice of the ghost from 20. Roll a d20; if the 
  result is less than or equal to this number, the ghost attacks 
  the living on sight. This attack can take many forms, from the 
  bothersome to the frightful to the deadly, depending on the 
  nature and motivations of the ghost. 
   
  If a ghost does not immediately attack, roll a standard 
  Reaction check. Unless the ghost is friendly or immediately 
  attacks, it tends to ignore interlopers, or otherwise seeks from 
  them something that is core to its being. A Drunken Ghost 
  asks for alcohol; a Hungry Ghost asks for food; a Butler Ghost 
  asks if it may be of service; and so forth. 
   
  If the living being ignores the ghost’s requests, the ghost reacts 
  accordingly, often transforming from its normal form into its 
  more horrible, frightful form, then attacking. 
   
  APPEARANCE: Most ghosts have two basic forms, its normal 
  form and its horrific form. In its normal form, within the 
  guidelines established by the ghost’s basic type, the ghost 
  generally looks much as it did in life, complete with clothes, to 
  a greater or lesser extent, also depending on ghostly special 
  abilities and limitations (notably Shrouded Ghost). 
   
  When the ghost attacks, however, it transforms from this fairly 
  normal appearance into a horrific appearance. Hands turn 
  into claws, teeth into fangs, the body transforms into a ragged 
  parody of life; the face distends with the eyes blazing with 
  anger, the hair flies up and writhes with rage, and so forth. 
  With a Frightful Ghost, this transformation can cause magical 
  fear; with other ghosts, only 0-level NPCs must make a 
  Morale check when a ghost transforms to horrific form. If the 
  check fails, the NPC reacts accordingly, usually fleeing the 
  scene with full dispatch. 
   
  ORGANIZATION: Ghosts tend to be loners, except in cases 
  where multiple people died in the same incident, and thus 
  became ghosts together. Some ghostly types are more likely 
  to be gregarious among other ghosts than other types; the 
  lesser ghosts and lower-ranked greater ghosts are the most 
  likely to gather in groups, most especially lost souls, who are 
  the most sociable of all the ghosts. 
   
  ECOLOGY: Ghosts are not a natural part of the world; they 
  are a stain upon its very existence. However, as they do not 
  really exist physically, they have little to no effect on the world 
  around them, save in the case of living beings who go out of 
  their way to find them, or happen upon them accidentally. 
   
  While some believe that ghosts make certain areas 
  inhospitable, such as ruins and lonely moors, it is the very 
  natural loneliness and desolation of these locales that are 
  appealing to ghosts, as they have little to remind the ghosts of 
  their living life, and thus ghosts tend to gravitate toward them. 
   
  TREASURE: Treasure that a ghost possesses from its living 
  life or from slaying the living has a temporary form of the 
  ghost touch trait. The ghost who owns the treasure can hold 
  and manipulate as much treasure at a time as it can hold in 
  two hands; this way the ghost can move the treasure around 
  and arrange it to suit its sense of fashionable display. 
   
  RANGE: Ghosts can be found just about anywhere humans, 
  demihumans, and humanoids with souls can be found, and in 
  many cases, in areas where such beings would have a hard 
  time surviving. 
   
  COMBAT: Ghosts tend to lack subtlety, beyond the over-use 
  of their Boo! ability to duck into the Near Ethereal and re-
  appear elsewhere on the Material Plane to surprise their foes. 
  Their combat strategy is pretty straightforward – attack, 
  attack, attack! If they have a ghostly special ability that affords 
  them advantage in combat, they rarely hesitate to use it. 
  
   
  11 
  PRESENCE* 
  No. Enc.: 
  1d4* (1d4*) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  N/A 
   
  Fly: 
  240’ (80’) 
  Armor Class: 
  4 
  Hit Dice:  
  1*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d4 plus Fear 
  Save: 
   
  F1 
  Morale:  
  12 
  Hoard Class: 
  VI 
  XP: 
   
  19 
   
  A presence is the weakest of all the incorporeal undead, with 
  the most tenuous hold on its former existence as living being. 
  This is reflected in its appearance, which is usually little more 
  than a nebulous aura, vaguely humanoid in shape, with a 
  crude face etched upon the front of the head; other times a 
  presence appears as a large wisp of fog atop which is found a 
  gross, leering caricature of a head.  
   
  Presences rarely speak, save to roar and holler, gibber and 
  groan, whimper and shriek. They have little to low 
  intelligence, usually seeking little more than to grasp at 
  physical things and beings and tear, rend, or throw them. 
   
  Presences usually arise from weak-willed and petty beings who 
  liked to resolve disputes using physical threats and bullying. 
  Murdered children also often end up as presences, not having 
  the will or resolve to maintain a greater hold on the Material 
  Plane. 
   
  ORGANIZATION: The asterisk after the Number Encountered 
  denotes that, if any number other than a 1 is rolled, re-roll the 
  die; if on the second roll the same number is rolled, that 
  number of presences are encountered. Otherwise only a single 
  presence is encountered. This reflects that fact that presences 
  are usually loners. Usually found singly, groups or mobs of 
  presences who all met the same horrible or tragic end are not 
  unknown. Presences, even when found in groups, generally 
  operate singly, sometimes even competing with one another 
  over victims. When a mob operates as a group, the most 
  powerful presence (or a more powerful ghost) invariably leads 
  as the boss-ghost. 
   
  TREASURE: Presences do not generally gather treasure. 
  Treasure found in the area is usually incidental, from slain 
  victims, or even from the bodies of the original mortal forms 
  of the presences themselves. 
   
  RANGE: Presences tend to haunt the location where they 
  died, and only very rarely end up wandering far from their 
  bodies. This is more through lack of will or interest than due 
  to being cursed to remain in the area of their death. 
   
  COMBAT: Presences are violent, but not terribly strong. They 
  generally seek to use their wispy touch to flail at any being 
  nearby, and like to push or drop objects when possible. 
   
  FEAR ATTACK (*): Any being struck by a presence must 
  make a saving throw versus Spells or be affected by the fear 
  spell. 
   
  Spawn Ghost: If a presence slays a creature while that 
  creature is under the effect of its fear ability, the slain creature 
  must make a saving throw versus Death or rise again 24 hours 
  later as a presence. 
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the presence). 
   
  Weapon Immunity: Presences suffer only half damage from 
  non-magical weapons; all damage suffered from such weapons 
  is fully regenerated at the end of the round in which the 
  damage was dealt if the presence is not reduced to 0 hit 
  points. If dealt a total amount of damage in one round from 
  non-magical weapons equal to their hit points, a presence is 
  disrupted, and disappears, seemingly destroyed. However, it 
  merely retreats into the Deep Ethereal, where it regenerates 1 
  hit point of damage per round, returning again at the same 
  spot when it reaches full hit points.  
   
  Presences suffer full damage from silver and magical weapons, 
  and do not regenerate damage from such weapons. 
   
  POLTERGEIST (+*): 5 in 6 presences are Poltergeists (see 
  Ghostly Special Abilities, below). Presences otherwise have the 
  usual chance of rolling on the Ghostly Special Ability Table to 
  determine if they have a special ability.  
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
  
   
  12 
  APPARITION* 
  No. Enc.: 
  1d4 (1d8) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  N/A 
   
  Fly: 
  240’ (80’) 
  Armor Class: 
  4 
  Hit Dice:  
  2*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d6 plus Fear 
  Save: 
   
  F2 
  Morale:  
  12 
  Hoard Class: 
  VI 
  XP: 
   
  47 
   
  Apparitions are generally more powerful and intelligent than 
  presences, having a stronger will in life or, perhaps, merely a 
  more tragic and thus more powerful death. Apparitions 
  appear much as they did in life, complete with clothing (often 
  horrendously out of date by modern standards); the 
  appearance of clothing is an indication of a weaker will than a 
  lost soul, which being stronger is more malleable in form than 
  an apparition. 
   
  ORGANIZATION: 
  Apparitions 
  are 
  more 
  commonly 
  encountered in groups than presences, as the events that 
  created apparitions often include mass murder, group suicide, 
  total party kills, or other crowded events. A group of 
  apparitions is known as a party. 
   
  Apparitions are often Stuck in Time together, and repeat 
  tragic and horrific historical events, not bothering those 
  watching unless someone interferes with their reenactment of 
  their deaths or other actions. 
   
  TREASURE: Apparitions do not generally gather treasure. 
  Treasure found in the area is usually incidental, from slain 
  victims, or even from the bodies of the original mortal forms 
  of the apparitions themselves. 
   
  RANGE: Apparitions tend to haunt the location where they 
  died, and only very rarely end up wandering far from their 
  bodies. In many cases, this is because they are Stuck in Time; 
  in other cases, it is because of a lack of will or interest. 
   
  COMBAT: Apparitions are not generally tactical in combat, 
  merely flailing at those disturbing their eternal cycle of ritual. 
  Those whose ritual includes various martial or magical abilities 
  might also be able to bring those to bear; this is indicated by 
  the existence of a special ability, such as Armored Ghost or 
  Ghost Magician. 
   
  FEAR ATTACK (*): Any being struck by an apparition must 
  make a saving throw versus Spells or be affected as by the 
  fear spell. 
   
  Spawn Ghost: If an apparition slays a creature while that 
  creature is under the effect of its fear ability, the slain creature 
  must make a saving throw versus Death or rise again 24 hours 
  later as a presence (0th or 1st level) or apparition (2nd level or 
  greater). 
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the apparition). 
   
  Weapon Immunity: Apparitions suffer only minimal damage 
  from non-magical weapons (the minimal roll on the die 
  possible plus any Strength bonuses); all damage suffered from 
  such weapons is fully regenerated at the end of the round in 
  which the damage was dealt if the apparition is not reduced to 
  0 hit points. If dealt a total amount of damage in one round 
  from non-magical weapons equal to their hit points, an 
  apparition is disrupted, and disappears, seemingly destroyed. 
  However, it merely retreats into the Deep Ethereal, where it 
  regenerates 1 hit point of damage per round, returning again 
  at the same spot when it reaches full hit points.  
   
  Apparitions suffer full damage from silver and magical 
  weapons, and do not regenerate damage from such weapons. 
   
  LIFELIKE GHOST (+*): 5 in 6 apparitions are Lifelike Ghosts 
  (see Ghostly Special Abilities, below). Apparitions otherwise 
  have the usual chance of rolling on the Ghostly Special Ability 
  Table to determine if they have a special ability. 
   
  STUCK IN TIME (L): 5 in 6 apparitions are Stuck in Time (see 
  Ghostly Special Abilities, below); if the first apparition in a 
  group is Stuck in Time, all are stuck in the same vignette. 
  Apparitions otherwise have the usual chance of rolling on the 
  Ghostly Special Ability Table; if another special ability is 
  indicated, there is a 5 in 6 chance that a group of apparitions 
  Stuck in Time together all share the same special ability. 
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
   
  
   
  13 
  LOST SOUL* 
  No. Enc.: 
  1d8 (1d20) 
  Alignment: 
  Chaotic (Special) 
  Movement: 
  N/A 
   
  Fly: 
  240’ (80’) 
  Armor Class: 
  3 
  Hit Dice:  
  3*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d6 plus Fear 
  Save: 
   
  F3 
  Morale:  
  10 
  Hoard Class: 
  XXI 
  XP: 
   
  95 
   
  Lost souls are the most powerful of the lesser ghosts. They 
  are generally as intelligent as they were in life, though often a 
  bit dim or befuddled, and are definitely not always up on 
  current trends and fashions. They are powerful enough to be 
  able to define their own appearance; some maintain the 
  semblance they had in life, while others are more monstrous 
  of mien. No few seem to enjoy taking on the wispy, misty, 
  translucent, “sheet-like” form, mimicking a body covered 
  loosely by a burial shroud, often with a fairly normal face 
  where it should be; it is both a relaxing form (requiring no 
  concentration or power to maintain), and they often consider 
  it expected of them. 
   
  Lost souls are the most free-willed of the lesser ghosts. Most 
  are able to wander at will, though they often stay close to 
  home, or near the location they died. As locations with lots of 
  living beings are strong in the energies of the Positive Energy 
  Plane, most lost souls prefer to remain in or move to desolate, 
  distant, abandoned areas, where the power of life and the 
  living is weaker, though still close enough to haunt the living 
  as opportunity permits. Many lost souls simply want to be left 
  alone, to pursue their interests, simple or esoteric, whether 
  that is puttering around their old manor house or wandering 
  up and down the corridors of the dungeon in which they died. 
   
  ORGANIZATION: Lost souls often gather together in families, 
  known as frights; these families of ghosts may or may not 
  actually have been related in life, though they often were, even 
  if they are only distantly related through odd lines of descent. 
  An old manor house might be home to many lost souls of the 
  same family line, each bickering with one another as family 
  does, though banding together when their home is threatened 
  by interlopers.  
   
  Other frights are formed when disparate lost souls come 
  together through random chance, and take to calling each 
  other brother and sister or cousin, aunt, or uncle, and acting 
  in mutual interest. These ad-hoc families often have a few 
  apparitions or presences among them, considered the 
  “bumpkin cousins” of the lost souls. 
   
  Unlike other lesser ghosts who prefer to be left alone and 
  more powerful ghosts who prefer to dominate those around 
  them, lost souls are more likely to take part equally in the 
  society of the local monstrous population. They often form 
  alliances and friendships with witches, devils, cultists, 
  monsters, and so forth, to better further their own goals, or 
  merely for mutual protection. 
   
  TREASURE: Lost souls like to collect treasure; often their 
  treasure trove reflects their interests and hobbies that they 
  pursued in life and continue to pursue in death. Coins and 
  other treasures not related to their hobby are kept for trade 
  with others in the local monstrous society, or even with 
  passers-by, as lost souls are as likely to trade as they are to 
  frighten, steal, raid, or murder. 
   
  RANGE: Lost souls have the widest range of all ghosts, as 
  they are not as limited as lesser ghosts, and not as tied to 
  specific locales and power structures as more powerful ghosts. 
  They can be encountered anywhere humanoid life ranges, and 
  many places where it cannot survive. 
   
  COMBAT: Lost souls prefer not to engage in combat unless it 
  is necessary; many simply flee to the Deep Ethereal when 
  faced with a dangerous foe. If needful, they attack with gusto; 
  some who possess martial hobbies often wield ghost-touched 
  weapons and attack thusly. 
   
  FEAR ATTACK (*): Any being struck by a lost soul must 
  make a saving throw versus Spells or be affected as by the 
  fear spell. 
   
  Spawn Ghost: If a lost soul slays a creature while that creature 
  is under the effect of its fear ability, the slain creature must 
  make a saving throw versus Death or rise again 24 hours later 
  as a presence (0th or 1st level), apparition (2nd level), or lost 
  soul (3rd level or higher). 
   
  FRIENDLY GHOST (+*): 2 in 6 lost souls are Friendly Ghosts 
  (see Ghostly Special Abilities, below). Of other lost souls, half 
  are Chaotic (Neutral), the remainder Chaotic (Evil). Lost souls 
  otherwise have the usual chance of rolling on the Ghostly 
  Special Ability Table to determine if they have a special ability.  
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the lost soul). 
   
  Weapon Immunity: Lost souls are unharmed by non-magical 
  weapons, though they take full damage from silver and 
  magical weapons. 
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
   
   
  
   
  14 
  WRAITH* 
  No. Enc.: 
  1d4 (1d6) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  N/A 
   
  Fly: 
  240’ (80’) 
  Armor Class: 
  3 
  Hit Dice:  
  4*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d6 plus Drain 1 Level 
  Save: 
   
  F4 
  Morale:  
  11 
  Hoard Class: 
  XVIII 
  XP: 
   
  245 
   
  Wraiths are usually born of fear, anger, hatred, and violence. 
  In life they were often warlords, kings, magicians, priests, or 
  other mighty and powerful beings who coveted ever more 
  wealth and power. They made deals with dark forces and, for 
  their efforts, grew great in power, but even greater in evil… 
  and when death came to claim them, they sought even to 
  avoid that great equalizer, and lived on in the form of the 
  dreaded wraith. 
   
  Wraiths usually appear as vaguely humanoid blotches of black 
  or gray shadow, with ever darker ebon tendrils of dark 
  energies coruscating within their bodiless form. Sometimes 
  they hold the form and dress they knew best in life; other 
  times, their form is wispy, misty, and indistinct. Most wraiths 
  wear burial shrouds, usually black but more rarely white, that 
  enable them to better interact with the material world. Such 
  wraiths wear jewelry, wield weapons, or even wear armor, to 
  better show off the dignity, wealth, and power they held in life 
  and continue to claim in death. 
   
  ORGANIZATION: Wraiths are often well organized, whether 
  a group of old nobles sharing a range of barrow hills or a 
  troupe of servitor wraiths engaged in the machinations of their 
  master. They operate well together, having pre-planned tactics 
  to deal with interlopers and enemies, and often cooperate to 
  an extent with other nearby monsters for mutual protection. If 
  possible, they also have lesser servants of their own – lesser 
  ghosts, monsters, humanoids, human renegades, and so forth, 
  to do their bidding and operate as cannon fodder. 
   
  TREASURE: Wraiths in many cases, especially among 
  barrow-wraiths, continue to exist merely to enjoy and dwell 
  upon their hard-won treasures, both those won in mortal years 
  and those taken from enemies since their transformation. 
  Treasure is collected and well cared for; gold is polished and 
  organized; weapons and armor are oiled and displayed upon 
  racks; gems shine in open boxes of fine craftsmanship; coins 
  are stacked or heaped in chests. 
   
  RANGE: There are two broad kinds of wraiths; self-risen 
  barrow wraiths, who have cheated death itself, and often the 
  demons or devils to which the deceased owed their soul; and 
  servitor wraiths, created by more powerful undead by slaying 
  powerful but still weaker mortal champions. 
  Barrow wraiths are encountered almost exclusively in their 
  barrow, mausoleum, sepulcher, or other place of burial, or 
  within the necropolis of barrows or graves where their burial is 
  found. Those who remained properly unburied are often 
  found wandering the halls of the dungeons, ruined keeps, or 
  fallen palaces where they died. Barrow wraiths are not actually 
  limited to this range; instead it is a self-chosen limitation, as 
  they feel most powerful where the remnants and trappings of 
  their mortal power are found. 
   
  The servitor wraith as the name implies serves a more 
  powerful being, often a ghost, usually a wyrd, phantom, or 
  geist, or other powerful magical master. It goes whither its 
  master sends it on such missions as its master requires. Some 
  are vigorous and zealous in their service; others less so and 
  willfully operate with less punctilio and eagerness, and are thus 
  more amenable to wheeling and dealing with potential victims. 
   
  COMBAT: Wraiths usually lack subtlety in their attacks, being 
  certain in their own power and immunities, and thus wild 
  frontal assault is preferred. Only when faced with an enemy 
  clearly capable of dealing with them – armed with magical 
  weapons, magical spells, or most especially, forms of magical 
  light or open flame – do wraiths turn to clever and thought-out 
  tactics. 
   
  SHROUDED GHOST (+*): 5 in 6 wraiths are Shrouded 
  Ghosts (see Ghostly Special Abilities), and thus are able to 
  wear and use material items with little or no operational errors 
  due to their otherwise bodiless nature. However, this makes 
  them deathly afraid of anyone wielding a significant open 
  flame, which can quickly and easily destroy their shroud and 
  limit their tactical abilities – and cause them no little social 
  distress. When faced with a firmly wielded open flame, their 
  Morale collapses from 12 to 8. Wraiths otherwise have the 
  usual chance of rolling on the Ghostly Special Ability Table to 
  determine if they have a special ability. 
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the wraith). 
   
  Weapon Immunity: Wraiths are unharmed by non-magical 
  weapons and they take only half damage from silver weapons. 
   
  LIFE DRAINING TOUCH (*): When a wraith touches a victim 
  it inflicts 1d6 hit points of cold damage and drains one level. 
   
  Spawn Ghost: A creature slain by losing all levels to the life 
  draining touch of a wraith rises again 24 hours later as a 
  presence (0th or 1st level) or apparition (2nd level or higher) 
  under the control of its slayer. 
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
  
   
  15 
  HAUNT* 
  No. Enc.: 
  1d4 (1d6) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  N/A 
   
  Fly: 
  300’ (100’) 
  Armor Class: 
  2 
  Hit Dice:  
  5*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d8 plus Drain 1 Level 
  Save: 
   
  F5 
  Morale:  
  11 
  Hoard Class: 
  VI 
  XP: 
   
  650 
   
  Haunts are born of pain, suffering, loss, and tragedy. Most 
  haunts shuffled off from the mortal coil with some great task 
  or project uncompleted; this might be something as simple as 
  finishing a journey to as complex and grandiose as building an 
  empire. Whatever the original cause of their failures, they now 
  blame life itself on their failure, and specifically, whatever living 
  thing might be in their sight at the moment. 
   
  Haunts have a wide range of appearances. Some appear only 
  as a shadowy hint of a figure; others as ghostly wisps in 
  tattered rags, writhing with excitement and rage; still others 
  appear exactly as they did in life, seemingly fully corporeal and 
  alive, if a little wan and pale. 
   
  ORGANIZATION: Any haunts found together were working 
  toward the same goal and died at the same time. They work 
  together to try to complete that goal, plotting and planning, 
  though with every sundown appearing again out of the ether, 
  often little or no further toward completion of their task… and 
  so they almost never get anywhere with their plans, until a 
  mortal interloper comes by that can help them, willing or not. 
   
  Haunts gather around them weaker ghosts, to serve them in 
  their plans and machinations. Haunts who have been in an 
  area for decades are often surrounded by presences and 
  apparitions that they have created or pressed into service. 
  Some have other undead at their service, such as skeletons, 
  zombies, and ghouls, though living beings are few and far 
  between, as they prefer to possess them (if capable). 
   
  TREASURE: Haunts generally have incidental treasure, save 
  perhaps for a singular or a handful of items, of little to great 
  value that would be pertinent in their unfulfilled task. The 
  value of said objects is entirely up to the Labyrinth Lord. 
   
  RANGE: Haunts are found just about anywhere where the 
  plans of mice and men can go awry and end in tragic death. 
  As it is the strength of their convictions that keep them from 
  passing into the great beyond, any mortal of sufficient will can 
  be counted among the ranks of the haunts. That said, they are 
  most often found in their homes or hospitals, where they 
  passed away of old age, sickness, or wounds ere they 
  completed their mission; along the side of the road, where 
  they were unable to complete their journey, being cut down as 
  they traveled; at a battlefield, where their glorious dreams 
  ended in horrible violence; or in prisons, where they met a 
  grisly end after being convicted and executed for attempting to 
  perform a deed considered illegal or treasonous. 
   
  Beset by uncertainty, befuddled by a difficult memory, and 
  weighted down by their own doubts, haunts rarely actually 
  ever leave the place of their death, even if leaving is required 
  to complete their long-incomplete mission. Even when things 
  go their way, they often end up being their own worst 
  enemies, sabotaging their own victories with self-defeating 
  actions. And sometimes they even find that when they get a 
  little further along toward meeting their goal – a kindly passer-
  by mistakes them as living, and gives them a ride, or they 
  possess a body and actually get out of the dungeon – they 
  fade away with the rise of the sun, returning again to their 
  place of death at sundown, no further for all their struggle. 
   
  COMBAT: Haunts first seek to beseech the living to assist 
  them in their mission; when that fails, as it usually does, they 
  either then seek to possess them or to slay them, in 
  vengeance for keeping them from their long-awaited goal. 
   
  CHAINED GHOST (L): 5 in 6 haunts are Chained Ghosts (see 
  the Ghostly Special Abilities). 50% are chained to their Earthly 
  Remains, 50% to their Location. Haunts otherwise have the 
  usual chance of rolling on the Ghostly Special Ability Table to 
  determine if they have a special ability. 
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the haunt). 
   
  Weapon Immunity: Haunts are unharmed by non-magical 
  weapons and they take only minimal damage from silver 
  weapons. 
   
  LIFE DRAINING TOUCH (*): When a haunt touches a victim 
  it inflicts 1d8 hit points of cold damage and drains one level. 
   
  Spawn Ghost: A creature slain by losing all levels to the life 
  draining touch of a haunt rises again 24 hours later as a 
  presence (0th or 1st level), apparition (2nd level), or lost soul 
  (3rd level or greater) under the control of its slayer. 
   
  LIFELIKE GHOST (+*): 5 in 6 haunts are Lifelike Ghosts (see 
  the Ghostly Special Abilities). 
   
  POSSESS THE LIVING (+*): 5 in 6 haunts can Possess the 
  Living (see Ghostly Special Abilities).  
   
  TASKED GHOST (L): 5 in 6 haunts are Tasked Ghosts (see 
  Ghostly Special Abilities).  
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
  
   
  16 
  SPECTRE* 
  No. Enc.: 
  1d4 (1d8) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  N/A 
   
  Fly: 
  300’ (100’) 
  Armor Class: 
  2 
  Hit Dice:  
  6*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d8 plus Drain 2 Levels 
  Save: 
   
  F6 
  Morale:  
  11 
  Hoard Class: 
  XVIII 
  XP: 
   
  1,070 
   
  Spectres are essentially more powerful versions of wraiths – 
  usually born out of hatred, anger, lust, or violence begotten of 
  the desire for ever more wealth and power. Most spectres died 
  a violent death – stabbed in the back by daggers, cut to pieces 
  by blades, burned alive by magic, or even drained of life by 
  other undead. This gives them great strength of will and 
  unquenchable rage. 
   
  Being of stronger will and greater power, and often even more 
  vain than wraiths, most spectres look much as they did in life 
  and can be easily recognized by those who knew the individual 
  or have seen the individual’s face in a painting or a drawing. 
  In many cases, the evidence of its violent death is visible on its 
  body and spectral clothing. When in its wrath and when 
  draining life, a spectre becomes more spectral, the flesh-like 
  portion of the vision fading in favor of the glowering memory 
  of the skeletal structure within. 
   
  ORGANIZATION: Few if any spectres just happen to rise 
  from the dead – most are made, through the terrible violence 
  and evil of their lives and their deaths. Thus it is fitting that 
  spectres are often found together in numbers; evil families, 
  grasping nobles, mercenary lords, greedy merchants, and 
  cabbalistic wizards, all gather together for nefarious purposes, 
  and often die together, slaughtering each other or slain by 
  wrathful victims of their evil and perfidy. 
   
  Even in death, and even if they had slain each other, such 
  groups of vile creatures – many damned to walk the Earth for 
  eternity – stick together to commit ever more mayhem, grow 
  greater in wealth and power, and rule the living with a ghostly 
  fist. To that end, in addition to gathering ghostly minions, they 
  bring together other monstrous creatures, humanoids, and vile 
  humans. Often, entire dungeon complexes are run by a family 
  of spectres hidden at the heart of the operation.  
   
  Some small domains and even entire nations are ruled by 
  networks of spectres, hidden literally in the shadows of power, 
  their undead fingers causing mortal lords, counts, and kings to 
  dance like puppets. There are even some dreadful domains 
  openly ruled by spectres and policed by the undead… these 
  are usually in distant lands, behind high mountains or deep in 
  shadowy forests. 
   
  TREASURE: Like wraiths, spectres are all about the treasure – 
  though they are even more careful with it than their weaker 
  cousins. Spectres like to hide their treasures and trap them, 
  with physical and magical traps. Treasure is also often 
  guarded, usually by hideous creatures that make even wraiths 
  seem like walkovers. Unlike wraiths, spectres tend to eschew 
  use of material weapons and the wearing of jewelry (though 
  there are notable exceptions, especially those tied to potent 
  magical items).  
   
  RANGE: Spectres, like barrow wraiths, tend to stay at home, 
  whether home is a ruined palace, a tumbledown tower, a 
  hidden subterranean sepulcher, or even a cold, moldy 
  dungeon. The beauty of the haunt is not the important thing; 
  the power they exude from it, not unlike a web constructed by 
  a spider, is the important element. 
   
  COMBAT: Unlike wraiths, spectres prefer not to get into 
  physical combat; that is what minions are for! However, when 
  needful, spectres are not afraid to wade into battle, usually 
  leading from the front, like good bloodthirsty leaders should. 
  After all, they are immune to most weapons, and they slay 
  with a mere touch! So they tend to be cocky when they do get 
  into battle, a weakness that can be exploited by intelligent 
  ghost-hunters… 
   
  DAMNED TO WALK THE EARTH (+*): 5 in 6 spectres are 
  Damned to Walk the Earth (see Ghostly Special Abilities). 
  Spectres otherwise have the usual chance of rolling on the 
  Ghostly Special Ability Table to determine if they have a 
  special ability. 
   
  GHOST SOVEREIGN (+*): 3 in 6 spectres are Ghost 
  Sovereigns (see Ghostly Special Abilities). 
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the spectre). 
   
  Weapon Immunity: Spectres are unharmed by non-magical 
  weapons. 
   
  LIFE DRAINING TOUCH (*): When a spectre touches a 
  victim it inflicts 1d8 hit points of cold damage and drains two 
  levels. 
   
  Spawn Ghost: A creature slain by losing all levels to the life 
  draining touch of a spectre rises again 24 hours later as a 
  presence (0th or 1st level), apparition (2nd level), or lost soul 
  (3rd level or greater) under the control of its slayer. 
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
   
   
  
   
  17 
  SPIRIT* 
  No. Enc.: 
  1d3* (1d3*) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  N/A 
  Fly: 
  300’ (150’) 
  Armor Class: 
  0 
  Hit Dice:  
  7*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d8 plus Drain 2 Levels 
  Save: 
   
  F7 
  Morale:  
  11 
  Hoard Class: 
  XXII 
  XP: 
   
  1,490 
   
  Spirits are the malevolent ghosts of petty, treacherous, and 
  cruel men and women who were slain through treachery by 
  their allies, slaughtered by those they wronged, or killed 
  themselves out of spite for the world around them. 
   
  A spirit usually appears as a translucent image of its former 
  self, including clothing and wounds. They also often appear in 
  the form of ghostly dancing lights, much like will-o-wisps. 
   
  Many spirits are Chained Ghosts, stuck to haunt the location 
  where they died. They rarely if ever use ghost-touched items, 
  eschewing such for their potent fear-generating abilities, which 
  can often frighten victims to death! 
   
  ORGANIZATION: The asterisk after the Number Encountered 
  denotes that, if any number other than a 1 is rolled, re-roll the 
  die; if on the second roll the same number is rolled, that 
  number of spirits are encountered. Otherwise only a single 
  spirit is encountered. This reflects that fact that spirits are 
  usually loners; they usually died alone, and prefer to remain 
  alone, hating and loathing even other undead.  
   
  If more than one spirit is encountered, these spirits died 
  together, and were erstwhile allies in evil and treachery during 
  their lives. A duo is often a pair of lovers; a trio often siblings, 
  sometimes a parent and children. More rarely other 
  arrangements of family or friends die under such treacherous 
  circumstances.  
   
  Likely, the spirits loathe each other in death, blaming each 
  other for their untimely demise, but invariably, they end up 
  cooperating against common enemies. However, their mutual 
  enmity and hatred can be used to drive a wedge between 
  them, weakening the group to the advantage of those who 
  seek to destroy them. 
   
  TREASURE: Spirits, like most other greater ghosts, enjoy 
  keeping treasure for its own sake. Their method of keeping 
  the treasure depends on the nature of their demise and their 
  current circumstances. Spirits who were drowned in a river, 
  for example, keep only water-resistant treasures, often in plain 
  sight in the river, as temptation to passers-by. Spirits who 
  reside in a ruined tower or dungeon often keep their treasures 
  in a fine display; coins are kept in chests and sacks, often 
  hidden in secret chambers and guarded still by ancient traps. 
   
  RANGE: Spirits, of all the ghosts, prefer the most desolate 
  locales, and are rarely found near inhabited lands. If they arise 
  in an inhabited area, it often quickly becomes un-inhabited, as 
  the spirit -- especially those that are Chained to their location 
  – seeks to slay any living being that passes near its lair. 
   
  COMBAT: Most spirits have prodigious abilities to scare and 
  even outright slay living beings, notably Frightening and 
  Keening, in addition to their normal touch attack and life 
  draining ability. They usually lurk about, waiting till they can 
  catch the largest number of victims in their Keening attack, 
  then let loose with their deadly scream while still lurking. After 
  that, they appear in their most frightful form, hoping to scare 
  victims to death, and mop up with their touch attack. 
   
  CHAINED GHOST [Location] (L): 4 in 6 spirits are Chained 
  Ghosts (see Ghostly Special Abilities). Spirits otherwise have 
  the usual chance of rolling on the Ghostly Special Ability Table 
  to determine if they have a special ability. 
   
  FRIGHTENING GHOST (+*): 5 in 6 spirits are Frightening 
  Ghosts (see Ghostly Special Abilities). 
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the spirit). 
   
  Weapon Immunity: Spirits are unharmed by non-magical 
  weapons, and are unharmed by magical weapons of less than 
  +1 magical bonus to hit. 
   
  KEENING GHOST (+*): 5 in 6 spirits are Keening Ghosts (see 
  Ghostly Special Abilities).  
   
  LIFE DRAINING TOUCH (*): When a spirit touches a victim 
  it inflicts 1d8 hit points of cold damage and drains two levels. 
   
  Spawn Ghost: A creature slain by losing all levels to the life 
  draining touch of a spirit rises again 24 hours later as a 
  presence (0th or 1st level), apparition (2nd level), lost soul (3rd 
  level), or wraith (4th level or greater) under the control of its 
  slayer. 
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
   
  WARNING GHOST [White Lady] (+*): 2 in 6 spirits are 
  Warning Ghosts (see Ghostly Special Abilities).  
   
   
  
   
  18 
  WYRD* 
  No. Enc.: 
  1d3* (1d3*) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  N/A 
   
  Fly: 
  360’ (120’) 
  Armor Class: 
  1 
  Hit Dice:  
  8*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d10 plus Drain 2 Levels 
  Save: 
   
  F8 
  Morale:  
  12 
  Hoard Class: 
  XXII 
  XP: 
   
  2,060 
   
  Wyrds are to spectres as spectres are to wraiths – even more 
  powerful and potent ghosts of the angry, powerful, unquiet 
  evil dead sort. Wyrds, however, result specifically from 
  powerful persons that enjoyed causing pain, suffering, and 
  death in their lifetime; thus their strong and potent connection 
  to the Negative Energy Plane that allows them to drain life 
  force at a prodigious rate and often en masse.  
   
  Wyrds take the form of a nondescript humanoid aura, filled 
  with darkness and inky ebon flames. Their original personality, 
  whatever it may have been, has usually been overwhelmed by 
  their desire to cause nothing but pain, suffering, and death. 
   
  Wyrds are the most likely of all the greater ghosts to seek out 
  the living to cause pain and suffering. They are mass 
  murderers, slaughtering all they can find, often with little 
  regard to their own existence. Only the fact that most wyrds 
  remain chained to their earthly remains keeps these creatures 
  from reducing entire settlements to charnel houses. 
   
  ORGANIZATION: The asterisk after the Number Encountered 
  denotes that, if any number other than a 1 is rolled, re-roll the 
  die; if on the second roll the same number is rolled, that 
  number of wyrds are encountered. Otherwise only a single 
  wyrd is encountered. This reflects that fact that wyrds are 
  usually loners; they usually died alone, and prefer to remain 
  alone, though they have nothing against other undead per se, 
  it’s just that they can’t cause them to feel pain and suffering. 
   
  A pair or trio of wyrds usually results from the near 
  simultaneous deaths of two or three partners in crime. In 
  death they are as apt to work together as they were in life, 
  feeding off each other’s murder and mayhem. 
   
  TREASURE: Wyrds collect treasure as mementoes of the pain 
  they caused their victims. They display this treasure like a 
  hunter displays his trophies, often mixed in with the skulls and 
  bones of their victims. 
   
  RANGE: Wyrds tend to be found near ruined keeps, castles, 
  and fortresses; in life they were often powerful lords, knights, 
  nobles, torturers, or executioners. Wyrds found elsewhere may 
  have arisen from serial killers, mass murderers, warriors and 
  mercenaries who enjoyed their job too much, or other 
  maniacs who enjoyed causing pain and torment. 
   
  COMBAT: Wyrds are usually extremely dangerous, often 
  possessing the ability to multiattack with Ectoplasmic Blasts 
  and Negative Energy Blasts. Wyrds like to stay on the fringe of 
  a battle, attacking at range, the better to cause more havoc 
  among clustered living attackers. Wyrds also like to Possess 
  the Living, then enter into towns and cities and slaughter 
  masses of people, as they can use all their abilities while 
  possessing the living. 
   
  CHAINED GHOST [Earthly Remains] (L): 5 in 6 wyrds are 
  Chained Ghosts (see Ghostly Special Abilities). Wyrds that are 
  chained can leave their earthly remains when they are in a 
  possessed body; should the body die or they leave the body, 
  they are instantly teleported back to their earthly remains. 
  Wyrds otherwise have the usual chance of rolling on the 
  Ghostly Special Ability Table to determine if they have a 
  special ability. 
   
  ECTOPLASMIC BLAST (+*): 5 in 6 wyrds possess the 
  Ectoplasmic Blast ability (see Ghostly Special Abilities).  
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the wyrd). 
   
  Weapon Immunity: Wyrds are unharmed by non-magical 
  weapons, and are unharmed by magical weapons of less than 
  +1 magical bonus to hit. 
   
  LIFE DRAINING TOUCH (*): When a wyrd touches a victim it 
  inflicts 1d10 hit points of cold damage and drains two levels. 
   
  Spawn Ghost: A creature slain by losing all levels to the life 
  draining touch of a wyrd rises again 24 hours later as a 
  presence (0th or 1st level), apparition (2nd level), lost soul (3rd 
  level), or wraith (4th level or greater) under the control of its 
  slayer. 
   
  MULTIATTACK (+*): 5 in 6 wyrds possess the Multiattack 
  ability (see Ghostly Special Abilities). 
   
  NEGATIVE ENERGY BLAST (+*): 5 in 6 wyrds possess the 
  Negative Energy Blast ability (see Ghostly Special Abilities).  
   
  POSSESS THE LIVING (+*): 5 in 6 wyrds have the Possess 
  the Living ability (see Ghostly Special Abilities). A wyrd in 
  possession of a body can make it appear to look like its own 
  former body that it had in life; the appearance can change 
  from that of the current body to the original body in an instant 
  and at will. 
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
  
   
  19 
  PHANTOM* 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic (Evil or Good) 
  Movement: 
  N/A 
   
  Fly: 
  360’ (120’) 
  Armor Class: 
  1 
  Hit Dice:  
  9*** 
  Attacks:  
  1 Touch 
  Damage:  
  1d10 plus Drain 3 Levels 
  Save: 
   
  F9 
  Morale:  
  11 
  Hoard Class: 
  IX, XIX 
  XP: 
   
  3,100 
   
  Phantoms are born of the tragic and violent death of an 
  innocent victim, usually one who was powerful, respected, and 
  often much-loved, but was betrayed by his family, friends, and 
  followers. The horrific experience causes the soul of the 
  deceased to rise again as a phantom, often hateful now of all 
  living things, with a burning desire to wreak vengeance upon 
  those who turned on him. Thus, in many ways, they are more 
  potent versions of haunts. 
   
  Phantoms take on the ghostly form they had in life, complete 
  with fine clothing, jewelry, and whatnot; they are often very 
  lifelike, and only recognized as a ghost when they do 
  something extraordinary. Many phantoms quickly possess a 
  living victim, one who often has much the same appearance, 
  and try to live a somewhat normal… if often hidden or 
  secluded life… in the body of their victim. 
   
  ORGANIZATION: Due to the nature of their death, phantoms 
  are invariably loners, though they are not above retaining quiet 
  and discreet servants, living or dead. Should they create a 
  subservient ghost, they are as likely to dismiss the poor 
  creature to its freedom as retain it in their service. 
   
  TREASURE: Phantoms, having usually been refined, rich, and 
  powerful in life (or having sought such in life) keep a wide 
  range of treasures. Their lair is usually set up like a normal 
  home, with rich tapestries, paintings, books, musical 
  instruments, and so forth, for their own enjoyment. 
   
  RANGE: Most phantoms are chained to their location – 
  whether that is a palace, tower, or opera house – and are only 
  able to leave it if they possess a living body. They rarely leave 
  their location, preferring to remain there in solitude, leaving 
  only to further their plans for revenge or to acquire some bit 
  or bauble of treasure that they seek for their collection. 
   
  COMBAT: Phantoms prefer to use their environmental 
  control powers, spectral music, or magical spells to deal with 
  troublemakers and interlopers, only entering hand-to-hand 
  combat if the target is one they seek to avenge themselves on 
  up-close and personally. A phantom’s lair is often filled with 
  traps to catch unwary or foolhardy mortals; these take full 
  advantage of all the phantom’s knowledge and education. 
   
  CHAINED GHOST [Location] (L): 5 in 6 phantoms are 
  Chained Ghosts (see the Ghostly Special Abilities). Phantoms 
  that are chained can leave their location when they are in a 
  possessed body; should the body die or they leave the body, 
  they are instantly teleported back to their chained location. 
  Phantoms otherwise have the usual chance of rolling on the 
  Ghostly Special Ability Table to determine if they have a 
  special ability. 
   
  ENVIRONMENTAL GHOST (+*): 5 in 6 phantoms are 
  Environmental Ghosts (see the Ghostly Special Abilities). A 
  phantom’s environment is usually a palace, castle, tower, 
  abbey, library, opera house, or other place of high-society, 
  erudition, or power. 
   
  FRIENDLY GHOST (+*): 2 in 6 phantoms are Friendly 
  Ghosts (see the Ghostly Special Abilities). 
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the phantom). 
   
  Weapon Immunity: Phantoms are unharmed by non-magical 
  weapons, and are unharmed by magical weapons of less than 
  +1 magical bonus to hit. 
   
  LEARNED (+*): 5 in 6 phantoms have the d6: 1-2 Ghost 
  Magician, 3-4 Ghost Priest, or 5-6 Spectral Music ability (see 
  the Ghostly Special Abilities). 
   
  LIFE DRAINING TOUCH (*): When a phantom touches a 
  victim it inflicts 1d10 hit points of cold damage and drains two 
  levels. 
   
  Spawn Ghost: A creature slain by losing all levels to the life 
  draining touch of a phantom rises again 24 hours later as a 
  presence (0th or 1st level), apparition (2nd level), lost soul (3rd 
  level), wraith (4th level), or haunt (5th level or greater) under 
  the control of its slayer. 
   
  LIFELIKE GHOST (+*): 5 in 6 phantoms are Lifelike Ghosts 
  (see the Ghostly Special Abilities). 
   
  POSSESS THE LIVING (+*): 5 in 6 phantoms have the 
  Possess the Living ability (see the Ghostly Special Abilities). A 
  phantom in possession of a body can make it appear to look 
  like its own former body that it had in life; the appearance can 
  change from that of the current body to the original body in 
  an instant and at will. 
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning. 
   
  VENGEFUL GHOST (L): 5 in 6 phantoms are Vengeful 
  Ghosts (see the Ghostly Special Abilities). 
   
  
   
  20 
  GEIST* 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  N/A 
  Fly: 
  360’ (120’) 
  Armor Class: 
  0 
  Hit Dice:  
  10*** 
  Attacks:  
  1 
  Damage:  
  2d6 plus Drain 3 Levels 
  Save: 
   
  F10 
  Morale:  
  10 
  Hoard Class: 
  IX, XIX 
  XP: 
   
  3,100 
   
  Geists are the most powerful of all the ghosts, and arise only 
  from the most evil, vile, and despicable of men and women – 
  kin-slayers, regicides, mass murderers, grand apostates, and 
  cosmic blasphemers. As every geist has a unique origin, so 
  every geist is unique in appearance and powers. 
   
  Geists can take on just about any sort of appearance they 
  wish; often they take the form of a misty, silvery-black, 
  shrouded figure with glowing eyes inside a black, empty hood. 
  Sometimes they manifest a skull and skeletal hands; other 
  times the shroud and hood seems empty. Unlike most other 
  ghosts, geists embrace their undeath, and make the most of it. 
   
  ORGANIZATION: Some geists are loners; others are kings 
  among their kind, ruling hordes of lesser ghosts, wraiths, 
  spectres and the like, as well as armies of humanoids and vile 
  humans, with a few nasty monsters thrown in for flavor. No 
  two geists are ever alike in this respect, just as they are never 
  alike in any other respect. 
   
  TREASURE: Some geists exist to gather treasure, while others 
  eschew it completely, caring not a bit for anything of the 
  material world. Most are somewhere in the middle, 
  recognizing treasure as a useful thing, but not really having 
  much use for it unless it is magical and thus imparts some 
  special power. 
   
  RANGE: Geists can be found anywhere, but most prefer 
  lonely, desolate regions; high cold moors; barren wastelands; 
  and frigid tundra. Those with living servants still prefer these 
  locations, as they cause pain and discomfort to their minions, 
  whom they consider as little more than playthings. 
   
  COMBAT: Geists prefer to have their many disposable 
  minions perform all the heavy work, including combat, but 
  they are not afraid of going hand-to-claw with “great heroes” 
  when the opportunity permits… though this is usually after all 
  other avenues have been exhausted. Lone geists are the most 
  aggressive, seeking out victims to drain of their life essence 
  and youth… ah, sweet, sweet youth. 
   
  ANIMATE CORPSE (+*): 5 in 6 geists have the Animate 
  Corpse ability (see Ghostly Special Abilities). Geists otherwise 
  have the usual chance of rolling on the Ghostly Special Ability 
  Table to determine if they have a special ability. 
   
  DAMNED TO WALK THE EARTH (+*): 5 in 6 geists are 
  Damned to Walk the Earth (see Ghostly Special Abilities).  
   
  ENTROPIC ATTACK (+*): 5 in 6 geists have the Entropic 
  Attack ability (see Ghostly Special Abilities).  
   
  FRIGHTENING GHOST (+*): 5 in 6 geists are Frightening 
  Ghosts (see Ghostly Special Abilities).  
   
  GHOST SOVEREIGN (+*): 3 in 6 geists are Ghost Sovereigns 
  (see Ghostly Special Abilities).  
   
  INCORPOREAL (*): All incorporeal undead share the 
  following abilities, immunities, and weaknesses: Bodiless, 
  Ectoplasm, Flight, Powerless in Sunlight, and Weapon 
  Immunity (see below for specifics for the geist). 
   
  Weapon Immunity: Geists are unharmed by non-magical 
  weapons, and are unharmed by magical weapons of less than 
  +2 magical bonus to hit. 
   
  LIFE DRAINING TOUCH (*): When a geist touches a victim it 
  inflicts 2d6 hit points of cold damage and drains three levels. 
   
  Spawn Ghost: A creature slain by losing all levels to the life 
  draining touch of a geist that does not have its soul destroyed 
  by the Soul Ripper ability rises again 24 hours later as a 
  presence (0th or 1st level), apparition (2nd level), lost soul (3rd 
  level), wraith (4th level), or haunt (5th level or greater) under 
  the control of its slayer. 
   
  POSSESS THE LIVING (+*): 5 in 6 geists can Possess the 
  Living (see Ghostly Special Abilities).  
   
  SOUL RIPPER (+*): 5 in 6 geists have the ability to utterly 
  destroy the soul of those they drain to death with their life 
  draining touch. They must choose to do this, as it costs them 
  the permanent loss of a number of hit points equal to the level 
  of the victim before the ghost started draining it. If the ghost 
  chooses to do this, the victim gets a saving throw versus 
  Death; if the saving throw fails, the soul of the victim is utterly 
  and permanently destroyed, and the victim cannot be 
  reincarnated, raised from the dead, or resurrected, even with a 
  wish. 
   
  SPECTRAL SORCERY (+*): 5 in 6 geists are immune to all 
  magical spells cast by spell-casters or items based in the 
  Material Plane. Any spell cast or ability used by such a being 
  has utterly no effect on a geist with this power. Spells cast and 
  abilities used by beings in the Ethereal Plane, on the other 
  hand, affect the geist as normal. 
   
  UNDEAD (*): All undead creatures share the following 
  abilities, immunities, and weaknesses: Infravision, Mindless, 
  Poison Immunity, Silent as the Grave, and Susceptible to 
  Turning.
  
   
  21 
  GHOSTLY SPECIAL ABILITIES 
   
  Ghostly Special Abilities 
  D100 
  Ghostly Special Ability 
  01 
  Acid Ghost (*) 
  02 
  Alien Ghost (* or more) 
  03 
  Ancestral Ghost (*) 
  04 
  Animal Ghost (* or **) 
  05 
  Animate Corpse (*) 
  06 
  Armored Ghost (* or **) 
  07 
  Blinking Ghost (*) 
  08 
  Bloody Ghost (*) 
  09 
  Chained Ghost [Earthly Remains] (L) 
  10 
  Chained Ghost [Location] (L) 
  11 
  Child Ghost (*) 
  12 
  Create Remnants (*) 
  13 
  Cursed Ghost (L) 
  14 
  Damned to Walk the Earth (*) 
  15 
  Daywalker (*) 
  16 
  Demon Ghost (* or more) 
  17 
  Dream Killer (*) 
  18 
  Drowned Ghost (*) 
  19 
  Drunken Ghost (*) 
  20 
  Ectoplasmic Blast (*) 
  21 
  Ectoplasmic Touch (*) 
  22 
  Embodied Ghost (L) 
  23 
  Entropic Attack (*) 
  24 
  Environmental Ghost (*) 
  25 
  Fast Ghost (*) 
  26 
  Fiery Ghost (*) 
  27 
  Fortean Apportation (*) 
  28 
  Friendly Ghost (*) 
  29 
  Frightening Ghost (*) 
  30 
  Frost Ghost (*) 
  31 
  Ghost Lover (L) 
  32 
  Ghost Magician (* to ***)  
  33 
  Ghost Object (*) 
  34 
  Ghost Priest (* to ***) 
  35 
  Ghost Ship (L) 
  36 
  Ghost Sovereign (*) 
  37 
  Ghostly Head (L) 
  38 
  Guardian Ghost (L) 
  39 
  Headless Ghost (L) 
  40 
  Hungry Ghost (L) 
  41 
  Hypnoghost (*) 
  42 
  Keening Ghost (*) 
  43 
  Laser Ghost (*) 
  44 
  Lifelike Ghost (*) 
  45 
  Lightning Ghost (*) 
  46 
  Material Susceptibility (L) 
  47 
  Monster Ghost (* or more) 
  48 
  Multiattack (*) 
  49 
  Nanny Ghost (L) 
  50 
  Negative Energy Blast (*) 
   
   
   
   
   
   
   
   
  Ghostly Special Abilities 
  D100 
  Ghostly Special Ability 
  51 
  Nightmare Ghost (*) 
  52 
  Object Animator (*) 
  53 
  Pipeweed Ghost (*) 
  54 
  Plague Ghost (*) 
  55 
  Poltergeist (*) 
  56 
  Poison Ghost (*) 
  57 
  Possess the Living (*) 
  58 
  Radioactive Ghost (*) 
  59 
  Robotic Ghost (*) 
  60 
  Shackled Ghost [Item] (L) 
  61 
  Shrouded Ghost (*) 
  62 
  Skull Thrower Ghost (*) 
  63 
  Special Immunity (*) 
  64 
  Spectral Music (*) 
  65 
  Spectral Steed (*) 
  66 
  Stuck in Time (L) 
  67 
  Tasked Ghost (L) 
  68 
  Teleport (*) 
  69 
  Thunder Ghost (*) 
  70 
  Trickster Ghost (*) 
  71 
  Unwitting Ghost (L) 
  72 
  Vengeful Ghost (L) 
  73 
  Wandering Ghost (L) 
  74 
  Warning Ghost [White Lady] (L) 
  75 
  Wind Ghost (*) 
  76-00 
  Roll Twice 
   
  Ghostly Special Abilities fall into two broad categories – 
  Limitations (L) and Powers (one or more asterisks (*)); 
  Limitations limit the ghost’s power or range, while Powers 
  grant the ghost special abilities that can often, but not always, 
  be useful in combat. Limitations do not modify the ghost’s 
  experience point value; Powers add a number of special ability 
  bonuses to the ghost’s experience point value equal to the 
  number of asterisks the Power is worth. 
   
  Note that there is no limitation on the “Roll Twice” option, so 
  some ghosts may have two, three, or even more special 
  abilities. The only limitation on combinations of special 
  abilities is what the Labyrinth Lord wishes to unleash on his or 
  her campaign. 
   
  If Radioactive Demon Dragon Hypnoghosts are not your 
  thing, simply roll again or choose your ghost’s special abilities. 
   
  Note that the demi-human races – dwarves, elves, gnomes, 
  and halflings – and the humanoid races are not included on 
  this list. As the special abilities of these races, such as they 
  are, do not really cross over to the ghostly form with any real 
  meaning, they are not included as a “special ability.” If you 
  wish to have halfling ghosts, by all means, choose to make 
  halfling ghosts. 
   
  After all, that’s what Pipeweed Ghosts are there for… 
  
   
  22 
  **************************************************** 
  Acid Ghost (*): This ghost met his mortal end through an 
  unpleasant encounter with acid, such the breath of a black 
  dragon, a large vat of acid in a wizard’s laboratory, or some 
  other similar toxic goo that burned and melted its mortal form. 
  The ghost’s manifestation, like the body in mortal form, is not 
  a pretty sight, and seems malformed and melted even for a 
  manifested pseudo-material form. The ghost’s manifestation 
  oozes very real acid, and the ghost deals 1d6 points of acid 
  damage with every successful touch attack in addition to its 
  normal damage. Any living being within 5’ of the ghost suffers 
  1d3 points of acid splash damage per round. 
   
  The Acid Ghost can melt and burn items appropriately with its 
  touch, or merely by passing over or through them, leaving 
  behind a trail of nasty acid. The acid remains effective, coating 
  the item or area and damaging anyone who touches it, for one 
  turn per hit die of the ghost. Acid Ghosts are immune to acid 
  damage. 
   
  Once per round it can also throw a ball of acid up to 20’ plus 
  5’ per hit die; the target gets a saving throw versus Spells. If 
  the save fails, the target is struck for 1d6 points of damage 
  plus one point per hit die of the ghost. Any living being within 
  5’ of the target must make a saving throw versus Wands or 
  suffer 1d3 points of acid splash damage. 
   
  An Acid Ghost can also spend a round extruding an ounce of 
  ectoplasm (suffering the usual 1d4 points of damage from 
  doing so); the next round it vomits this acid in a line shape, 5’ 
  wide and 60’ long; those caught in the line must make a 
  saving throw versus Breath Attacks. Failure indicates they 
  suffer 1d6 points of acid damage per hit die of the ghost; 
  success indicates they suffer only half damage. 
   
  Acid Ectoplasm: As the ectoplasm of an Acid Ghost is mixed 
  with its acid, if the ectoplasm is imbibed within one turn per 
  hit die of the ghost, the imbiber actually ingests acid; he 
  suffers 1d6 points of acid damage per ounce consumed with 
  no saving throw. If he dies through this damage, he rises again 
  24 hours later as an Acid Ghost with hit dice equal to half his 
  level, rounded up. 
   
  When four ounces of acid ectoplasm are imbibed, the imbiber 
  is able to vomit a line of acid similar to that produced by the 
  ghost who provided the acid. Consumed this way, the ability 
  to vomit the acid lasts for 1d6+6 turns before the ability fades. 
  The imbiber must make a percentile roll against the total 
  number of ounces of acid ectoplasm he has ever imbibed; if 
  the roll is less than or equal to the number of ounces, he must 
  make a saving throw versus Spells. If the saving throw fails, 
  the acid burns the insides the imbiber, who suffers 1d6 points 
  of damage per hit die of the ghost that provided the 
  ectoplasm. 
   
  If he dies through this damage, he rises again 24 hours later 
  as an Acid Ghost with hit dice equal to half his level, rounded 
  up. 
   
  **************************************************** 
  Alien Ghost (*): Alien Ghosts, also known as Space Ghosts, 
  are ghosts of beings from worlds beyond the knowledge of 
  mortal men. These are ghosts of beings from other worlds, 
  where the bipedal form is unknown, skies are purple and 
  water mauve, and motile flora harvests sessile fauna.  
   
  Suffice to say that Alien Ghosts are able to take on whatever 
  form and have whatever special abilities the Labyrinth Lord 
  chooses. Strange rays, eerie polymorphing abilities, madness-
  inducing forms – take whatever you like from your imagination 
  or inspired by anything from Hanna-Barbera and H.R. 
  Pufnstuf to H.P. Lovecraft and H.R. Giger and put it into this 
  thing… 
   
  Alien Ectoplasm: This ectoplasm allows the imbiber to do 
  whatever the Alien Ghost who provided it did, within the 
  Labyrinth Lord’s judgment. However, it is very dangerous to 
  use. Every time it is imbibed, the imbiber must make a saving 
  throw versus Spells; upon failure, he is polymorphed into the 
  original alien species from whence the Alien Ghost arose. This 
  process requires 1d6 turns, during which the victim is in 
  extreme pain and unable to take any actions. If the alien 
  species is unable to survive on this world, then the newly-
  formed alien dies… and rises again as an Alien Ghost with hit 
  dice equal to half the level of the victim, rounded up. 
   
  **************************************************** 
  Ancestral Ghost (*): This ghost haunts the members of its 
  bloodline, 
  including 
  direct 
  and 
  indirect 
  descendents, 
  concentrating its efforts on the closest living relative. Unless it 
  is also a Friendly Ghost, its mission is usually to bring death 
  and destruction to its living relatives and descendants. This 
  might be in vengeance; it might be a curse that can be lifted 
  through some action.  
   
  The ghost always knows where its living relatives and 
  descendants are, and where any ghostly or undead relatives 
  and descendants might still be found. Relatives are at a 
  disadvantage against this ghost; they always suffer a -1 penalty 
  to hit and to damage; a -1 penalty to Morale; and a -1 penalty 
  to any saving throws versus any abilities the ghost uses on 
  them. 
   
  Ancestral Ectoplasm: Ectoplasm from this ghost, if consumed, 
  grants the consumer a chance of discovering ancestral secrets 
  and secrets of living relatives of the ghost. The chance of 
  discovering a secret of random sort is 10% per ounce of 
  ectoplasm consumed in one go. The imbiber then falls into a 
  deep sleep for 1d6+6 turns, during which he (potentially) 
  dreams of the secrets of the living and the dead. If the imbiber 
  fails to gain any secrets, he must make a saving throw versus 
  Death; if the save fails he remains stuck in the coma, having 
  horrible nightmares of the ghost’s ancestors and relatives, for 
  a number of days equal to the hit dice of the ghost. At the end 
  of this time another saving throw is required; failure indicates 
  the victim dies, to rise again 24 hours later as a ghost with hit 
  dice equal to half his level, rounded up. 
   
  
   
  23 
  **************************************************** 
  Animal Ghost (*, ** if three or more attacks): This ghost is 
  either the ghost of an animal, in which case it can only take 
  on the form of an animal, or a humanoid ghost that can take 
  on animal form, in which case it can take on humanoid, 
  animal, and hybrid form. In animal and hybrid form the ghost 
  has the attack forms of the animal type, dealing the animal’s 
  damage on each attack (if it is greater than the ghost’s touch 
  damage), with the most damaging attack (usually the bite) also 
  dealing the fear or life drain effect of the ghost.  The ghost 
  can also summon 1d4 hit dice per hit die of living creatures of 
  the animal type (and monstrous relatives) once per day 
  (minimum one animal per summoning); thus a 10 HD dire 
  wolf geist can summon 10d4 hit dice of wolves or dire wolves 
  each day. 
   
  Animal Ectoplasm: Four ounces of animal ectoplasm enable 
  the imbiber to polymorph into and out of the (living, non-
  ghost) animal form of the ghost that provided the ectoplasm 
  for 1d6+6 turns. However, the imbiber must make a 
  percentile roll against the total number of ounces of animal 
  ectoplasm he has ever imbibed; if the roll is less than or equal 
  to the number of ounces, he must make a saving throw versus 
  Spells. If the save fails he is permanently polymorphed into 
  the animal form. 
   
  **************************************************** 
  Animate Corpse (*): This ghost can possess and animate the 
  bodies of the dead. Once per day per hit die, this ghost can 
  occupy the skeleton or corpse of a dead being, one at a time, 
  and animate it as though it were a skeleton or zombie; the 
  possession and animation of the body requires a full round.  
   
  The skeleton or zombie has its normal hit dice, plus a number 
  of hit points equal to the hit dice of the ghost. The animated 
  body has its normal attacks, with its normal attack damage or 
  the ghost’s touch damage, whichever is greater, which also 
  deal fear or life drain damage as per the ghost’s ability. The 
  animated body shares the same weapon immunities as the 
  ghost. The ghost can use any other special abilities it 
  possesses while in the animated body, except of course the 
  salient Incorporeal sub-abilities. If the body is harmed or 
  destroyed, the ghost’s hit points remain unaffected; when the 
  body is destroyed, the ghost must immediately leave the body, 
  an action which requires a full round.  
   
  Corpse Ectoplasm: Four ounces of corpse ectoplasm 
  consumed allows the imbiber to cast the animate dead spell at 
  a level equal to that of the hit dice of the ghost that provided 
  the ectoplasm. However, every time this is done, there is a 
  percentage chance equal to the hit points of the newly 
  animated dead that the undead becomes occupied by its own 
  spawned ghost (see the new spawn ghost spell in Spooky 
  Spells), which automatically has the Animate Corpse special 
  ability, among any others. This ghost has an unquenchable 
  hatred of its creator, and seeks to slay him immediately. If the 
  animated being is a zombie, there is a 50% chance that the 
  creature inadvertently spawned is a myrkridder (a form of 
  corporeal undead) rather than a ghost. 
  **************************************************** 
  Armored Ghost (* for leather or chain or ** for plate, plus * 
  for magic armor): This ghost takes the form of a suit of armor; 
  the ghost is the armor, and the armor is the ghost. Roll on the 
  Armored Ghost table to determine the form of armor: 
   
  Armored Ghost Table 
  D100 
  Armor 
  AC 
  01-05 
  Padded (1) 
  8 
  06-10 
  Leather (1) 
  7 
  11-15 
  Studded Leather (2) 
  6 
  16-30 
  Scale Mail (2) 
  6 
  31-40 
  Chain Mail (3) 
  5 
  41-45  
  Splint Mail (4) 
  4 
  46-50 
  Banded Mail (4) 
  4 
  51-75 
  Plate Mail (5) 
  3 
  76-00 
  D6: 1-3 Shield, 4-6 Helmet (3) 
  -1 
   
  The number in parenthesis is the chance in 6 that the armor 
  also comes with a shield. 
   
  The armor grants the ghost a number of hit dice equal to 9 
  less the Armor Class of the armor (including shield, if any). 
  The armor (and shield) has a 5% chance of being magical per 
  hit die of the ghost. Add the hit points of the armor to the hit 
  points of the ghost; the hit dice of the armor do not count for 
  any other purposes. 
   
  The ghost is also equipped with a ghost-touched weapon; 
  when chain, splint, banded, or plate usually of a type used by 
  a knight (long sword, mace, morning star, battle axe, etc), 
  when leather usually the type associated with a thief or 
  assassin (short sword, dagger). The weapon has a 5% chance 
  per hit die of the ghost of being magical. The ghost attacks 
  with the weapon, using the weapon’s damage or its own 
  touch damage, whichever is greater, as well as fear or life 
  energy drain. 
   
  If the ghost is destroyed, the armor is likely destroyed, too; the 
  chance is a percentage equal to the total hit points of damage 
  the ghost suffered from spells ere it was destroyed. If the 
  armor is magical, it is armor of etherealness (see Eerie 
  Enchanted Items). The weapon remains unharmed, though it 
  remains in whatever plane the ghost was in when it was 
  destroyed. 
   
  Armor Ectoplasm: Four ounces of armor ectoplasm enables 
  the imbiber to manifest ghostly armor around his body, 
  providing an Armor Class commensurate to the armor type of 
  the ghost that provided the ectoplasm. This armor lasts for 
  1d6+6 turns. Magic-users can use this armor without any ill 
  effect on their spell-casting abilities. If the wearer of the armor 
  is ever reduced to 0 hit points while wearing the ghost armor 
  (or alternately, and/or if he ever fumbles or is critically hit, if 
  such rules are used), he must make a saving throw versus 
  Spells; if he fails, the armor and he and all he wears and 
  carries are sucked into the Ethereal Plane… 
   
  
   
  24 
  **************************************************** 
  Blinking Ghost (*): This ghost rapidly blinks in and out of the 
  Material Plane and the Ethereal Plane. This ability operates in 
  the same fashion as the blink ability of a blink dog. Thus if the 
  ghost wins initiative, the defender rarely gets a chance to 
  attack back. The blinking ghost can also change its form in 
  between blinks, from normal to horrific form, in order to 
  enhance the fear and horror of its victims; if it does so, victims 
  who witness this must make a saving throw versus Spells; 
  failure indicates that they suffer the effects of the cause fear 
  spell (use the Fear Effects Table, above). 
   
  Blinking Ectoplasm: Four ounces of blinking ectoplasm are 
  effectively a potion of blinking, cast at a level equal to 6 plus 
  the HD of the ghost. Every time such is imbibed, however, the 
  imbiber must make a percentile roll against the total number 
  of ounces of blinking ectoplasm he has ever imbibed; if the roll 
  is less than or equal to the number of ounces, he must make a 
  saving throw versus Spells. If the saving throw fails, the final 
  time the imbiber blinks away, he blinks straight to the Ethereal 
  Plane and remains there… 
   
  **************************************************** 
  Bloody Ghost (*): This ghost is covered in blood, and trails 
  blood wherever it goes. It always leaves behind pools of blood, 
  splotches of blood on walls and objects that it passes through, 
  and handprints of blood on anything it “touches.”  
   
  A Bloody Ghost can create a 5’ by 5’ by 5’ cube of blood and 
  gore per hit die per round; the blood seems to flow out of the 
  floor, walls, and ceilings, even in a sealed room. The blood is 
  always stale and unpleasant; it smells like it has been bubbling 
  and fermenting in a corpse for several days, and is filled with 
  chunks of gore. Bloody Ghosts often fill a room with this 
  blood, maintaining cohesion through its control of blood, 
  trying to drown victims like rats in a barrel. The only way to 
  stop this attack is to damage to the ghost, which must then 
  make a saving throw versus Death; failure indicates that its 
  concentration is broken, and the blood flows away like 
  normal. 
   
  The ghost also has a special drowning attack. If it hits a target 
  with its touch attack with a natural 18-20, it strikes the target 
  in the mouth. In this case, it forgoes the usual fear or life drain 
  effect, choosing instead to fill the victim’s mouth, nose, throat, 
  and lungs with blood. Each round thereafter that the ghost 
  maintains its hold the victim must make a saving throw versus 
  Death; failure indicates that it begins drowning.  
   
  On the first round of drowning, the round when a victim fails 
  its saving throw, the victim falls unconscious; on the second, 
  the victim is reduced to 0 hit points and is dying; on the third 
  round the victim dies. 
   
  Victims slain through drowning by a Bloody Ghost, directly or 
  indirectly, even if not slain through life energy loss, rise again 
  24 hours later as a Bloody Ghost under the control of their 
  slayer. 
  Bloody Ectoplasm: Bloody ectoplasm is very useful in the 
  summon monster spells; when bloody ectoplasm is used as a 
  material component of these spells, every ounce of bloody 
  ectoplasm used ensures that one hit die of the creatures 
  summoned is at maximum. Thus, if eight ounces of bloody 
  ectoplasm are used in a summon monster I spell, each of the 
  eight 1 HD creatures will have 8 hit points per hit die. 
  However, there is a percentage chance equal to the hit points 
  of each creature that the summoned creature turns on the 
  summoner and attacks him, rather than obeys him. 
   
  Bloody ectoplasm is also of use in the casting of simulacrum; if 
  20 ounces of bloody ectoplasm from the same ghost is used 
  to create a simulacrum, the simulacrum is equivalent in 
  memories and level to the ghost at the time it died its mortal 
  death. Memories and level of ability are reduced 5% per ounce 
  less than 20. There is a percentage chance equal to the hit 
  points of the simulacrum that it knows that its true soul is out 
  there, as a ghost, and thus goes mad; it seeks to destroy its 
  creator and re-unite with its original soul. 
   
  **************************************************** 
  Chained Ghost [Earthly Remains] (L): This ghost must remain 
  near its earthly remains. It must remain within 60’ of its body 
  per hit die of the ghost. If its earthly remains are moved, it 
  must follow them; if its earthly remains are split up, it must 
  follow the skull. If a chained ghost’s earthly remains are 
  destroyed (cremated, crushed, disintegrated, etc.) and 
  scattered to the four winds, it is freed from this limitation. A 
  ghost with this limitation suffers a +10% chance to be 
  exorcized if the spell is cast upon its earthly remains. 
   
  **************************************************** 
  Chained Ghost [Location] (L): This ghost must remain near it’s 
  the site of its death. It must remain within 60’ of the point at 
  which it died per hit die of the ghost. The ghost has no 
  connection to its earthly remains; casting an exorcism on its 
  earthly remains has no effect on it. The exorcism spell can be 
  cast on the site of the ghost’s death, with the same effect as 
  though the spell had been cast on its earthly remains. 
   
  **************************************************** 
  Child Ghost (*): This ghost is the ghost of a child; note that 
  while all ghosts with the Child Ghost special ability were 
  children at the time of their death, not all children who 
  become ghosts have the Child Ghost special ability, which is 
  both a limitation of sorts as well as a special power. 
   
  This ghost upon first encounter usually seems quite normal 
  and completely un-ghost-like; to all normal appearances, the 
  Child Ghost looks like a young child age three to 12. The 
  Child Ghost is always looking for a parent or guardian; mother 
  or father, or perhaps an aunt or uncle, sometimes an older 
  brother or sister. The child always asks if the encountered 
  person is said parent, i.e., “Are you my mommy?” even if the 
  gender and race of the one questioned is completely wrong. 
  Answering affirmatively is the best possible answer; equivocal 
  responses are usually OK; answering negatively and 
  derogatively is always bad… 
  
   
  25 
  If the answer is a forceful negative, the Child Ghost then 
  reveals itself in horrible fashion, transforming from an 
  innocent young child to a horrible, hideous ghostly thing in an 
  instant. Viewers must make a saving throw versus Spells with 
  a penalty equal to the hit dice of the ghost; failure indicates 
  that they are affected with fear, as per the cause fear spell (use 
  the Fear Effects Table, above). Thereafter the Child Ghost 
  attacks with unbridled fury, gaining a +2 bonus to hit and 
  damage. When the Child Ghost thereafter is first struck and 
  suffers damage, it must make a Morale check; if it fails, it 
  flees, transforming into the child form again and weeping 
  uncontrollably. Otherwise it continues to attack. 
   
  If the answer is equivocal and/or a kindly negative (“I am not 
  your mommy, but maybe I can help you?”), the Child Ghost 
  continues its line of questioning with others present, each in 
  turn, until it gets a negative answer or positive answer. If all 
  are questioned with no unequivocal answer, it must make a 
  reaction check. A positive reaction indicates that it wishes to 
  play with those it questioned; a negative indicates an attack as 
  above; neutral means it skips away humming a wordless tune, 
  and will leave those it questioned alone. 
   
  A positive answer, even if apparently impossible, means the 
  Child Ghost latches onto the answerer as firmly as any child 
  who has lost a parent possibly can. Provided the answerer acts 
  in all ways as the parent or guardian, and follows the ghost’s 
  advice about what the ghost knows, the ghost remains happy; 
  the ghost will even act to protect the new guardian, if the 
  guardian was protecting the Child Ghost and is grossly 
  endangered when doing so, provided the Child Ghost makes a 
  Morale check. If defending its new guardian, the Child Ghost 
  gets a +2 bonus to hit and to damage with its attacks. The 
  Child Ghost also uses its abilities to help and impress its 
  guardian, often to the guardian’s detriment, embarrassment, 
  or danger… 
   
  Acknowledging that the Child Ghost is dead and a ghost 
  causes the Child Ghost no grief; being a child, it simply 
  assumes this is the way of things. It even knows that it 
  “sleeps” by day and fades away in daylight (it always expects 
  stories and kisses when it is time to “sleep”). However, if at 
  any time the new guardian ever lets on that he is not truly the 
  proper guardian, then the Child Ghost must make a Morale 
  check; failure indicates it realizes the ruse, and its own self 
  deception, and immediately attacks its erstwhile guardian. 
   
  Child Ectoplasm: Four ounces of child ectoplasm acts as per a 
  potion of longevity when imbibed. Each time child ectoplasm 
  is consumed, however, the imbiber must roll percentile dice 
  against the number of ounces of child ectoplasm he has 
  consumed in his lifetime. If the roll is less than or equal to the 
  total number of ounces consumed, all reversal of aging is 
  undone; additionally, the imbiber must make a saving throw 
  versus Death. If the save fails, the imbiber not only has all the 
  reversal of aging undone, he also ages a like number of years! 
  This reversal of aging happens instantly. If this aging then 
  ages the imbiber to death, he rises again 24 hours later as a 
  ghost with hit dice equal to half his level, rounded up. 
  **************************************************** 
  Create Remnants (*): Remnants are the reflected memories of 
  ghosts that once were, or of souls that left an impression upon 
  death but were not strong enough of will, anger, or hatred to 
  draw in enough negative energy from the Negative Energy 
  Plane to exist as ghosts. Often, when people die en masse, 
  one or more ghosts remain, with many, many remnants 
  associated with those ghosts. 
   
  This ghost can call upon and evoke the remnants that were 
  formed at the time of its death, by the destruction of its 
  ghostly brethren, or by the subsequent death of its victims that 
  did not rise again as ghosts. A ghost with this ability can 
  manifest 1d4 remnants per hit die at a time. These remnants 
  must remain within a 20’ diameter circle per hit die of the 
  ghost, and the ghost can travel no further than 20’ distant 
  from the outer edge of that circle, or the remnants vanish. If 
  the ghost is an Environmental Ghost, the remnants can 
  manifest anywhere within that ghost’s environment, regardless 
  of distance from the manifestation of the ghost. 
   
  A remnant has no will of its own, has no ability to attack, has 
  an Armor Class of 9, only 1 hit point, and otherwise operates 
  much like a weak unseen servant. It takes on the form of the 
  being it is based upon when it died, though the ghost that 
  manifests the remnant can alter its appearance to suit its 
  needs, within a narrow band of alteration from the original 
  form. For example, remnants of royal guards can look like 
  healthy, mortal royal guards; take on the form of the royal 
  guard at death, with wounds and burns; take on the form of 
  empty suits of armor; and so forth. Remnants act as though 
  they were programmed illusions, with a little leeway based on 
  the possibilities inherent in their type.  
   
  Any remnants that are destroyed cannot be created again for 
  24 hours; the ghost can otherwise dismiss and re-create them 
  at will. 
   
  If the ghost is within the boundaries of the area of remnant 
  manifestation, it can instantly switch places with any one of 
  the remnants through a limited form of teleportation. Anyone 
  viewing the sudden shift from remnant to ghost must make a 
  saving throw versus Spells; failure indicates the viewer is 
  stunned with surprise for 1d4 rounds, and cannot act. Having 
  seen the ghost pull that stunt before, any other viewer gets a 
  +2 bonus to save against the same effect by the same ghost. 
   
  Remnant Ectoplasm: Four ounces of remnant ectoplasm 
  enables the imbiber to create 1d4 manifestations per hit die of 
  the ghost, of the type appropriate to the ghost that provided 
  the ectoplasm. The remnants act as unseen servants, doing 
  the imbiber’s bidding for 1d6+6 turns.  
   
  Every time such ectoplasm is consumed however, the imbiber 
  must make a saving throw versus Spells; failure indicates that 
  the remnants turn against the imbiber and attack him, each 
  possessing the combat abilities of a base-line presence (no 
  additional special abilities). 
   
  
   
  26 
  **************************************************** 
  Cursed Ghost (L): This ghost was created through the 
  application of the bestow curse spell, cast upon the body of 
  the deceased within one turn (10 minutes) of death. The ghost 
  is in all respects the same as other ghosts, with the limitation 
  that it cannot attack the caster of the curse that created it. 
  Cursed Ghosts can also be created through the cursed scroll of 
  the unholy spirit. 
   
  A Cursed Ghost can be released from its duress vile, allowing 
  its soul to go on to its eternal reward, if a remove curse spell is 
  cast upon the ghost. If the ghost then makes a successful 
  saving throw versus Spells, the curse is lifted and the soul is 
  freed. 
   
  **************************************************** 
  Damned to Walk the Earth (*): This ghost is particularly 
  difficult to destroy, as its mortal sins not only deny its soul 
  refuge in the Celestial Realms, it is also accursed by the 
  Netherworld, and is rejected by the Hells whenever it is 
  returned by being destroyed on the Material Plane. 
   
  Whenever this ghost is destroyed, is simply rises again the 
  next night, at full hit points and with full power. There is only 
  one way to permanently destroy this ghost; each ghost has a 
  unique prophecy, legend, or myth surrounding its one means 
  of destruction. This information might be commonly known, 
  even among the local peasantry, or it might be all-but-lost 
  information, locked away in some half-rotting scroll in a 
  moldering, ruined library. 
   
  The means of allowing the ghost’s destruction are not 
  impossible, merely often extremely difficult, or vaguely worded 
  and thus readily misinterpreted. It might require the use of a 
  specific weapon; it might require the last blow be delivered by 
  the blood of the ghost’s original killer; it might require that the 
  ghost be “slain by the hand of no man born of woman,” etc. If 
  the means of destroying the ghost are fulfilled, then the ghost 
  can be destroyed; sometimes the actions themselves destroy it, 
  sometimes the actions merely allow it to be destroyed. 
   
  Damned Ectoplasm: Four ounces of damned ectoplasm 
  provide the consumer with a limited form of immortality, 
  should he survive consuming the ectoplasm. First, upon 
  consuming the ectoplasm, the imbiber must make a percentile 
  roll against the total number of ounces of damned ectoplasm 
  he has ever imbibed; if the roll is less than or equal to the 
  number of ounces, he must make a saving throw versus 
  Death. If the save fails, he dies, and rises again 24 hours later 
  as a ghost with hit dice equal to of half his level (rounded up).  
   
  If he passes through the percentile check without needing to 
  make a saving throw, or if he succeeds in his saving throw, 
  the next time he is slain, his soul does not go on to its eternal 
  reward or damnation… 
   
  First, upon death, his body (not including any equipment) 
  instantly warps itself into the Deep Ethereal, wreathed in a 
  protective cocoon of ectoplasm. There it remains, floating and 
  bobbing, for a number of days and nights equal to the 
  deceased’s maximum hit points, healing 1 hit point per day 
  and night.  
   
  Upon the night he reaches full hit points, the deceased bursts 
  forth from the Ethereal Plane into the Material Plane, nude 
  like a newly-born babe and covered in generic ectoplasm. He 
  appears in whatever place he last considered the safest, 
  whether that was his home, a castle, or an inn. He then loses 
  a single life level. If this loss slays him he returns 24 hours 
  later as a ghost with hit dice equal to half his original level 
  (rounded up). 
   
  Those who are reborn through this effect add a number of 
  points to their Sixth Sense score equal to their level, and 
  automatically become mediums. 
   
  **************************************************** 
  Daywalker (*): This ghost is equally at home in light and 
  darkness, and does not fade into the Ethereal Plane in 
  sunlight; it can move, act, attack, and use all its special abilities 
  in daylight; and is otherwise unharmed by any form of light. 
   
  Daywalker Ectoplasm: This ectoplasm is of use mostly to 
  other undead creatures, especially vampires, and other 
  monsters that are ill affected by the light of the sun. Such 
  creatures, if they consume four ounces of daywalker 
  ectoplasm, can walk around in the sun and remain unharmed; 
  they also retain all their special abilities that might otherwise 
  fade away while in sunlight, and suffer no penalty to attacks, 
  saving throws, or other effects due to sunlight. The effect 
  remains for a number of hours equal to the hit dice of the 
  ghost that provided the ectoplasm, plus 1d6 turns.  
   
  There is a percentage chance equal to the hit dice of the ghost 
  that provided the ectoplasm that the imbiber ends up drunk 
  on the power provided, and acts giddy, boisterous, and 
  uncharacteristically happy during the duration of the effect. If 
  this occurs, the imbiber must also make a saving throw versus 
  Spells; if the save fails, during the duration of the effect, he 
  also sparkles and glitters in the daylight. 
   
  **************************************************** 
  Demon Ghost (* or more): This ghost is the ghost of a demon 
  that delved too deeply into the Negative Energy Plane seeking 
  dreadful power and eldritch wisdom. It was blasted by that 
  power, with the tattered remnants of the demon’s Chaotic 
  soul impressed into the Material Plane as a ghost. 
   
  A Demon Ghost has most of the abilities of the demon type it 
  was during its prior existence. They have a number of hit dice 
  equal to their type of ghost, with a bonus to hit points equal to 
  the hit dice of their demon type as well as any hit point bonus 
  normally enjoyed by that demon type.  
   
  They have all their normal physical attacks as a demon; their 
  strongest attack deals their fear or life drain attack. Roll a d10 
  for each of the special abilities that the demon possessed, 
  including common demon abilities; if the number rolled is 
  
   
  27 
  equal to or less than the Demon Ghost’s hit dice, counting 
  each +3 bonus hit points or portion thereof as a hit die, it still 
  possesses that special ability as a Demon Ghost. 
   
  Demon Ectoplasm: Imbibing four ounces of demon ectoplasm 
  enables the imbiber to attempt to gate in a demon or demons 
  appropriate to the type the demon could have itself gated 
  (even if it lost this ability when it became a ghost). If the gate 
  attempt is successful, the imbiber must make a saving throw 
  versus Spells, with a modifier based on the relative hit dice of 
  the summoned demon versus the hit dice of the ghost that 
  provided the ectoplasm (a bonus equal to the difference if the 
  ghost is of higher hit dice than the demon’s hit dice, a penalty 
  if reversed). If the saving throw is successful, the imbiber has 
  control of the demon, and may order it to do his bidding for 
  1d6+6 turns, at the end of which the demon disappears, 
  sooner if the imbiber dismisses him. If the saving throw fails, 
  the demon is free to do as it wishes… 
   
  **************************************************** 
  Dream Killer (*): This ghost can enter the dreams of sleeping 
  victims, transform them to nightmares, and thereby kill its 
  victims. The ghost, who must be in the Near Ethereal, must 
  co-locate itself within the sleeping target; this is not 
  possession, merely co-location. The target then gets a saving 
  throw versus Spells; if the save fails, the ghost has entered the 
  sleeping victim’s dreams, and turned them into deadly 
  nightmares. If the save succeeds, the ghost may try again the 
  next round, but only gets one try per hit die per night (total, 
  not per victim). 
   
  The ghost and the victim enter into a one-on-one battle in a 
  landscape created by the ghost’s will and the victim’s 
  nightmares. If the victim takes wounds in the dream world, the 
  wounds are real on their body in the waking world; if the 
  victim is slain during this combat, they die in real life. If the 
  ghost is destroyed in the dream world, it gets a saving throw 
  versus Spells; if successful, it is not destroyed, but cannot 
  attack the same victim through dreams during the same night. 
  Unless the ghost is destroyed, any wounds it suffers in the 
  dream world are not real in the waking world. 
   
  The victim may not awaken of its own volition while the ghost 
  is in its dreams; it must either defeat the ghost, succeed in 
  hitting the ghost with a roll of Natural 20 (which ends the 
  dream), or be shaken awake by someone in the waking world. 
  This last still requires a successful saving throw versus Spells to 
  waken each round the victim is being shaken. 
   
  The dream combat begins much like a normal dream of 
  normal life; then things go quickly askew into a strange and 
  weird dreamscape. The victim starts with only normal clothing 
  and no weapons. Once the victim realizes it is in a dream and 
  in danger, they can try to control a portion of the dream, to 
  enable them to find armor, weapons, tools, and even allies. To 
  find these, they must make a successful saving throw versus 
  Spells for each item or person they seek to find. Allies can be 
  found only if the ally is also asleep and dreaming; otherwise 
  they cannot be found, and if such an ally is “found” and is not 
  sleeping, it is actually the ghost in disguise! 
   
  Any ally that joins in a dream combat operates under the 
  same rules as the original target; if they are wounded in their 
  dreams, they are wounded in the waking world, and if they die 
  in their dreams, they die in the waking world! 
   
  Dream Ectoplasm: Imbibing four ounces of dream ectoplasm 
  enables the imbiber to effectively become a Dream Killer ghost 
  with their normal, everyday abilities, armor, weapons, and so 
  forth. Their soul leaves their body in ethereal form, and the 
  imbiber may then seek out and attack a sleeping target exactly 
  as above. The imbiber gets a number of chances to initiate 
  dream combat equal to the hit dice of the ghost that provide 
  the ectoplasm. Unlike a true Dream Killer ghost, if the imbiber 
  dies in the dream combat, he dies for real. And in such cases, 
  rises again 24 hours later as a Dream Killer ghost with hit dice 
  equal to half their level, rounded up. 
   
  **************************************************** 
  Drowned Ghost (*): This ghost resulted from a violent and 
  horrific drowning, usually as a form of murder, though 
  sometimes by tragic accident. The ghost’s manifestation form 
  is always wet and dripping, trailing water and sometimes 
  seaweed wherever it goes while on the Material Plane. The 
  ghost is immune to any kind of water or ice attack. 
   
  A Drowned Ghost can create a 5’ by 5’ by 5’ cube of water 
  per hit die per round; the water seems to flow out of the floor, 
  walls, and ceilings, even in a sealed room. The water is always 
  murky and unpleasant, and not at all potable, smelling and 
  tasting like it has been bubbling in a corpse for several days. 
  Drowned Ghosts often fill a room with this water, maintaining 
  cohesion through its control of water, trying to drown victims 
  like rats in a barrel. The only way to stop this attack is to 
  damage the ghost, which must then make a saving throw 
  versus Death; failure indicates that its concentration is broken, 
  and the water flows away like normal. 
   
  The ghost also has a special drowning attack. If it hits a target 
  with its touch attack with a natural 18-20, it strikes the target 
  in the mouth. In this case, it forgoes the usual fear or life drain 
  effect, instead encasing its victim’s head in a bubble of water, 
  seeking to fill the victim’s mouth, nose, throat, and lungs with 
  water. Each round thereafter that the ghost maintains its hold 
  the victim must make a saving throw versus Death; failure 
  indicates that it begins drowning.  
   
  On the first round of drowning, the round when a victim fails 
  its saving throw, the victim falls unconscious; on the second, 
  the victim is reduced to 0 hit points and is dying; on the third 
  round the victim dies. 
   
  Victims slain through drowning by a Drowned Ghost, directly 
  or indirectly, even if not slain through life energy loss, rise 
  again 24 hours later as a Drowned Ghost under the control of 
  their slayer. 
   
  
   
  28 
  Drowned Ectoplasm: Imbibing four ounces of drowned 
  ectoplasm enables the imbiber to create and control water as 
  though the imbiber were a Drowned Ghost with the hit dice of 
  the ghost that provided the ectoplasm. The effect lasts for 
  1d6+6 turns. Every time such is imbibed, however, the 
  imbiber must make a percentile roll against the total number 
  of ounces of drowned ectoplasm he has ever imbibed; if the 
  roll is less than or equal to the number of ounces, he must 
  make a saving throw versus Spells. If the saving throw fails, 
  water begins pouring out of the imbiber’s mouth as his lungs 
  fill. Each round for 1d6+6 rounds the imbiber must make a 
  saving throw versus Death; failure indicates he begins 
  drowning, as above. If he drowns, he rises again 24 hours 
  later as a Drowned Ghost with hit dice equal to half his level, 
  rounded up. 
   
  **************************************************** 
  Drunken Ghost (*): This ghost died due to excessive drinking 
  of alcohol, died while he was drunk, died by drowning in 
  alcohol, or died while wishing he had one more drink of 
  alcohol. 
   
  A Drunken Ghost leaves behind trails and pools of skunked 
  beer, vinegary wine, or expired spirits wherever it goes; 
  usually of a single type, the last type it drank, or the favorite 
  type it had in life. 
   
  A Drunken Ghost starts out the night sober, a terrible place 
  for a dead man to be, and always seeks out the nearest 
  alcohol; the Drunken Ghost can sense the nearest alcohol 
  within a number of miles equal to its hit dice. If needs be it will 
  kill to get it, but as even Chaotic (Evil) Drunken Ghosts often 
  prefer to drink in company, it will be happy if its victims 
  merely “share the wealth.” 
   
  The Drunken Ghost can “touch” a mug of beer, a jack of 
  wine, or a shot of spirits; most prefer to life the glass, tip it 
  back, and seem to “drink” it when doing so, with the fluid 
  merely passing through its body and splashing onto the floor. 
  By doing this it strips the fluid of its alcohol and its taste and 
  cures itself of 1 point of damage, or, if already at its personal 
  maximum hit points, temporarily gains 1 hit point.  
   
  It also becomes drunker for every such drink it thus 
  “consumes” above its personal hit point maximum. When the 
  ghost reaches a point where each drink makes its hit points 
  rise to a certain point above its normal hit point limit, it begins 
  to get drunk: 
   
  At 1 hit point per hit die above the norm, it is Tipsy, and gets 
  a +1 bonus to Morale. 
   
  At 2 hit points per hit die above the norm, it is Moderately 
  Drunk, and gains a +2 bonus to Morale and a -1 penalty to hit 
  in combat 
   
  At 3 hit points per hit die above the norm, it is Severely 
  Drunk, and gains a +3 bonus to Morale and suffers a -3 
  penalty to hit in combat. 
  At 4 hit points per hit die above the norm, it “passes out” 
  drunk, and “falls asleep,” gliding off to some corner to snore 
  until sunrise.  
   
  2 in 6 Drunken Ghosts are also Friendly Ghosts. Many others 
  are at least Cantankerous, if not downright Unpleasant. Most 
  are Mean Drunks… 
   
  Ecto-Nog: There is no magical benefit to be gained from 
  imbibing Ecto-Nog, the ectoplasm left behind by a Drunken 
  Ghost, beyond the pleasure of drinking the purest form of 
  alcohol known to man (though it still falls short of the nectar 
  of the gods). For that is what the ectoplasm of a Drunken 
  Ghost is, pure, distilled alcohol, otherwise known as 
  “Ghostshine,” or “Haunted Hooch.” A single small shot of 
  one ounce of Ghostshine is as potent as 1d6 mugs of beer, 
  glasses of wine, or shots of other spirits per hit die of the 
  ghost who provided it. 
   
  Needless to say, Ecto-Nog can be lethal, if consumed in too 
  great a quantity (or too great a quality). How this works 
  depends on the method you use in your own campaign 
  regarding alcohol. Generally, if more equivalents of 
  mugs/glasses/shots of normal alcohol are consumed than the 
  Constitution score of the imbiber, the imbiber must make a 
  saving throw versus Poison; failure indicates that the imbiber 
  passes out, drunk, instantly. Failure with a Natural 1 indicates 
  that the victim dies of alcohol poisoning 1d6 turns later, and 
  rises again immediately as a Drunken Ghost with hit dice equal 
  to half their level, rounded up. 
   
  **************************************************** 
  Ectoplasmic Blast (*): This ghost can shoot a line of slimy, 
  sticky ectoplasm; sometimes the line is from the hands, often 
  it is vomited forth from the mouth. Range is 10’ plus 5’ per 
  hit die in a line 5’ wide. All those caught within the line must 
  make a saving throw versus Breath Attacks; failure indicates 
  that they are struck by the line of ectoplasm and covered in 
  the sticky slime. 
   
  Those covered in the sticky, slimy ectoplasm are effectively 
  paralyzed for 1d6 rounds per hit die of the ghost; all they can 
  do is writhe around and try to scrape the slime off. It is a form 
  of mental compulsion, as the mind of the victim rebels at the 
  unnatural stuff stuck to him. The time is halved for each 
  companion who helps to scrape the slime off of the victim. 
   
  Ectoplasm created by an Ectoplasmic Blast is a lesser form of 
  ectoplasm, not useful for magical purposes. 
   
  Blast Ectoplasm: Consuming four ounces of blast ectoplasm 
  enables the imbiber to vomit forth a jet of sticky, slimy 
  ectoplasm, with the same range and effect as per the ghost 
  that provided the ectoplasm. The ectoplasm must be vomited 
  forth within 1d6+6 turns of consuming the ectoplasm. Every 
  time this ectoplasm is consumed, the imbiber must roll 
  percentile dice against the total number of ounces of blast 
  ectoplasm he has ever consumed; if the roll is equal to or less 
  than the number consumed, he must make a saving throw 
  
   
  29 
  versus Spells. Failure of this saving throw indicates the imbiber 
  suffers a number of points of damage internally equal to the 
  number of rounds the slime would have paralyzed a target 
  (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he 
  explodes dramatically, showering all within 5’ per hit die of 
  the ghost with slimy, sticky ectoplasm (save versus Breath 
  Attacks to avoid). If he dies thusly, the imbiber rises again 24 
  hours later as a ghost with a number of hit dice equal to half 
  his level, rounded up; the new ghost possesses the 
  Ectoplasmic Blast special ability. 
   
  **************************************************** 
  Ectoplasmic Touch (*): This ghost’s touch attack, in addition 
  to hit point damage and fear or drain life, also covers the 
  victim in ectoplasm, as per the Ectoplasmic Blast, above. A 
  target struck by an Ectoplasmic Touch must make a saving 
  throw versus Breath Attack; failure indicates that they must 
  spend 1d6 rounds per hit die of the ghost effectively 
  paralyzed, as per Ectoplasmic Blast. 
   
  Touch Ectoplasm: As per blast ectoplasm, above, but for a 
  touch attack, and with all the usual possible downsides. 
   
  **************************************************** 
  Embodied Ghost (L): This ghost is trapped in a material 
  object; unlike a Shackled Ghost, who is tied to an item, the 
  Embodied Ghost actually is the item, for all intents and 
  purposes. An Embodied Ghost loses the Bodiless, Ectoplasm, 
  and Flight aspects of its Incorporeal ability, though it retains 
  the Powerless in Sunlight weakness and the Weapon 
  Immunity ability. They retain all other salient ghost abilities. 
   
  Embodied ghosts are stuck in the object in which they are 
  embodied; this might be an idol, medallion, statue, or other 
  solid object; the object cannot ever have been alive, in the 
  fleshy living sense. If the object is vaguely humanoid, such as a 
  statue or idol, the Embodied Ghost can walk, albeit slowly (at 
  30’ (10’) at best); if the object is small, like a medallion, it can 
  perhaps roll along at a slow pace. Most objects can move a 
  little, if slowly, jerkily, via hopping here and there and not 
  exactly in a straight line. 
   
  If the object is humanoid and has a mouth, or has a face with 
  a mouth carved on it, or other similar orifice, the ghost can 
  speak; it can also speak telepathically with anyone touching 
  the object. 
   
  If the object has appropriate structures, such as limbs or rope 
  or other members, the ghost can attack with its touch attack 
  and other special abilities; if not, it can only use its fear and 
  drain life abilities on those who willingly touch it, or who are 
  touched by it, if handled by another being allied with the 
  ghost. 
   
  Embodiment is a curse on ghosts, sometimes enforced by the 
  gods, other times by necromancers, and more rarely by more 
  powerful ghosts. Embodiment can be lifted by having remove 
  curse cast upon the object; if the ghost then makes a 
  successful saving throw versus Spells, the curse is permanently 
  lifted. Otherwise it is only lifted for 1d6 turns plus one turn per 
  caster level, and then the ghost, wherever it is, is drawn back 
  into the object at a rate of 1,200’ (400’) per round. If the 
  curse is not lifted, the object the ghost is embodied in cannot 
  be destroyed. 
   
  Some primitive tribes regard Embodied Ghosts as minor 
  deities, and worship them as such. Other Embodied Ghosts 
  can be found in wizard’s lairs, where they serve as guards or 
  informants; these, if in idol form, are often confused with 
  living statues, gargoyles, and golems. 
   
  **************************************************** 
  Entropic Attack (*): This ghost can choose, when it makes a 
  touch attack, to deal aging damage rather than fear or life 
  drain damage. If it does so, instead of causing fear or draining 
  levels, the ghost ages the victim 1d4 years per hit die. Also, 
  whenever the ghost surprises a victim, the victim ages 1 year 
  per hit die of the ghost. If a victim reaches its maximum age, it 
  dies of old age! Beings killed through being aged to death may 
  not be reincarnated, raised or resurrected. 
   
  Entropic Ectoplasm: Four ounces of entropic ectoplasm is 
  equal to a potion of longevity, with the salient differences 
  being that the percentage checked each time entropic 
  ectoplasm is consumed is equal to the number of ounces of 
  entropic ectoplasm the imbiber has consumed in total, and 
  that if the imbiber fails to reverse his aging and instead ages, if 
  he dies he rises again as a ghost with hit dice equal to half his 
  level, rounded up, and possessing the Entropic Attack ability. 
   
  **************************************************** 
  Environmental Ghost (*): This ghost is inextricably tied with its 
  local environment; this is both a limitation and a power, as, 
  though the ghost cannot leave its environment, it grants the 
  ghost certain potent abilities within its environment. The 
  environment can be as limited as a single room, hut, or hovel; 
  a house, palace, dungeon, or camp ground; or as large as a 
  forest, lake, or mountain valley. The ghost knows everything 
  that goes on within its environment, and knows where every 
  being is within its environment, provided said being or actions 
  are not shielded by magic. The ghost is able to teleport 
  anywhere within its environment, instantly and without error. 
   
  The ghost can animate materials native to its environment – 
  dolls in a nursery, suits of armor in a palace, dead trees in a 
  forest – one such item at a time per hit die, with each such 
  item having a number of hit points equal to the hit dice of the 
  ghost. Such items do 1 point of damage if small, 1d3 if 
  medium, and 1d6 if large, attacking once per round with the 
  same hit dice as the ghost. If such an item is destroyed, the 
  ghost must make a saving throw versus Spells; if the save fails, 
  all such animated objects fall to the ground, and it cannot 
  animate such items again until the next night. 
   
  Within its environment, the ghost can cause all the effects of 
  the guards and wards spell to occur, one effect per round, at 
  will. The effects remain until dismissed by the ghost or 
  overcome normally, or the ghost is destroyed. 
  
   
  30 
  The weakness of this special ability is that if the environment 
  of the ghost is harmed, the ghost is also harmed, and if the 
  environment is destroyed, the ghost is almost certainly 
  destroyed… and vice versa. If the environment takes a 
  significant amount of damage, the ghost takes a similar 
  amount of damage, commensurate with the amount of 
  damage versus the size of the environment. Thus, if a forest 
  fire destroyed half of the trees in the forest of a Forest Ghost, 
  the ghost loses half its hit points. If a sledge hammer is used 
  to knock down a supporting beam of a haunted longhouse, 
  the ghost of the longhouse takes damage commensurate to 
  that of a war hammer. And so forth… 
   
  If the environment is destroyed, the ghost must make a saving 
  throw versus Death; if the save fails, the ghost is destroyed. If 
  the ghost is destroyed, the environment must make the same 
  saving throw versus Death, as per the ghost; if the save fails, 
  the environment is also destroyed. Thus if a ghost whose 
  environment is a manor house is destroyed, the manor house 
  quickly falls to pieces, or is even sucked into the Ethereal 
  Plane, wholly or piece by piece. If a Forest Ghost is destroyed, 
  its forest withers and dies and rots in mere minutes, hours, or 
  days. If a Lake Ghost dies, the lake drains away into the 
  Ethereal Plane… and so forth. 
   
  Environmental Ectoplasm: Consuming four ounces of 
  environmental ectoplasm allows the consumer to have the 
  same abilities and powers… and limitations… as the ghost of 
  that environment for 1d6+6 turns. Essentially, it sets up the 
  imbiber as the anti-ghost of that environment. The imbiber is 
  able to see that ghost, even if it is on the Deep Ethereal, and 
  can attack it as though he were also on the Ethereal Plane (as 
  he is, within the limits of the ghost’s environment). If the 
  environment suffers damage, so does the imbiber; however, if 
  the imbiber dies, nothing happens to the environment. If the 
  imbiber dies while under the effect of the ectoplasm, he rises 
  again immediately as an Environmental Ghost tied to the same 
  environment, of hit dice equal to half his level rounded up, and 
  must make a saving throw versus Spells; failure indicates that 
  he is under the control of the original ghost of that 
  environment. 
   
  **************************************************** 
  Fast Ghost (*): This ghost’s movement speed is twice as fast 
  as normal when manifesting on the Material Plane, five times 
  as fast when exclusively in the Near Ethereal, and ten times as 
  fast when exclusively in the Deep Ethereal. 
   
  Fast Ectoplasm: Four ounces of fast ectoplasm doubles the 
  movement rate of the imbiber for 1d6+6 turns. Every time 
  such is imbibed, however, the imbiber must make a percentile 
  roll against the total number of ounces of fast ectoplasm he 
  has ever imbibed; if the roll is less than or equal to the number 
  of ounces, he must make a saving throw versus Spells. If the 
  saving throw fails, he quickly fades away from the Material 
  Plane and shifts into the Ethereal Plane… it is a one-way trip, 
  so hopefully he has some way of getting back! 
   
   
  **************************************************** 
  Fiery Ghost (*): This ghost’s mortal form died a fiery death, 
  likely burnt at the stake, fried by a fireball, or charred to ashes 
  by dragon’s breath. When it manifests in the Material Plane, 
  the ghost can immolate its form with fire. Anyone within 5’ of 
  the ghost automatically suffers 1d6 points of fire damage each 
  round. In addition to its normal damage, its touch attack and 
  all thrown weapon attacks deal 1d6 points of fire damage.  
   
  Anything it touches that is flammable bursts into flames, and 
  continues burning as normal unless the fire is put out or runs 
  out of fuel. The Fiery Ghost is immune to natural and magical 
  fire. 
   
  Once per round it can also throw a fire dart up to 20’ plus 5’ 
  per hit die; the target gets a saving throw versus Spells. If the 
  save fails, the target is struck for 1d6 points of damage plus 
  one point per hit die of the ghost. 
   
  A Fiery Ghost can also spend a round extruding an ounce of 
  ectoplasm (suffering the usual 1d4 points of damage from 
  doing so); the next round it throws this ectoplasm, which acts 
  all respects like a fireball spell cast by a magic-user of a level 
  equal to the ghost’s hit dice. 
   
  Fiery Ectoplasm: When four ounces of fiery ectoplasm is 
  imbibed the imbiber may cast a fireball equal to that of a 
  magic-user with as many levels equal to the hit dice of the 
  ghost that provided the ectoplasm. Consumed this way, the 
  ability to cast the fireball lasts for 1d6+6 turns before the 
  ability fades. The imbiber must make a percentile roll against 
  the total number of ounces of fiery ectoplasm he has ever 
  imbibed; if the roll is less than or equal to the number of 
  ounces, he must make a saving throw versus Spells. If the 
  saving throw fails, the ectoplasm burns the insides the imbiber, 
  who suffers 1d6 points of damage per hit die of the ghost that 
  provided the ectoplasm. If he dies through this damage, he 
  rises again 24 hours later as a Fiery Ghost with hit dice equal 
  to half his level, rounded up. 
   
  **************************************************** 
  Fortean Apportation (*): This ghost is able to cause the 
  sudden and inexplicable appearance of a rain of small objects 
  or creatures. Each ghost has one or more types of objects or 
  creatures that it can cause to come into being; these are 
  usually based on its mode of death. The most common objects 
  are small stones, broken bones, small knives, blood, frogs or 
  toads, bird’s eggs, fish, spiders, worms, bats, rats, or even the 
  heads of cats, dogs, humans, and larger creatures. 
   
  The ghost can cause this rain to fall in an area 10 yards in 
  radius per hit die (10’ radius per hit die indoors). The rain can 
  be innocuously if frightfully light to deadly heavy; if deadly 
  heavy, all while within the area of effect suffer 1d6 points of 
  damage plus one point her hit dice of the ghost; victims who 
  make a successful saving throw versus Breath Attacks each 
  round suffer only half damage. Those who hide under 
  awnings, overhangs, and the like suffer no damage. 
   
  
   
  31 
  The ghost can produce a Fortean apportation once per night 
  per hit die. The apportation lasts for 1d6 rounds plus one 
  round per hit die of the ghost. 
   
  Apportation Ectoplasm: 
  Four 
  ounces 
  of 
  apportation 
  ectoplasm may be consumed to create a Fortean apportation 
  of the sort that the ghost that provided the ectoplasm can 
  create. The rain has a radius, duration, and deals damage (if 
  deadly) at he rate of the hit dice of the ghost that provided the 
  ectoplasm. The apportation must be affected within 1d6+6 
  turns of imbibing the ectoplasm. Every time this ectoplasm is 
  consumed, the imbiber must roll percentile dice against the 
  total number of ounces of apportation ectoplasm he has ever 
  consumed; if the roll is equal to or less than the number 
  consumed, he must make a saving throw versus Spells. Failure 
  of this saving throw indicates the imbiber has internalized the 
  apportation, and immediately begins vomiting the objects or 
  creatures the apportation was meant to summon; this 
  vomiting continues for 1d6+6 rounds. The imbiber must then 
  make a saving throw versus Death each round; failure 
  indicates that he begins drowning on that round, as per 
  Drowned Ghost, above. 
   
  **************************************************** 
  Friendly Ghost (*): Though Chaotic, this ghost is not Evil, and 
  does not seek to slay and scare the living; rather, it is Good, 
  and seeks to befriend the living and try to live a normal life. 
  Friendly Ghosts died a tragic and sometimes violent death, 
  though during their lifetime they were not Evil, and quite 
  Good, and though empowered by the Negative Energy Plane, 
  have (as yet) resisted the eldritch Evil of that power. 
   
  The souls of Friendly Ghosts are, in fact, impressed upon by 
  both the Negative Energy Plane and the Positive Energy 
  Plane, placing their ethereal existence in a state of flux.  
   
  Lesser ghosts can choose to cause fear or remove fear with 
  their touch; greater ghosts can choose to drain life or restore 
  life, as per the restoration spell, with their touch. Or they can 
  choose to do neither, and merely deal normal enervating/cold 
  damage with their touch. Similarly, all of their Evil/death-
  oriented special abilities are balanced out by the reverse, a 
  Good/life-oriented special ability (at the adjudication of the 
  Labyrinth Lord) 
   
  Friendly Ghosts can sometimes be even more troublesome 
  than normal, Evil ghosts, as they seek to engage in a normal 
  life in a world that cannot accept their existence. Living folk 
  who make a friend of a Friendly Ghost tend to have 
  dangerous and often deadly adventures… 
   
  Friendly Ectoplasm: Consuming even a single ounce of this 
  ectoplasm requires the imbiber to make a saving throw versus 
  Spells; failure indicates that he suffers an immediate reversal of 
  his current alignment. Chaotic (Evil) becomes Lawful (Good), 
  Lawful (Evil) becomes Chaotic (Good), and so forth. Those 
  who are aligned True Neutral must randomly determine a new 
  and different alignment for their character. 
   
  **************************************************** 
  Frightening Ghost (*): While all ghosts are scary, and lesser 
  ghosts have innate fear attacks, a Frightening Ghost goes out 
  of his way to try to frighten the living. They can quickly take 
  on horrifying visages, make loud terrifying noises, and in 
  general, cause fearful mayhem. 
   
  When a Frightening Ghost de-lurks from the Ethereal Plane 
  and surprises a victim, the victim must make a saving throw 
  versus Spells; failure indicates the victim is subjected to cause 
  fear, with the appropriate results, in addition to the normal 
  surprise. 
   
  When a Frightening Ghost transforms from its mundane form 
  to its horrific ghostly form, the transformation is so sudden 
  and horrific that viewers must make a saving throw versus 
  Spells; failure indicates that they suffer from cause fear, as per 
  cause fear (use the Fear Effects Table, above). 
   
  Touch attacks of greater ghosts who are Frightening Ghosts 
  also have a chance to cause fear, as per the spell, in addition 
  to its normal level drain effects. 
   
  A Frightening Ghost is also able to create a cone of fear, as 
  per the magic-user spell, once per day per hit die, through 
  keening, shrieking, moaning, groaning, or sepulcherous 
  laughter. 
   
  The victims of any of the Frightening Ghost’s cause fear and 
  cone of fear attacks suffer a penalty to their saving throw 
  equal to the hit dice of the ghost; powerful Frightening Ghosts 
  can literally scare their targets to death! If the Frightening 
  Ghost is also a Keening Ghost, this modifier does not apply to 
  the save against the Keening attack. 
   
  Fear effects from a Frightening Ghost’s fear abilities last for 
  one hour per hit die of the ghost (hardcore) or one turn per hit 
  die of the ghost (casual). 
   
  Frightening Ectoplasm: Four ounces of frightening ectoplasm 
  enable the imbiber to cast a cone of fear, with the strength 
  and effects of the ghost who produced the ectoplasm 
  (including penalties to the saving throw). Every time such is 
  imbibed, however, the imbiber must make a saving throw 
  versus Spells, with the ghost’s penalty to the saving throw; a 
  failed save indicates that the imbiber himself suffers the effects 
  of the cone of fear for ten times normal duration. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  32 
  **************************************************** 
  Frost Ghost (*): This ghost died of frostbite, or from an ice 
  storm, or in the chilly stream of the breath of a white dragon. 
  The ghost’s horrific death molds it in undeath, as the ghost is 
  even colder than the typical ghost. The ghost can surround 
  itself with an aura of unearthly cold. Anyone within 5’ of the 
  ghost automatically suffers 1d6 points of cold damage each 
  round. In addition to its normal damage, its touch attack and 
  all thrown weapon attacks deal 1d6 points of cold damage 
  (this is additional cold damage, in the case of greater ghosts).  
   
  Anything the ghost touches is frosted, covered in light snow, 
  rimed, or iced, depending on its nature. The Frost Ghost is of 
  course immune to all forms of normal and magical cold and 
  ice. 
   
  Once per round it can throw an ice dart up to 20’ plus 5’ per 
  hit die; the target gets a saving throw versus Spells. If the save 
  fails, the target is struck for 1d6 points of cold damage plus 
  one point per hit die of the ghost. 
   
  A Frost Ghost can also spend a round extruding an ounce of 
  ectoplasm (suffering the usual 1d4 points of damage from 
  doing so); the next round it blasts this ectoplasm from its hand 
  or mouth in a cone shape, which acts all respects like an cone 
  of cold spell cast by a magic-user of a level equal to the 
  ghost’s hit dice. 
   
  Frost Ectoplasm: Four ounces of frost ectoplasm enables the 
  imbiber to cast a cone of cold at a level equal to that of a 
  magic-user with as many levels as hit dice o the ghost who 
  provided the ectoplasm. Consumed this way, the ability to cast 
  the cone of cold lasts for 1d6+6 turns before the ability fades. 
  The imbiber must make a percentile roll against the total 
  number of ounces of frost ectoplasm he has ever imbibed; if 
  the roll is less than or equal to the number of ounces, he must 
  make a saving throw versus Spells. If the saving throw fails, 
  the ectoplasm freezes the insides the imbiber, who suffers 1d6 
  points of damage per hit die of the ghost who provided the 
  ectoplasm. If he dies through this damage, he rises again 24 
  hours later as a Frost Ghost with hit dice equal to half his 
  level, rounded up. 
   
  **************************************************** 
  Ghost Lover (L): Sometimes also known as a Ghost Bride, 
  Ghost Groom, Ghost Wife, or Ghost Husband, this ghost died 
  as a direct result of a love affair, whether licit or illicit, public 
  or private, mutual or unrequited. Each Ghost Lover still seeks 
  out his or her object of adoration, though they are likely to be 
  long since dead, usually on to their final reward, sometimes 
  also walking the earth still as a ghost. 
   
  The Ghost Lover’s obsessions are such that they latch onto 
  any being who even sometimes only vaguely resembles their 
  beloved; they then seek to ensure that their “beloved” joins 
  them in the afterlife. Of course, once they consummate this by 
  slaying their beloved and transforming them into a ghost, they 
  find that their “beloved” isn’t who they thought they were… 
   
  Sometimes the Ghost Lover then abandons the new ghost, 
  merely disappointed in its failure to find the right person. 
  Other times it goes on a rampage and seeks to destroy the 
  new ghost, as well as all the relatives, friends, and neighbors 
  of its erstwhile victim. In any case the Ghost Lover does not 
  have control over its newly-created “beloved,” and so the new 
  ghost is free to flee and seek help and allies, or simply to warn 
  its loved ones that its creator is coming after them… 
   
  And then, of course, there is the chance that the new 
  “beloved” is actually the old “beloved” reincarnated once 
  again, to give the Ghost Lover a chance to make things right. 
  The odds are long on that, but are after all, a non-zero 
  number. 
   
  Things can get even more complicated, as the ghost will seek 
  out someone who resembles themselves in their living life – 
  physically, socially, and otherwise – possess them, and then 
  seek to woo their “beloved” in this new body. This can lead to 
  tragedy, horror, and a bit of comedy as well. 
   
  There’s also the chance that the Ghost Lover is also a 
  Guardian Ghost; in such cases it is likely that the ghost is 
  required to protect the still-living erstwhile lover, at least until 
  their unrequited love can again be requited. Again, offering 
  opportunity for plenty of tragedy as well as comedy… 
   
  **************************************************** 
  Ghost Magician (* to ***): This ghost was a magic-user in life, 
  and retains the ability to use magic spells in death. It has no 
  need of spell books, regaining access to the complete suite of 
  spells it has always known at sundown each night. A Ghost 
  Magician has the spell-casting abilities of a magic-user equal in 
  level to its hit dice, and makes saving throws as a fighter or 
  magic-user of a level equal to its hit dice or magic-user spell-
  casting ability, whichever is best. 
   
  A 10 HD geist has a chance of having even greater magical 
  abilities; roll a d6. On a 5-6, the geist has the spell-casting 
  abilities of an 11th level magic-user. Continue to roll a d6 as 
  long as you roll a 5-6, and add another level each time you do 
  so, up to a maximum spell-casting ability of a 20th level magic-
  user. 
   
  If a Ghost Magician has magic items specifically useable by 
  magic-users in their treasure, these items are ghost-touched, 
  and can be used by the Ghost Magician. 
   
  The XP value of this ability depends on the spell levels the 
  ghost can access. 1st to 3rd level spells are worth one asterisk; 
  4th to 6th level spells are worth two asterisks; and 7th to 9th 
  level spells are worth three asterisks total. 
   
  Magician Ectoplasm: An imbiber of magician ectoplasm gains 
  the ability to cast spells that the ghost that provided the 
  ectoplasm could cast. Each ounce of ectoplasm is a spell level; 
  imbibing one ounce grants access to one random 1st level 
  spell; two ounces at once grants access to one random 2nd 
  level spell; and so forth, up to the spell levels that the ghost 
  
   
  33 
  could cast. The spell remains available to cast for 1d6+6 turns; 
  after that the spell fades. The spell is cast at the level of spell-
  casting ability possessed by the ghost that provided the 
  ectoplasm. 
   
  Every time such is imbibed, however, the imbiber must make a 
  percentile roll against the total number of ounces of magician 
  ectoplasm he has ever imbibed; if the roll is less than or equal 
  to the number of ounces, he must make a saving throw versus 
  Spells. If the saving throw fails, the magic of the spell is 
  internalized, and he suffers a number of d6s in damage equal 
  to the level of the spell he sought to cast (no saving throw). If 
  he dies through this damage, he rises again 24 hours later as a 
  ghost with hit dice equal to half his level, rounded up. 
   
  **************************************************** 
  Ghost Object (*): This ghost is tied to and able to use a single 
  unique permanent magic item, usually a weapon, sometimes a 
  suit of armor or shield, more rarely a wand, staff, rod, ring, or 
  other miscellaneous magic item.  
   
  In addition to its normal abilities, the item is also ghost 
  touched, and thus can be used by the ghost in both the 
  Material and Ethereal Planes. 
   
  This object is both a boon and a bane to the living. If a living 
  being is able to grab a hold of the object as it would normally 
  be held, they can begin a battle for control of the item, and 
  thus the ghost. 
   
  This is similar to an influence check for sapient swords (LL p. 
  121). The ghost’s psyche is equal to its hit dice; roll as normal 
  for Intelligence, if unknown (remember lesser ghosts are not 
  very smart). Add one point per spell-like ability the item has 
  and one point for each ghostly special ability the ghost 
  possesses (including this one). 
   
  If the living wielder wins the check, the ghost and the item are 
  his to command; otherwise the ghost possesses the attempted 
  wielder of the item as though the ghost had the Possess the 
  Living special ability. 
   
  If the living wielder wins the influence check, the ghost can 
  fight his command as per the normal influence check rules. 
   
  Object Ectoplasm: Every ounce of object ectoplasm consumed 
  increases the imbiber’s willpower by one point for the next 
  willpower check he has to make versus the ghost that 
  provided the ectoplasm. 
   
  Every time such is imbibed, however, the imbiber must make a 
  percentile roll against the total number of ounces of object 
  ectoplasm he has ever imbibed; if the roll is less than or equal 
  to the number of ounces, he must make a saving throw versus 
  Spells. If the saving throw fails, the next time he and the ghost 
  engage in an influence check, the imbiber automatically loses 
  the influence check, and additionally fails all saving throws 
  against the ghost’s special attacks and abilities during the 
  subsequent d6+6 turns. 
  **************************************************** 
  Ghost Priest (* to ***): This ghost was a cleric in life, and 
  retains that status after death. The ghost has no ability to turn 
  or command undead, and can select from the usual mix of 
  clerical spells every night at sundown. A Ghost Priest can only 
  cast reversed forms of spells, unless the ghost is also a 
  Friendly Ghost, in which case it can choose each time a spell 
  is memorized whether it is normal or reversed. 
   
  A Ghost Priest has the spell-casting abilities of a cleric equal in 
  level to its hit dice, and makes saving throws as a fighter or 
  cleric of a level equal to its hit dice or cleric spell-casting 
  ability, whichever is best 
   
  A 10 HD geist has a chance of having even greater magical 
  abilities; roll a d6. On a 5-6, the geist has the spell-casting 
  abilities of an 11th level cleric. Continue to roll a d6 as long as 
  you roll a 5-6, and add another level each time you do so, up 
  to a maximum spell-casting ability of a 20th level cleric. 
   
  If a Ghost Priest has magic items specifically useable by clerics 
  in their treasure, these items are ghost-touched, and can be 
  used by the Ghost Priest. 
   
  The XP value of this ability depends on the spell levels the 
  ghost can access. 1st to 3rd level spells are worth one asterisk; 
  4th to 6th level spells are worth two asterisks; and 7th to 9th 
  level spells are worth three asterisks total. 
   
  Priest Ectoplasm: An imbiber of priest ectoplasm gains the 
  ability to cast spells that the ghost that provided the ectoplasm 
  could cast. Each ounce of ectoplasm is a spell level; imbibing 
  one ounce grants access to one random 1st level spell; two 
  ounces at once grants access to one random 2nd level spell; 
  and so forth, up to the spell levels that the ghost could cast. 
  The spell remains available to cast for 1d6+6 turns; after that 
  the spell fades. The spell is cast at the level of spell-casting 
  ability possessed by the ghost that provided the ectoplasm. 
   
  Every time such is imbibed, however, the imbiber must make a 
  percentile roll against the total number of ounces of priest 
  ectoplasm he has ever imbibed; if the roll is less than or equal 
  to the number of ounces, he must make a saving throw versus 
  Spells. If the saving throw fails, the magic of the spell is 
  internalized, and he suffers a number of d6s in damage equal 
  to the level of the spell he sought to cast (no saving throw). If 
  he dies through this damage, he rises again 24 hours later as a 
  ghost with hit dice equal to half his level, rounded up. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  34 
  **************************************************** 
  Ghost Ship (L): This ghost and the ghost’s fate are inextricably 
  tied together with that of a Ghost Ship. If the ghost is a Ghost 
  Sovereign, he is the Ghost Captain of the Ghost Ship; 
  otherwise he is merely another ghostly crew member. Most 
  Ghost Ships are crewed by undead pirates or vikings, though 
  a few have military or mercantile origins. 
   
  Ghosts tied to a Ghost Ship cannot leave the ship for any 
  significant amount of time. They may only leave the ship 
  when engaging in battle, in looting, or in other piratical style 
  activities, and may only remain off the ship thereafter for 
  1d6+6 turns before being irresistibly drawn back to the ship. 
   
  A Ghost Ship is a ghost-touched item; it and all items on it 
  can be used by and can carry beings and items from both the 
  Material and Ethereal Planes, and can switch between the two 
  at the will of the Ghost Captain, though the changeover from 
  one plane to the other takes 3d4 rounds. As it is a ghost-
  touched item, the Ghost Ship can also be home to the 
  material living and the corporeal dead; most Ghost Ships have 
  a crew made up of a mix of ghosts, skeletons, zombies, 
  ghouls, and even wights, mummies, or vampires! Ghost Ships 
  usually have a brig to hold living prisoners, for torture or for 
  ransom.  
   
  Being tied to a Ghost Ship is a curse. The remove curse spell 
  can be used on a single ghost to sever the tie; if the ghost then 
  makes a saving throw versus Spells, the severance is 
  permanent. Otherwise the severance only lasts for d6+6 
  hours, after which, as usual, the ghost is drawn back to the 
  ship at fastest speed. Remove curse never works on the Ghost 
  Captain, who is the heart and soul of the Ghost Ship. 
   
  There is a percentage chance equal to the Ghost Captain’s 
  personal maximum hit points that if he is destroyed, the ship 
  is also destroyed. If this occurs, the Ghost Ship shudders and 
  starts falling apart into rotting wood, moldered rope, tattered 
  sails, shattered glass, and ectoplasm in a matter of 3d4 
  rounds. Any being, living or undead, material or incorporeal 
  caught within the ship when it finally falls completely to pieces 
  suffers 6d6 points of damage; any being caught atop the ship 
  when it falls apart suffers 3d6 points of damage. There is no 
  saving throw in either case. For ghosts tied to the ship, theirs 
  is a potentially worse fate; they must make a saving throw 
  versus Death when the ship finally falls to pieces. If the save 
  fails, they are destroyed. If the save succeeds, they survive, but 
  remain cursed, and must tie their fate to the next Ghost Ship 
  they encounter. 
   
  If the Ghost Ship does not fall apart when the Ghost Captain 
  is destroyed, then one of two things happens. First, the 
  destroyer of the Ghost Captain must make a saving throw 
  versus Spells; if he fails, he becomes the new Ghost Captain, 
  whether he is living or dead, and takes on the curse of the 
  Ghost Ship. If he makes his saving throw, then the next 
  highest ranking crewmember becomes the new Ghost 
  Captain. 
   
  As the Ghost Ship is a ghost, it follows all the normal rules of 
  a ghost, including the Incorporeal and Undead abilities. It has 
  a flying movement rate twice as fast as the rate of its material 
  counterparts, and a maneuver ability one rank better than its 
  material counterparts. Though the crew’s labors help, 
  especially with maintenance (such as it is) and moving around 
  cargo, loot, and booty, under normal circumstances the Ghost 
  Ship can be piloted merely by the will of the Ghost Captain. In 
  inclement weather or during battle, however, all hands are 
  needed on deck. 
   
  **************************************************** 
  Ghost Sovereign (*): This ghost rules over and commands 
  other ghosts with ease, either through legitimate royalty or 
  nobility that carried over into undeath, or through sheer force 
  of will and power. For every ghost type of a hit die type equal 
  to or lower than the Ghost Sovereign, divide the ghost 
  sovereign’s hit dice by that ghost’s hit dice, and round up. Roll 
  a d6; if the number on the die is equal to or lower than the 
  number determined for that hit dice of ghost types, that is the 
  number of ghosts of that type that the Ghost Sovereign has 
  under his current command. 
   
  A Ghost Sovereign may attempt to take command of any 
  ghost, even those of greater hit dice. Whenever the Ghost 
  Sovereign attempts to control other ghosts, consider the 
  Ghost Sovereign to be a cleric of a level equal to its hit dice, 
  and roll on the Turn Undead table to determine success; if the 
  ghost is turned, it falls under the Ghost Sovereign’s command.  
   
  A Ghost Sovereign can command a number of ghosts of each 
  hit die type equal to the number generated above; of types of 
  the sovereign’s hit dice and above, the sovereign can control 
  only one of each type. The Sovereign can dismiss a ghost 
  from its service in order to add a new ghost to its ranks of 
  minions. 
   
  A Ghost Sovereign also has a -2 bonus to all reaction checks 
  with ghosts and other forms of undead. 
   
  Sovereign Ectoplasm: Sovereign ectoplasm operates as a 
  charm ghost spell, exactly as per the charm person spell, but 
  operable on ghosts (and only on ghosts). Upon consumption 
  four ounces of the ectoplasm, the imbiber has 1d6+6 turns to 
  attempt to charm a ghost; the maximum hit dice of the ghost 
  he can charm is equal to the hit dice of the ghost that 
  provided the ectoplasm. If the ghost fails a saving throw 
  versus Spells, it is charmed by the imbiber, exactly as per the 
  spell (roll random Intelligence if this is not known).  
   
  However, if the ghost makes a successful saving throw, the 
  imbiber must in turn make his own saving throw versus Spells, 
  or he is instead charmed by the ghost! In any event, only one 
  attempt at charming a ghost is allowed per ectoplasmic 
  consumption. 
   
   
   
   
  
   
  35 
  **************************************************** 
  Ghostly Head (L): The counterpart of the Headless Ghost is, 
  of course, the Ghostly Head, which is, as the name implies, a 
  ghost who can only manifest as a head, or even just a face, 
  and has no bodily form. The Ghostly Head attacks with a bite 
  attack; it deals no more damage than a normal touch attack, 
  but it is much less dignified an attack. A Ghostly Head also 
  cannot manipulate even ghost-touched objects, as it has 
  nothing with which to manipulate. 
   
  Unlike the Headless Ghost, which can steal the heads of the 
  living, the Ghostly Head has no way to steal a body from the 
  living. 
   
  Most Ghostly Heads are sad and pathetic, and are not invited 
  to parties by other ghosts. Those with other special abilities, 
  such as Fiery Ghost, Poltergeist, Lightning Ghost, or especially 
  the interesting combination of Ghostly Head and Skull 
  Thrower Ghost, tend to be the life of the party, as they use 
  their other abilities to make up for their lack of a body. 
   
  **************************************************** 
  Guardian Ghost (L): This ghost is cursed to act as the guardian 
  of a person, place, or thing. The ghost must use all its abilities 
  to protect the thing it guards, and cannot ever harm it, or 
  cause it to be harmed. There may be other limitations and 
  requirements, depending on the nature of the charge. 
   
  For example, the ghost of a cleric who defiled an enemy 
  shrine might be cursed to guard the shrine from other defilers, 
  but must allow all rightful worshipers to worship unmolested. 
  The ghost of a wizard who stole scrolls from a library might be 
  cursed to guard the library from all comers, or might be 
  required to allow those with the proper password through. 
  The ghost of a black knight who angered a powerful wizard 
  might be cursed to guard a certain bridge, ensuring that none 
  shall pass. And so forth… 
   
  As this is a curse, the curse may be lifted by the casting of a 
  remove curse spell upon the ghost, though it will resist this 
  with all its abilities, as this is considered harming its charge. If 
  the ghost makes a saving throw versus Spells, the curse is 
  lifted permanently; otherwise the curse remains. 
   
  Note that if the Guardian Ghost is also a Friendly Ghost, it 
  might not be cursed, but act as a guardian out of the kindness 
  of its heart. If the ghost is a Ghost Lover, it might not be 
  cursed, but merely guarding the life of its erstwhile lover. Such 
  things are up to the Labyrinth Lord. 
   
   
   
   
   
   
   
   
   
   
  **************************************************** 
  Headless Ghost (L): This ghost lost his head in the process of 
  dying and becoming a ghost. As this is a strike against the 
  ghost’s dignity, it of course seeks to gain a head, usually at the 
  cost of the living… 
   
  A Headless Ghost suffers penalties to combat for not having a 
  head, though as it is already dead, these are not as severe as 
  those for a living being who is blind and deaf. The ghost 
  suffers a -2 penalty to hit with its melee attacks and its targets 
  get a +2 bonus to hit the ghost and to their saving throws 
  against any special attacks from the ghost. These modifiers do 
  not apply as long as it has a borrowed head… 
   
  A Headless Ghost can get a head through the simple 
  expedience of slaying a living being and stealing his head. This 
  never lasts long, however, for though the head thusly becomes 
  ghost touched, and the ghost can use and wear it in both the 
  Material and Ethereal Planes, it still rots, and becomes useless 
  as a head within 1d4 weeks. 
   
  During that time, however, friends and family of the deceased 
  will recognize the head atop the ghostly body, and must make 
  a saving throw versus Spells when such is first encountered, 
  with a penalty equal to the hit dice of the ghost; failure 
  indicates the victim is affected by fear, as per the cause fear 
  spell for a number of turns equal to the hit dice of the ghost 
  (use the Fear Effects Table, above). 
   
  If the Headless Ghost takes the head of a victim, and that 
  victim rises as a ghost, the victim rises as a Headless Ghost. 
  When the victim’s head rots away completely, the ghost of the 
  head rises as a Ghostly Head. And so the head and body of 
  the victim will seek each other out… perhaps for all eternity. 
   
  If a Headless Ghost ever finds its true head, or rather, skull, or 
  it’s Ghostly Head, the ghost will be put to rest. If a living 
  person holds the skull, the person can command the Headless 
  Ghost to do its bidding, but woe unto the one who commands 
  it should it ever get its head back! For then it shall seek out its 
  erstwhile master and drag it back to Hell with them… 
   
  **************************************************** 
  Hungry Ghost (L): This ghost is the soul of someone who died 
  of hunger; or who was wealthy and caused others to die of 
  hunger through their actions; or ironically, was both wealthy 
  and caused others to suffer hunger, then died of hunger 
  themselves. Other forms of greed and even gluttony might 
  cause a ghost to rise as a Hungry Ghost. 
   
  As a ghost, the Hungry Ghost seeks to eat food, and always 
  tries to gorge itself whenever food is present. It has the ability 
  to lift food with its ghostly hands, and place it in its ghostly 
  mouth, where the ghost tries to eat it, but there the ability to 
  manipulate the food ends, as the food, un-masticated by the 
  ghostly manifestation, simply falls through its pseudo-material 
  body, and falls onto the floor covered in ectoplasm (one ounce 
  of ectoplasm per pound of food). 
   
  
   
  36 
  When food is not available, a Hungry Ghost might seek to 
  turn “cannibal,” slaying the living to try to eat their flesh and 
  drink their blood… while this does not sate them, their 
  manifestation form can become covered in the blood of the 
  recently living, and the flesh and bones of the recently living 
  that pass through their pseudo-material form will exhibit have 
  tooth and bite marks, but no flesh will have been eaten. 
   
  Hungry Ghosts remain hungry throughout eternity. Even the 
  life energy they drain gives their hunger no surcease, as they 
  gain nothing from it. This is a curse, but it is a powerful curse 
  that no mortal magic short of a wish could lift. 
   
  **************************************************** 
  Hypnoghost (*): This ghost has the ability to hypnotize living 
  victims. Usually this ability takes the form of large glowing 
  sparkling, shining, swirling eyes; other times the ghost’s entire 
  body flashes in sparkling, swirling colors; and more rarely, the 
  Hypnoghost produces a series of weird, undulating noises (like 
  those produced by a theremin) which have a hypnotic effect. 
   
  The upshot of this, whatever the method, is to produce an 
  effect equal to a hypnotic pattern, as per the 2nd level 
  illusionist spell. The Hypnoghost can perform this effect at 
  will, but may perform no other actions, just as in the spell. 
   
  Additionally, once per night per hit die, the Hypnoghost may 
  perform a normal hypnotism spell, cast as though it were an 
  illusionist of a level equal to its hit dice. 
   
  Hypnotic Ectoplasm: Four ounces of this ectoplasm enables 
  the imbiber to perform a hypnotism spell as though he were 
  an illusionist of the same level as the hit dice of the ghost that 
  provided the ectoplasm. The spell must be cast within 1d6+6 
  turns of imbibing the ectoplasm. Every time such is imbibed, 
  the imbiber must make a percentile roll against the total 
  number of ounces of hypnotic ectoplasm he has ever imbibed; 
  if the roll is less than or equal to the number of ounces, he 
  must make a saving throw versus Spells. A failed save 
  indicates that the imbiber has hypnotized himself for 1d6+6 
  turns, leaving him wide open to the very first suggestion put to 
  him by anyone in a language he can understand. 
   
  **************************************************** 
  Keening Ghost (*): This ghost can keen, shriek, scream, 
  moan, groan, laugh, or make some other appropriate horrible 
  vocal noise.  
   
  Any living being within 30’ when the ghost keens must save 
  versus Spells; failure indicates the victim dies instantly from 
  fright.  
   
  Any being that is slain through the ghost’s keen ability rises 
  again 24 hours later as a ghost of hit dice equal to its level, up 
  to half the hit dice of the ghost who slew it. 
   
  The ghost may keen once per night. 
   
  Keening Ectoplasm: Four ounce of keening ectoplasm allows 
  the imbiber to perform a keen, as per the ghost who supplied 
  the ectoplasm. The imbiber must keen within 1d6+6 turns of 
  imbibing the ectoplasm. The imbiber has no immunity to the 
  keen, and thus must make a saving throw versus Spell; if the 
  save fails, the imbiber dies. If the imbiber is slain through a 
  keen performed in this manner, he rises again as a free-willed 
  Keening Ghost with hit dice equal to half their level when 
  living, rounded up. 
   
  **************************************************** 
  Laser Ghost (*): This ghost died when it was struck by lasers – 
  including the light of a prismatic spray spell (these ghosts are 
  also known as Prismatic Ghosts). In death its earthly 
  manifestation pulses with wild, scintillating colors in the full 
  spectrum of the chromatic sphere. 
   
  The ghost can emit small blasts of light from its body, enabling 
  it to cause small fires, blast away small pieces of metal, shatter 
  small ceramic items, and so forth, within a 5’ distance. The 
  Laser Ghost is, of course, immune to normal and magical 
  lasers as well as all types of prismatic and chromatic spells. 
   
  Once per round it can also throw small laser blast up to 20’ 
  plus 10’ per hit die; the target gets a saving throw versus 
  Spells. If the save fails, the target is struck for 1d6 points of 
  laser damage plus one point per hit die of the ghost. 
   
  A Laser Ghost can also spend a round extruding an ounce of 
  ectoplasm (suffering the usual 1d4 points of damage from 
  doing so); the next round it blasts this ectoplasm from its 
  hand, vomits it from its mouth, or looses it in beams from its 
  eyes, in a straight line, which acts all respects like a prismatic 
  spray spell cast by an illusionist of a level equal to the ghost’s 
  hit dice. The range of the color effects is limited to the hit dice 
  of the ghost; roll a d8 like normal, but the roll on the die to 
  determine the color of the ray cannot be higher than the hit 
  dice of the ghost. Any roll higher than the hit dice of the ghost 
  is instead equal to the hit dice of the ghost. 
   
  Laser Ectoplasm: When imbibed, four ounces of laser 
  ectoplasm enables the imbiber to cast a prismatic spray at a 
  level equal to that of an illusionist with as many levels as the 
  hit dice of the ghost that provided the ectoplasm. The ability 
  to cast the prismatic spray lasts for 1d6+6 turns before the 
  ability fades. Every time such is imbibed, the imbiber must 
  make a percentile roll against the total number of ounces of 
  laser ectoplasm he has ever imbibed; if the roll is less than or 
  equal to the number of ounces, he must make a saving throw 
  versus Spells. If the saving throw fails, the ectoplasm sets off 
  the spray on the insides the imbiber, who suffers the full 
  effects of the prismatic spray with no saving throw. 
   
  If he dies through this damage, he rises again 24 hours later 
  as a Laser Ghost with hit dice equal to half his level, rounded 
  up. 
   
   
   
  
   
  37 
  **************************************************** 
  Lifelike Ghost (*): This ghost does not at first or even second 
  glance look much like a ghost; it seems to be quite living and 
  solid, if pale and wan, and though its clothing seems out of 
  date, it otherwise appears much as it did in life… and thus, 
  can surprise the heck out of those not expecting to see a 
  ghost! It may even act like it was alive, for a while, as long as 
  those whom it has fooled are giving it something it wants… 
   
  Once the ghost does something decidedly non-life-like, such as 
  taking off its head, walking through a wall, or transforming 
  into a more terrifyingly ghost-like form and attacking, all 
  viewers must make a saving throw versus Spells; failure 
  indicates that they are so shocked by the revelation that they 
  are surprised, and unable to act for 1d4 rounds, in addition to 
  any other effects of the action. 
   
  Lifelike Ectoplasm: Four ounces of lifelike ectoplasm enable 
  the imbiber to polymorph into a ghost of hit dice equal to his 
  own; the effect lasts no longer than 1d6+6 turns. When the 
  imbiber tries to transform back into a living being, however, 
  the imbiber must make a percentile roll against the total 
  number of ounces of lifelike ectoplasm he has ever imbibed; if 
  the roll is less than or equal to the number of ounces, he must 
  make a saving throw versus Death. If the save fails, he is truly 
  dead, and is stuck as a ghost! 
   
  **************************************************** 
  Lightning Ghost (*): This ghost died when it was struck by 
  lightning – natural lightning, the lightning breath of a dragon, 
  the lightning bolt of a wizard, or perhaps the lightning strike of 
  druid. In death its manifestation is accompanied by a whiff of 
  ozone, a hazy blue aura, and the crackling sound of electricity 
  wherever it goes. It can manifest a powerful aura of electricity 
  around it, causing 1d6 points of lightning damage to any 
  being within 5’, and dealing an extra 1d6 points of lightning 
  damage with every successful touch or thrown attack. 
   
  The ghost can use the little shocks emanating from its body to 
  cause small fires, blast away small pieces of metal, shatter 
  small ceramic items, and so forth, within a 5’ distance. The 
  Lightning Ghost is, of course, immune to normal and magical 
  lightning. 
   
  Once per round it can also throw small lightning blast up to 
  20’ plus 5’ per hit die; the target gets a saving throw versus 
  Spells. If the save fails, the target is struck for 1d6 points of 
  lightning damage plus one point per hit die of the ghost. 
   
  A Lightning Ghost can also spend a round extruding an ounce 
  of ectoplasm (suffering the usual 1d4 points of damage from 
  doing so); the next round it blasts this ectoplasm from its hand 
  in a straight line, which acts all respects like an lightning bolt 
  spell cast by a magic-user of a level equal to the ghost’s hit 
  dice. 
   
  Lightning Ectoplasm: Four ounces of ectoplasm enables the 
  imbiber to cast a lightning bold at a level equal to that of a 
  magic-user with levels equal to the hit dice of the ghost that 
  provided the ectoplasm. The ability to cast the lightning bolt 
  lasts for 1d6+6 turns before the ability fades. Every time such 
  is imbibed, the imbiber must make a percentile roll against the 
  total number of ounces of lightning ectoplasm he has ever 
  imbibed; if the roll is less than or equal to the number of 
  ounces, he must make a saving throw versus Spells. If the 
  saving throw fails, the ectoplasm shocks the insides the 
  imbiber, who suffers 1d6 points of damage hit die of the ghost 
  who provided the ectoplasm. If he dies through this damage, 
  he rises again 24 hours later as a Lightning Ghost with hit dice 
  equal to half his level, rounded up. 
   
  **************************************************** 
  Material Susceptibility (L): This ghost is susceptible to attack 
  by a specific kind of material; this material is not common, but 
  neither is it truly rare. It is common enough that it can be 
  found in quantity, but rare enough that weapons made of the 
  material are rare or unusual. Examples of such materials 
  include a specific kind of wood (oak, mahogany, pine), a 
  particular kind of gemstone (quartz, jade, moonstone), a 
  special kind of metal (copper, bronze, electrum), or a kind of 
  material that has a specific event association (cold-wrought 
  iron, blood-cooled steel, human bone, dragon scales). 
   
  When attacked by this material, the ghost is affected as though 
  the material were enchanted to whatever level of enchantment 
  is required to hit the ghost. The ghost must also make a 
  saving throw versus Death each time it is struck by the 
  material, whether with an attack or merely being touched. If 
  the save fails, the ghost is instantly destroyed. 
   
  As the ghost can be readily destroyed by this material, if it 
  sees the material it must make a Morale check (with a -2 
  penalty to Morale), or immediately flee into the Deep Ethereal, 
  returning only when it is certain that the material is no longer 
  present. 
   
  **************************************************** 
  Monster Ghost (* or more): This ghost is the ghost of a 
  monstrous creature (not an animal, demon, or humanoid). 
  Dragons, giants, chimeras, lamias, nagas – just about any 
  Chaotic monster is apt to become a ghost, as are a few Lawful 
  or Neutral types who die tragic deaths. 
   
  A Monster Ghost has most of the abilities of the monster type 
  it was during its prior existence. They have a number of hit 
  dice equal to their type of ghost, with a bonus to hit points 
  equal to the hit dice of their monster type as well as any hit 
  point bonus normally enjoyed by that demon type. They have 
  all their normal physical attacks as a monster; their strongest 
  attack deals their fear or life drain damage.  
   
  Roll a d10 for each of the special abilities that the monster 
  possessed; if the number rolled is equal to or less than the 
  monster ghost’s hit dice, counting each +3 bonus hit points or 
  portion thereof as a hit die, it still possesses that special ability 
  as a monster ghost. 
   
  
   
  38 
  Monster Ectoplasm: Imbibing four ounces monster ectoplasm 
  enables the imbiber to control one living monster of the type 
  of monster that the Monster Ghost who provided the 
  ectoplasm used to be; thus, Troll Ghost ectoplasm can be 
  used to control a troll, Black Dragon Ghost ectoplasm can be 
  used to control a black dragon, and so forth. He must attempt 
  to use the control within 1d6+6 turns before the effect fades. 
  The target monster gets a saving throw versus spells; if the 
  save fails, the monster falls under the imbiber’s control for a 
  number of rounds equal to the hit dice of the Monster Ghost 
  expressed in d6s (1d6 for a presence, 10d6 for a geist). 
   
  If the target monster makes its saving throw, it instantly 
  becomes enraged and attacks the imbiber to the exclusion of 
  all other concerns, attacking others only if they get in the way 
  of the monster in its quest to destroy the imbiber. The 
  monster gains a +2 bonus to hit the imbiber during this rage. 
  This mindless rage lasts for one turn per hit die of the Monster 
  Ghost that provided the ectoplasm. 
   
  **************************************************** 
  Multiattack (*): This ghost can make two touch attacks per 
  round, each of which deals both normal damage and fear or 
  life drain damage. If the ghost also has a form of ranged 
  attack (Fiery Ghost, Frost Ghost, Negative Energy Blast, etc.), 
  the ghost can make two ranged attacks per round at no 
  penalty. If this ability is rolled more than once, each time it is 
  rolled the ghost gets another attack per round. 
   
  Multiattack Ectoplasm: Four ounces of multiattack ectoplasm 
  enables the imbiber to have two complete sets of actions per 
  round (movement and attack) for 1d6+6 turns; the only 
  limitation is that the imbiber can only cast one spell per round. 
  If the ghost from which the ectoplasm came had more than 
  one multiattack, the imbiber gains sets of actions each round 
  appropriately. However, upon the end of the duration, the 
  imbiber must make a percentile roll against the total number 
  of ounces of multiattack ectoplasm he has ever imbibed; if the 
  roll is less than or equal to the number of ounces, he must 
  make a saving throw versus Spells. If the saving throw fails, 
  the imbiber loses one energy level per additional set of actions 
  he gained, as though he had been energy drained by a ghost. 
   
  **************************************************** 
  Nanny Ghost (L): Similar to the Guardian Ghost, the Nanny 
  Ghost is charged with protecting something – in this case, 
  children of the same race/species the ghost used to be in life. 
  Of course, the idea of protection in this case can be a bit 
  severe – many Nanny Ghosts consider the best protection for 
  a child to be to kill it and bring it back as a ghost under the 
  Nanny Ghost’s power! 
   
  If a Nanny Ghost is also a Friendly Ghost, the ghost protects 
  live children; otherwise, the Nanny Ghost isn’t terribly 
  concerned with whether the children are living or dead, as 
  long as they are protected from others – including saving them 
  from the ghost’s “protection.” Whether the Nanny Ghost 
  protects live or dead charges, it protects its children to the 
  exclusion of all other concerns, and uses all of its abilities at its 
  disposal. When protecting its charges, it gains a +2 bonus to 
  hit and to damage, a +2 bonus to saving throws and to 
  Morale, and a -2 bonus to Armor Class. 
   
  Nanny Ghosts are not necessarily female – male ghosts may 
  also be Nanny Ghosts, though such is rarer. There are also 
  Butler Ghosts, Manservant Ghosts, Maid Ghosts, and other 
  such “servant” ghosts. Often their charge is somewhat 
  different, being dedicated to looking after an entire household, 
  rather than specifically children. Friendly Butler Ghosts often 
  welcome guests into their homes; those who are not friendly 
  have a dim view of vagrants at their doors. 
   
  **************************************************** 
  Negative Energy Blast (*): This ghost is able to project its 
  touch attack as a burst of negative energy lightning in a 5’ 
  wide line up to a range of 10’ plus 5’ per hit die. All those 
  caught within the line must make a saving throw versus 
  Wands; if the save fails, the target suffers the full 
  enervation/cold damage as well as the fear or life drain 
  damage of the ghost. If the save succeeds, the target avoids all 
  damage. 
   
  Negative Energy Blast Ectoplasm: Four ounces of negative 
  energy blast ectoplasm enables the imbiber to employ the 
  negative energy blast attack of the ghost that provided the 
  ectoplasm. The imbiber must use the attack within 1d6+6 
  turns of imbibing the ectoplasm. Every time such is imbibed, 
  the imbiber must make a percentile roll against the total 
  number of ounces of negative energy blast ectoplasm he has 
  ever imbibed; if the roll is less than or equal to the number of 
  ounces, he must make a saving throw versus Spells. If the 
  saving throw fails, the imbiber suffers the damage of the 
  attack. 
   
  If he dies through this damage, he rises again 24 hours later 
  as a ghost with the Negative Energy Blast power, with hit dice 
  equal to half his level, rounded up. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  39 
  **************************************************** 
  Nightmare Ghost (*): This ghost has a special preferred 
  method of attack: it waits until its victim is asleep and then sits 
  on his chest. At that point the victim must make a saving 
  throw versus Spells; failure indicates that he cannot awaken 
  during any of the attack! If the initial save succeeds, then each 
  round thereafter that the attack continues the victim gets a 
  saving throw versus Spells; success indicates that the victim 
  awakens at the end of that round, after suffering the damage 
  dealt by the ghost. The ghost automatically deals its damage 
  each round the victim remains asleep; each round the victim 
  suffers damage, he suffers terrible nightmares. 
   
  Anyone in the same room as the victim cannot awaken 
  normally; they too must make a saving throw versus Spells 
  each round to awaken. While they sleep, they too share the 
  same horrific nightmares. On the round they waken, they 
  must make another saving throw versus Spells; failure 
  indicates that they must stare in horror at the spectral form 
  sitting on the chest of the victim for 1d4 rounds before being 
  able to act. Otherwise they can act the next round. 
   
  If the ghost flees or otherwise leaves before his victim wakens, 
  the victim must make a saving throw versus Death; failure 
  indicates that he remains in a coma for 1d6 days per hit die of 
  the ghost. During this time he suffers further nightmares; 
  these nightmares often give some clue into the origin and 
  nature, as well as the weaknesses of, the Nightmare Ghost. 
   
  Nightmare Ectoplasm: Imbibing four ounces of nightmare 
  ectoplasm allows the imbiber’s spirit to leave their body and 
  enter the Ethereal Plane; they can then manifest on the 
  Material Plane as a Nightmare Spirit, effectively as a ghost of 
  the same hit dice as the ghost who provided the ectoplasm. 
  The spirit of the imbiber remains a ghost for 1d6+6 turns, and 
  possesses all the basic abilities of the ghost who provided the 
  ectoplasm, plus the Nightmare Ghost special ability. If the 
  spirit of the imbiber does not return to his body by the end of 
  the duration, or if the spirit is slain in ghost form, the imbiber 
  rises again immediately as a Nightmare Ghost, with hit dice 
  equal to half his level, rounded up. 
   
  **************************************************** 
  Object Animator (*): This ghost can animate one or more 
  objects, causing them to move, attack, and seem to have a life 
  of their own. This requires concentration on the part of the 
  ghost, who usually retreats into the Near Ethereal Plane while 
  animating objects.  
   
  A ghost can animate objects equal to 2 cubic feet per hit die 
  of the ghost, of whatever material may be at hand. A 1 HD 
  presence could animate a rope, or a small carpet, or a small 
  chair, while a 10 HD geist could animate a large stone statue, 
  or two small statues or a large table and all the silverware and 
  plate upon it, etc. These move, attack, and deal damage as 
  per the animate objects spell.  
   
  Animator Ectoplasm: Four ounces of animator ectoplasm are 
  effectively a potion of animate objects, cast at a level equal to 
  10 plus half the HD of the ghost, rounded up. Every time 
  such is imbibed, however, the imbiber must make a percentile 
  roll against the total number of ounces of animator ectoplasm 
  he has ever imbibed; if the roll is less than or equal to the 
  number of ounces, he must make a saving throw versus 
  Spells. A failed save indicates that the imbiber is, instead of 
  animating objects, permanently polymorphed into an object, 
  specifically one known to have often been animated by the 
  ghost whose ectoplasm was last consumed. 
   
  **************************************************** 
  Pipeweed Ghost (*): This ghost died from smoking too much 
  pipeweed (such as via pipelung), or died from the secondary 
  effects of a magical form of pipeweed, or simply died while 
  smoking pipeweed and his last thoughts were, “I wish I could 
  have smoked more pipeweed…” 
   
  Whatever type of ghost this ghost might be, it always has a 
  wispy, smoky, fuzzy quality to its appearance, much like one 
  might imagine a ghost made of pipeweed smoke might look 
  like. It is always accompanied by the scent of pipeweed, of 
  whatever quality and type it was smoking when it died, or of 
  its favorite types. 
   
  A Pipeweed Ghost can pipe stride; that is, it can pop into one 
  pipe and pop out at any other pipe the next round, provided 
  the target pipe is within 600 feet (and the target pipe is not in 
  daylight). This also applies to cigars, cigarettes, hookahs, 
  bongs, and all other smoking apparatus. 
   
  A Pipeweed Ghost has a special attack; once per day per hit 
  die it can breathe out a cloud of smoke. This cloud not only 
  smells like rotten pipeweed of the lowest quality, it also 
  conforms in most respects to the cloudkill spell, cast as though 
  by a magic-user of a level equal to the hit dice of the ghost. 
  The instant kill effect is limited to beings of half the ghost’s hit 
  dice, rounded up, and the overall effect lasts for one turn per 
  hit dice of the ghost. 
   
  1 in 6 Pipeweed Ghosts are also Friendly Ghosts; of the 
  remainder, 3 in 6 are Mellow Ghosts, which means they make 
  a normal Reaction check to those they encounter, rather than 
  instantly attacking living beings. The rest are normal ghosts, 
  usually attacking living beings on sight. 
   
  Pipeweed Ectoplasm: This ectoplasm, naturally, invariably 
  takes the form of a pipeweed-like material. Pipeweed 
  ectoplasm must be smoked for it to have any effect. One 
  ounce is enough. When smoked, the smoker must make a 
  saving throw versus Spells; if the save succeeds, the smoker 
  gains the ability to breathe out a cloudkill spell, exactly as per 
  the ghost that provided the ectoplasm. 
   
  If the saving throw fails, the smoker must check out the results 
  of the failure on the Pipeweed Ectoplasm Failure Table. This 
  result is modified by a number equal to the hit dice of the 
  ghost that provided the ectoplasm; add the hit dice to the total 
  amount by which the smoker failed his saving throw. 
   
  
   
  40 
  Pipeweed Ectoplasm Failure Table 
  Failed by 
  Effect 
  1 to 5 
  Sleepy: The smoker falls into a deep coma 
  for a number of hours equal to the hit dice 
  of the ghost that provided the ectoplasm. 
  6 to 10 
  Freaked: The smoker must make a saving 
  throw versus Spells against fear, using the 
  Fear Effects Table and the hit dice of the 
  ghost that provided the ectoplasm as a 
  penalty to the saving throw. If the saving 
  throw succeeds, the victim suffers effects 
  as per sleepy, above. 
  11 to 15 
  Buzzed: The smoker is confused, as per 
  the spell, for 1d6 rounds per hit die of the 
  ghost that provided the ectoplasm. 
  16-20 
  Harshed: The smoker goes berserk, 
  attacking anyone he sees with full ability, 
  using all spells and powers to try to kill 
  whatever he can see. This effect lasts for 
  1d6 rounds per hit die of the ghost that 
  provided the ectoplasm. 
  21+ 
  Possessed: The ghost that provided the 
  ectoplasm, provided it has not been 
  destroyed, arrives from wherever it might 
  be and instantly possesses the victim, as 
  though with the Possess the Living ability 
  (no saving throw). If that ghost has been 
  destroyed, another Pipeweed Ghost has a 
  chance to pop in and possess the victim 
  immediately, though the victim gets the 
  usual saving throw against this effect, with 
  a penalty equal to half the hit dice of the 
  original ghost, rounded up. 
   
  In addition, every time he smokes pipeweed ectoplasm, the 
  smoker must make a percentile roll against the total number 
  of ounces of pipeweed ectoplasm he has ever smoked; if the 
  roll is less than or equal to the number of ounces, he must 
  make a saving throw versus Spells. If the saving throw fails, he 
  has contracted a severe and debilitating form pipelung, a 
  disease that often afflicts pipeweed smokers. This version of 
  the disease causes the victim to be unable to heal naturally or 
  magically, except through the use of the cure disease spell to 
  remove the disease entirely. He suffers one hit point of 
  damage every day. Every week he loses one point of Strength, 
  Constitution, and Dexterity. If the disease is not cured with 
  magic, the victim eventually dies of the effects; 24 hours later 
  he rises again as a Pipeweed Ghost, with hit dice equal to half 
  his level, rounded up. 
   
   
   
   
   
   
   
   
   
  **************************************************** 
  Plague Ghost (*): This ghost has the ability to possess a living 
  being and cause it to fall ill, as though with a plague. 
  Possession occurs in the same manner as per Possess the 
  Living, below, but once the victim is possessed, the ghost does 
  not control its victim. Instead of controlling the victim, the 
  victim begins exhibiting effects like a magical plague. 
   
  The plagued victim breaks out in red rash, forms buboes upon 
  his skin, his flesh starts to rot, and he is seized by fevers and 
  hallucinations. The victim cannot heal naturally, nor receive 
  magical healing, while he remains possessed. The victim 
  suffers extreme night terrors, and can not sleep restfully; 
  during the night, when the ghost is active, and the terrors are 
  deepest, the victim suffers a number of points of damage 
  equal to the touch damage of the ghost (the victim does not 
  suffer fear or life drain damage). While plagued, the victim 
  suffers a -2 penalty to hit and damage, a -2 penalty to saving 
  throws and Morale, and a +2 penalty to Armor Class. Once 
  the victim has been reduced to half his personal maximum hit 
  points, he is too exhausted to move, is effectively paralyzed, 
  and can take no actions. 
   
  The only way the ghost will leave its victim is for the victim to 
  die, or for the ghost to be exorcized. If the ghost is exorcized, 
  the plague stops immediately, the victim can be healed with 
  magic, and will begin normal healing, if provided with proper 
  bed rest. 
   
  A Plague Ghost can attempt to possess a victim once per day 
  per hit die. The target gets a penalty to save against Spells if 
  he sneezed within the last minute; this penalty is -4 to the roll, 
  -2 if he or another calls upon the gods to protect the one who 
  sneezed (“Praise the Gods!” or “Gods bless you!” being 
  traditional). The victim also suffers a -2 penalty if he is already 
  sick, diseased, or otherwise ill, and an additional -1 penalty if 
  he is wounded in any way (-2 if suffering from a critical 
  wound). 
   
  Plague Ectoplasm: Consuming four ounces of plague 
  ectoplasm allows the imbiber to possess a victim as though he 
  were a Plague Ghost with hit dice equal that of the ghost who 
  provided the ectoplasm. When the ectoplasm is consumed the 
  imbiber’s soul rises from his body like a ghost; the body 
  remains in a coma, much as with the magic jar spell. The 
  imbiber then has one chance to possess a target within 1d6+6 
  turns; if he fails, his soul is drawn back to his body instantly.  
   
  If he succeeds, then he must remain possessing the victim as 
  long as he wishes for the victim to be plagued. If the imbiber 
  remains possessing the victim at the point of death, the 
  imbiber must make a saving throw versus Death; if the save 
  fails, the imbiber also dies, and rises again immediately as a 
  Plague Ghost with hit dice equal to half his level, rounded up. 
  Otherwise he is free to return to his own body. 
   
   
   
   
  
   
  41 
  **************************************************** 
  Poison Ghost (*): This ghost met his mortal end through 
  poison – perhaps in a wine cup among erstwhile friends, or 
  slain by a poison needle trap, or envenomed by a snake or 
  spider, or through the breath of a sea dragon. The ghost’s 
  manifestation oozes very real poison, and the ghost deals 1d6 
  points of poison damage with every successful touch attack in 
  addition to its normal damage. Any living being within 5’ of 
  the ghost suffers 1d4 points of poison splash damage per 
  round. 
   
  The Poison Ghost’s poison has little effect on non-living 
  things, though areas it has passed through are covered in 
  poison that is poisonous to the touch; this poison lasts for one 
  turn per hit die of the ghost before it is rendered ineffective. If 
  the poison is touched, the victim must make a saving throw 
  versus Poison; failure indicates he suffers 1d6 points of 
  damage, success indicates he suffers only 1d3 points of 
  damage. Poison Ghosts are, like all ghosts, immune to poison 
  damage. 
   
  Once per round it can also throw a ball of poison up to 20’ 
  plus 5’ per hit die; the target gets a saving throw versus Spells. 
  If the save fails, the target is struck for 1d6 points of damage 
  plus one point per hit die of the ghost. 
   
  A Poison Ghost can also spend a round extruding an ounce of 
  ectoplasm (suffering the usual 1d4 points of damage from 
  doing so); the next round it spits a ball of poison up to 60’, 
  which explodes in a sphere 20’ in diameter; those caught in 
  the line must make a saving throw versus Poison. Failure 
  indicates they suffer 1d6 points of damage per hit die of the 
  ghost; success indicates they suffer only half damage. 
   
  Poison Ectoplasm: As the ectoplasm of a Poison Ghost is 
  mixed with its poison, if the ectoplasm is imbibed within one 
  turn per hit die of the ghost, the imbiber actually poisons 
  himself as per the contact poison, above, with no saving 
  throw, and suffering 1d6 points of poison damage per ounce 
  consumed. If he dies through this damage, he rises again 24 
  hours later as a Poison Ghost with hit dice equal to half his 
  level, rounded up. 
   
  Four ounces of poison ectoplasm enables the imbiber to spit a 
  ball of poison equal to that of a ghost with as many hit dice as 
  the ounces of ectoplasm the imbiber consumed. Consumed 
  this way, the ability to spit a ball of poison lasts for 1d6+6 
  turns before the ability fades. Every time such is imbibed, the 
  imbiber must make a percentile roll against the total number 
  of ounces of poison ectoplasm he has ever imbibed; if the roll 
  is less than or equal to the number of ounces, he must make a 
  saving throw versus Spells. If the saving throw fails, the poison 
  ball explodes inside guts of the imbiber, who suffers 1d6 
  points of damage per hit die of the ghost who provided the 
  ectoplasm. 
   
  If he dies through this damage, he rises again 24 hours later 
  as a Poison Ghost with hit dice equal to half his level, rounded 
  up. 
  **************************************************** 
  Poltergeist: This ghost has the ability to telekinetically move 
  physical objects in the Material Plane. The ghost can move a 
  total weight of objects no greater than 50 pounds per hit die 
  of the ghost. Unlike the telekinesis spell, these can move at a 
  slow pace or a very rapid pace, as though they were being 
  thrown in combat. The ranges at which objects may be 
  grasped and the distance objects may be thrown are the same, 
  20’ plus 10’ per hit die of the ghost. 
   
  Poltergeists often just fling items randomly, not seeking to 
  attack in combat. When they attack with this ability, they have 
  little finesse, and thus usually fling all they can at a single 
  target or bunch of targets as an area effect. Damage is 1d4 
  per hit die of the ghost, in a diameter to the area of 10’ per 
  hit die of the ghost. All those caught in the area must make a 
  saving throw versus Breath Attacks; success indicates they 
  suffer only half damage. 
   
  For example, a 1 HD presence flings 50 pounds of detritus 
  from a ruin – stones, bricks, shards of wooden beams, etc. – 
  at a group of three adventurers. The area of effect is 10’ in 
  diameter, and all are caught in the area; each must save versus 
  Breath Attacks. Those who fail take 1d6 points of damage; 
  those who succeed take half damage. 
   
  A Poltergeist can also select a single item – such as a weapon, 
  an altar, or a statue, depending on the maximum weight it can 
  lift – and fling it at a single target. In this case the target must 
  make a saving throw versus Wands; failure indicates the target 
  is hit by the object and suffers full damage, success avoids the 
  attack entirely. Weapons do their normal damage, plus 1 point 
  per hit die of the ghost. Other objects deal 1d6 points of 
  damage per 50 pounds of weight or portion thereof. 
   
  A Poltergeist can also pick up an individual who weighs, 
  together with its equipment, less than the maximum weight 
  the Poltergeist can lift. The target gets a saving throw versus 
  Spells; if the save succeeds, the Poltergeist cannot lift the 
  target on this attack. If the save fails, the Poltergeist lifts the 
  target and can do with it what it wishes; often, it throws it with 
  great force against a nearby wall, dealing damage as though 
  the target had fallen the same distance, plus 1 point of 
  damage per hit die of the ghost. 
   
  A Poltergeist can use this ability as many times per day as it 
  wishes to merely throw objects around. It may also attack with 
  the ability as many times as it wishes provided the targets 
  continue to fail their saving throws. However, every time a 
  target succeeds a saving throw counts as one failure against 
  the Poltergeist, which has a maximum number of failures 
  equal to its hit dice. A group attack counts as a failure only if 
  all the targets in the group succeed in their saving throws.  
   
  Once a Poltergeist has used up all its failures for the day, it no 
  longer has the patience or willpower to continue to attack with 
  this ability, and can only cast about with objects in blind rage. 
   
  
   
  42 
  Poltergeist Ectoplasm: Four ounces of poltergeist ectoplasm 
  enables the imbiber to use the ghost’s telekinesis ability as 
  though he were the ghost that provided the ectoplasm. Each 
  four ounces thus imbibed enables the imbiber to make one 
  telekinetic attack. The telekinetic attack must be made within 
  1d6+6 turns of imbibing the ectoplasm; until the imbiber 
  makes the attack, he can use the basic telekinesis ability of the 
  ghost to move things around. Every time such is imbibed, 
  however, the imbiber must make a percentile roll against the 
  total number of ounces of poltergeist ectoplasm he has ever 
  imbibed; if the roll is less than or equal to the number of 
  ounces, he must make a saving throw versus Spells. If the 
  saving throw fails, the attack strikes the imbiber rather than 
  the intended target. 
   
  **************************************************** 
  Possess the Living (*): This ghost can possess the body of a 
  living being, controlling it while the soul of the owner of the 
  body is stuck within watching in horror the things the ghost 
  does with their body. This operates much like the magic jar 
  spell, except the range is 10’ per hit die of the ghost. The 
  ghost can attempt to take possession of a living being a 
  number of times per day equal to its hit dice.  
   
  When the ghost attempts to take over a body, the target gets 
  a saving throw versus Spells; if the save fails, the ghost 
  possesses the victim’s body, and the victim’s soul is trapped in 
  his body, powerless to act but seeing, hearing, and feeling 
  everything done by his body. The possession continues as 
  long as the ghost desires; the only way to force the ghost out 
  of the body is to exorcize it. 
   
  When the possessed body is slain (having the hit points of the 
  original owner), the ghost must flee the body. If the body of a 
  possessed victim is slain while possessed, the victim must 
  make a saving throw versus Death; a failed save indicates that 
  the victim rises again 24 hours later as a ghost of hit dice 
  equal to his level, though no greater than the hit dice of the 
  possessing ghost.  
   
  Normally a ghost cannot walk out into sunlight, but sunlight 
  has no effect on a ghost possessing a body. While possessed 
  by a ghost, a body has no need to eat, drink, sleep, or even 
  breathe air, and lack of these things does not harm the body. 
   
  Possession Ectoplasm: Four ounces of possession ectoplasm 
  enables the imbiber to possess a victim much as above, save 
  that the imbiber’s original body falls into a coma-like state 
  while the possession is ongoing. The imbiber’s body, like that 
  of the victim, need not eat, drink, sleep, or breathe while the 
  imbiber continues to possess the victim. Every time such is 
  imbibed, however, the imbiber must make a percentile roll 
  against the total number of ounces of possession ectoplasm he 
  has ever imbibed when ending a possession; if the roll is less 
  than or equal to the number of ounces, he must make a 
  saving throw versus Spells. If the saving throw fails, when the 
  possession ends the imbiber’s soul fails to return to his body, 
  his body dies, and he is trapped bodiless as a ghost with hit 
  dice equal to half his level, rounded up! 
  **************************************************** 
  Radioactive Ghost (*): This ghost died through radioactive 
  mishap, either through exposure to excessive natural 
  radiation; magical radiation attack; radioactive blast from a 
  radiation gun; walking through a radioactive crater; or by 
  being caught directly in a nuclear explosion. These kinds of 
  ghosts are rare in an all-fantasy campaign, but are all-too 
  common in science-fantasy campaigns. 
   
  The Radioactive Ghost glows in various bright radioactive 
  colors, most commonly red, pink, cyan, and orange. Anyone 
  within 5’ of the ghost suffers from intense direct radiation 
  damage, suffering 1d6 points of damage per round per hit die 
  of the ghost (save versus Wands for half damage). 
   
  The Radioactive Ghost can also project a radioactive beam; 
  this might emanate from its eyes, mouth, or hands. The beam 
  is 5’ wide and 20’ plus 5’ her hit die long; all those within the 
  beam must make a saving throw versus Wands. Failure 
  indicates they take damage as above; success indicates they 
  jumped out of the way in time and suffer no damage. 
   
  A Radioactive Ghost can also spend a round extruding an 
  ounce of ectoplasm (suffering the usual 1d4 points of damage 
  from doing so); the next round it explodes with a burst of 
  radiation in a sphere 20’ in diameter; those caught in the area 
  must make a saving throw versus Wands. Failure indicates 
  they suffer 1d6 points of damage per hit die of the ghost; 
  success indicates they suffer only half damage. The ghost re-
  manifests after 1d4 rounds. 
   
  Radioactive Ectoplasm: It is a bad idea to imbibe radioactive 
  ectoplasm, as no known magic or science can separate out 
  the radiation from the ectoplasm. Any living being that 
  imbibes radioactive ectoplasm suffers 1d6 points of damage 
  per hit die of the ghost that provided the ectoplasm per 
  ounce, with no saving throw against the damage. If the 
  imbiber dies through this damage, he rises again 24 hours 
  later as a Radioactive Ghost with hit dice equal to half his 
  level, rounded up. 
   
  Magic-users and alchemists, and others who study such things, 
  have been able to create a radioactive ectoplasm grenade 
  using this ectoplasm. Placed in a lead glass sphere and mixed 
  with various other chemicals (costing 50 gp per hit die of the 
  ghost that provided the ectoplasm), this grenade, when set off, 
  explodes violently and deals the radiation damage of the ghost 
  in a 5’ radius per hit die. Those caught in the radius must 
  make a saving throw versus Wands; success indicates they 
  suffer only half damage. 
   
  A magic-user or alchemist who manufactures a radioactive 
  ectoplasm grenade must make a saving throw versus Death 
  each time they manufacture a grenade; if the saving throw 
  fails, they set off the grenade prematurely during construction, 
  and suffer the damage with no saving throw. 
   
   
   
  
   
  43 
  **************************************************** 
  Robotic Ghost (*): This is the ghost of a robot, android, 
  clockwork being, golem, living statue, or some other 
  mechanical or magical construct that was tragically destroyed 
  through mischance and/or violence. Rarely, such creations 
  develop a mind and soul of their own; often in such cases, 
  when their physical existence ends in horror and tragedy, the 
  soul lives on with no place to go, as there are few gods that 
  would claim such a soul for their own. 
   
  Robotic Ghosts look much like they did in life; their souls are 
  much less malleable than those of biological beings. Their 
  misty form has a metallic sheen; their eyes light up with 
  unnatural light; their legs or treads or wheels may disappear in 
  a wispy trail, or may remain. Whenever they manifest, they 
  make eerie whistling, beeping, rumbling, or mechanical-
  grinding sounds that may be alien to beings of lower 
  technological societies. 
   
  Robotic Ghosts usually possess whatever abilities and 
  programs they possessed in their material incarnation; this 
  might include laser weaponry, rockets, spell-like abilities, and 
  so forth, as adjudicated by the Labyrinth Lord, though often 
  adapted to ghostly form (rockets shoot balls of ectoplasm, 
  lasers fire negative energy bursts, etc.). Ghost Space Ships, a 
  subset of both Robotic Ghosts and Ghost Ships, usually have 
  all the space travel capabilities they possessed during their 
  material existence; if the ship was run by an Artificial 
  Intelligence, it is a Robotic Ghost Space Ship that is its own 
  Ghost Captain! 
   
  The Robotic Ghost ability is not incompatible with other 
  ghostly special abilities; robots that were destroyed with fire 
  often end up as Fiery Robotic Ghosts; those destroyed with 
  lasers end up as Laser Robotic Ghosts; and so forth. 
   
  Robotic Ectoplasm: One ounce of robotic ectoplasm can take 
  the place of 1,000 gold pieces in the cost of assembling a 
  golem or living statue using a golem manual; the time to 
  create the golem is reduced by a percentage based on the use 
  of robotic ectoplasm versus normal materials. For example, if 
  creating an iron golem using 50 ounces of robotic ectoplasm, 
  the cost would be only 50,000 gp (half the normal cost) and 
  the time required would be reduced by half. 
   
  Any construct created using robotic ectoplasm has a similar 
  chance of awakening under the possession of a ghost (of 
  random type and abilities, up to the hit dice of the golem). 
  Such creations invariably turn on their creator, within 1d6-3 
  days (0 or less being immediate), and remain uncontrollable. 
   
  Four ounces of robotic ectoplasm, if rubbed on or consumed 
  by a construct, repairs it of 1d8+1 points of damage. Every 
  time such is used, however, the construct must make a 
  percentile roll against the total number of ounces of robotic 
  ectoplasm he has ever used; if the roll is less than or equal to 
  the number of ounces, he must make a saving throw versus 
  Spells. If the saving throw fails, the construct is possessed by a 
  ghost, as above. 
  Should a living being be so foolish as to imbibe or consume 
  even an ounce of robotic ectoplasm, he must make an 
  immediate saving throw versus Petrifaction; failure indicates 
  that he is transformed into whatever material the robotic ghost 
  was originally made of, much as a medusa turns flesh to stone. 
  Thus, if the robot were made of iron, the imbiber turns to 
  iron; if the golem were made of amber, the imbiber turns to 
  amber. As with a being turned to stone, the victim does not 
  age, breathe, eat, think, or experience anything that happens 
  while it is thusly transformed. Stone to flesh and similar spells 
  might reverse the effect… 
   
  **************************************************** 
  Shackled Ghost [Item] (L): This ghost is cursed to remain near 
  a specific small, mobile item, such as a sword, crown, coin, 
  cloak, or any other item that could be worn or carried by a 
  single individual. The item has a 10% chance per hit die of the 
  ghost of being magical.  
   
  The ghost is unable to move more than 60’ away from the 
  item per hit die. The item to which the ghost is shackled is not 
  ghost touched, and thus cannot be handled by ghosts. 
   
  The greatest weakness of a Shackled Ghost is that anyone 
  who holds or wears the item automatically controls the ghost, 
  which is forced to do his bidding. Once the item is worn or 
  held, the ghost cannot harm the holder or wearer of the item 
  unless the holder or wearer purposefully discards the item or 
  has it forcefully taken from him by another. 
   
  A Shackled Ghost can have the curse lifted by having remove 
  curse cast upon the object; if the ghost then makes a 
  successful saving throw versus Spells, the curse is permanently 
  lifted. Otherwise it is only lifted for 1d6 turns plus one turn per 
  caster level, and then the ghost, wherever it is, is drawn back 
  into the object at a rate of 1,200’ (400’) per round. 
   
  **************************************************** 
  Shrouded Ghost (*): This ghost wears an enchanted burial 
  shroud, which has the ability to allow it to interact with the 
  Material Plane as though it were a normal physical being, i.e., 
  it can touch, carry, wear, and feel as though it were alive and 
  physical, not dead, incorporeal, and pseudo-material. 
  Effectively, everything it touches acts as though it were ghost 
  touched while the ghost is on the Material Plane. Note that 
  while some ghosts may wear a shroud, not all are Shrouded 
  Ghosts. 
   
  A Shrouded Ghost may use equipment, wield weapons, wear 
  jewelry, and don armor and/or shield without any 
  concentration on its part. If it wears armor, the armor 
  provides the ghost its protection; if the armor is of less 
  protective value than the ghost’s normal AC, it provides a 1 
  point bonus to AC and any magical bonuses. Any weapon 
  wielded by a Shrouded Ghost deals its normal damage and the 
  touch damage and the fear or life drain damage of the ghost. 
  The ghost can also use any other normal or magic items it can 
  hold, including missile weapons if it uses gloves or gauntlets. 
   
  
   
  44 
  A Shrouded Ghost can travel in daylight while wearing its 
  shroud, though it tries to stick to dark pathways and shadowy 
  regions while doing so. It suffers no ill effects in daylight while 
  shrouded, save for a -2 penalty to its morale. 
   
  There are three disadvantages to being a Shrouded Ghost…  
   
  The first is that the shroud of the ghost can be destroyed, and 
  is highly susceptible to fire; the shroud itself has only 1d8 hit 
  points plus 1 hit point per hit die of the ghost. If it caches fire, 
  it burns swiftly; 1d6 hit points of fire damage is dealt each 
  round, split between the ghost and the shroud, until the ghost 
  makes a saving throw versus Death to put it out (requiring all 
  its efforts to try to do so). The shroud can also be destroyed in 
  other ways, such as being swept away in a flood; being torn 
  away with strong winds; being ripped apart by great talons; 
  etc. 
   
  The Shrouded Ghost also cannot take its shroud and its 
  material objects with it into the Ethereal Plane; if the ghost 
  transfers to the Ethereal, the shroud and all its items simply 
  fall to the ground wherever it stood. When the ghost returns 
  to the same spot, the shroud and its items simply rise again, 
  filling with the ghost’s pseudo-material form, unless they have 
  been moved and/or disarticulated in its absence. The shroud 
  and items also cannot pass through material, as can a normal 
  incorporeal ghost. 
   
  Finally, if the ghost’s shroud is destroyed, it is much weakened 
  until it can find another burial shroud. First, of course, it 
  cannot use its items and cannot travel by day. Second, while it 
  has no shroud, is at a -2 penalty to its Morale. Third, because 
  it is used to working in the Material Plane with material items, 
  it suffers a -2 penalty to all attack rolls. Finally, because it is so 
  dependent on the shroud for its identity, it requires 1d6 full 
  rounds to travel between the Material Plane and the Ethereal 
  or vice versa, rather than the usual one round of movement. 
   
  When it finds a burial shroud, it must spend one turn per hit 
  die with the shroud in ritual, then make a saving throw versus 
  Death; if the save is successful it is able to use the shroud, 
  otherwise the shroud is useless to it. Most Shrouded Ghosts 
  have extra shrouds that they have already enchanted and used 
  hidden in secret places, together with caches of armor, 
  weapons, and jewelry. 
   
  Ghostly Shroud: Shrouded Ghosts rarely if ever leave behind 
  ectoplasm; if they do, their ectoplasm has only standard 
  abilities, or whatever other abilities the ghost possesses. What 
  they do leave behind when they are destroyed is their shroud, 
  which has a chance of becoming a magical ghostly shroud. 
  This chance is a percentage chance equal to the maximum hit 
  points of the ghost. If the roll fails, the shroud is simply a 
  normal burial shroud. Spare shrouds never become ghostly 
  shrouds; only the shroud a Shrouded Ghost was wearing 
  when it was destroyed can become a ghostly shroud. 
   
   
   
  **************************************************** 
  Skull Thrower Ghost (*): This ghost is able to throw 
  ectoplasmic bombs. These bombs usually take the form of a 
  skull, but in some cases take the form of a fully-fleshed head 
  (complete with hair), pumpkin, bat, or other spooky and eerie 
  items or animals appropriate to the ghost’s culture. 
   
  Headless Ghosts with this power usually throw a facsimile of 
  their own head, which appears to pop up from the headless 
  neck like a balloon and is then ripped off, or simply 
  materializes in its hand, and hurled by the ghost at its enemies. 
   
  The ghost can throw its ectoplasmic bomb to a range of 
  30/60/90 feet. Even if it misses its intended target, the bomb 
  always hits something, as per normal thrown object rules. The 
  bomb deals 1d4 points of damage per hit die of the ghost to 
  any being it hits directly. Anyone within 5’ of the target must 
  make a saving throw versus Breath Attacks; failure indicates 
  they suffer 1d4 points of damage plus one per hit die of the 
  ghost, success indicates they dodge the effect entirely. Lesser 
  ghosts deal enervating damage; greater ghosts deal cold 
  damage; ghosts with appropriate special abilities might deal 
  other kinds of damage (cf. Acid Ghost, Fiery Ghost, 
  Radioactive Ghost, etc.). 
   
  If the ghost hits its target with a Natural 20, the target is also 
  encased in ectoplasm, as per the Ectoplasmic Blast ability. 
  Those within 5’ who fail their saving throw are similarly 
  encased in ectoplasm. 
   
  Skull Thrower Ectoplasm: Four ounces of this ectoplasm 
  enables the imbiber to form and throw an ectoplasmic bomb 
  in exactly the same fashion as the ghost that provided the 
  ectoplasm. The bomb must be thrown within 1d6+6 turns of 
  consuming the ectoplasm. Every time such is imbibed, 
  however, the imbiber must make a percentile roll against the 
  total number of ounces of skull thrower ectoplasm he has ever 
  imbibed; if the roll is less than or equal to the number of 
  ounces, he must make a saving throw versus Spells. A failed 
  save indicates that the bomb goes off in the imbiber’s hand, 
  dealing its damage to the imbiber. If the imbiber dies in this 
  fashion, the imbiber rises again immediately as a Skull 
  Thrower Ghost, with hit dice equal to half his level, rounded 
  up. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  45 
  **************************************************** 
  Special Immunity (*): The ghost is immune to one or more 
  magical effects. Roll d8: 1 Air, 2 Cold/Ice, 3 Earth, 4 Fire, 5 
  Lightning, 6 Magical Force (i.e., magic missile, hand spells), 7 
  Sonic, 8 Water. 
   
  Note: Re-roll cold if the ghost already is immune to cold due 
  to possessing the life drain ability. 
   
  Immunity Ectoplasm: Imbibing four ounces of immunity 
  ectoplasm makes the imbiber immune to the energy sources 
  the ghost was immune to for 1d6+6 turns. Every time such is 
  imbibed, however, the imbiber must make a percentile roll 
  against the total number of ounces of immunity ectoplasm he 
  has ever imbibed, of whatever immunity types; if the roll is less 
  than or equal to the number of ounces, he must make a 
  saving throw versus Spells. If the saving throw fails, the 
  ectoplasm has a completely inverted effect, instantaneously 
  and internally causing the type of damage against which the 
  imbiber sought to gain immunity. The imbiber suffers 1d6 
  points of the appropriate type of damage per hit die of the 
  ghost who provided the ectoplasm. If this damage kills the 
  imbiber, he rises again 24 hours later as a ghost with hit dice 
  equal to half his level, rounded up. 
   
  **************************************************** 
  Spectral Music (*): This ghost is able to produce spectral, 
  ghostly music out of thin air. The music can sound like 
  something as simple and light as a whistle or flute or a single 
  man or woman singing, to as rich and complex as an entire 
  band or orchestra, complete with many-voiced chorus. Ghosts 
  with this ability often specialize in a single style of music, 
  which becomes their calling card of sorts. 
   
  Regardless of the kind of music played, the ghost can use the 
  music to engender certain emotions; cause victims to dance; 
  or cause confusion, mayhem, and even death, if it so chooses. 
  The ghost can perform one of these tunes per hit die 
  (determined randomly), no more than one tune at a time, and 
  no more than one tune per day per hit die. 
   
  1. Chord of Conflict: While this music plays, all listeners within 
  10’ per hit die of the ghost must make a saving throw versus 
  Spells each round while remaining within the area; failure 
  indicates that friends break out in verbal conflict, while 
  enemies start physical fights. While the effect ends when the 
  music stops, fights continue until those in the conflict choose 
  to stop of their own accord. 
   
  2. Chorus of Confusion: While this music plays, all listeners 
  within 10’ per hit die of the ghost must make a saving throw 
  versus Spells each round while remaining within the area; 
  failure indicates that the victims are confused, as per the spell. 
  The effect ends 1d4 rounds after the victim leaves the area or 
  the music stops. 
   
  3. Danse Macabre: This song must follow and target a single 
  individual with hit points no greater than the hit points of the 
  ghost. After 1d4+2 rounds of playing the tune within 10’ of 
  the target per hit die of the ghost, the target must make a 
  saving throw versus Spells; failure indicates the target dies. 
   
  4. Dirge of Despair: While this music plays, all listeners within 
  10’ per hit die of the ghost must make a saving throw versus 
  Spells each round while remaining within the area; failure 
  indicates that the victim is struck with severe melancholia, and 
  refuses to do anything, even defend itself, though they have a 
  25% chance of wandering away at normal movement. When 
  the victim leaves the area or the music stops, the effect ends 
  after 1d4 rounds. 
   
  5. Fearful Hymn: While this music plays, all listeners within 
  10’ per hit die of the ghost must make a saving throw versus 
  Spells each round while remaining within the area; failure 
  indicates that they fall victim to magical fear, as per the cause 
  fear spell. 
   
  6. Melody of Madness: While this music plays, all listeners 
  within 10’ per hit die of the ghost must make a saving throw 
  versus Spells each round while remaining within the area; 
  failure indicates that they go insane. If the saving throw fails by 
  10 or more or with a Natural 1, the insanity is permanent until 
  cured; otherwise it lasts for 1d6 days plus one day per hit die 
  of the ghost (casual: 1d6 hours plus one hour per hit die of 
  the ghost). 
   
  7. Painful Cacophony: While this music plays, all listeners 
  within 10’ per hit die of the ghost must make a saving throw 
  versus Spells each round while remaining within the area; 
  failure indicates that they are subjected to terrible pain, 
  causing them to suffer a -4 penalty to attack rolls and a +2 
  penalty to Armor Class. When the victim leaves the area or 
  the music stops, the effect ends after 1d4 rounds. 
   
  8. Song of Sleep: While this music plays, all listeners within 
  10’ per hit die of the ghost must make a saving throw versus 
  Spells each round while remaining within the area; failure 
  indicates that they fall asleep for one hour per hit die of the 
  ghost (casual: one turn per hit die of the ghost). 
   
  9. Strain of Stunning: While this music plays, all listeners 
  within 10’ per hit die of the ghost must make a saving throw 
  versus Spells each round while remaining within the area; 
  failure indicates that they are stunned, and drop whatever they 
  are holding, until the music ends. 
   
  10. Terrifying Tarantella: While this music plays, all listeners 
  within 10’ per hit die of the ghost must make a saving throw 
  versus Spells each round while remaining within the area; 
  failure indicates that they are forced to cavort and dance, 
  much like the classic Tarantella. While they dance, they suffer 
  a -4 penalty to hit and their enemies are granted a +4 bonus 
  to hit the victim. If the victims dance for more than five turns, 
  they are utterly exhausted, and must make a saving throw 
  versus Death; if they fail they die, otherwise they are reduced 
  to a paralyzed state for 2d6 turns. The dancing effect ends 
  when the music ends. 
   
  
   
  46 
  Note that once a victim fails a saving throw, it continues to be 
  affected by the music as long as the ghost continues to play, 
  and does not get a saving throw to end the effect each round. 
   
  Victims of a song’s effects that perish as a direct result of 
  those effects while the song is still playing must make a saving 
  throw versus Death; failure indicates that they rise again 24 
  hours later as a ghost with hit dice of half their level, under the 
  control of the Spectral Music ghost who killed them with its 
  music. 
   
  Musical Ectoplasm: Four ounces of musical ectoplasm enables 
  the imbiber to perform one of the ghostly songs that the ghost 
  that provided the ectoplasm could perform. The imbiber must 
  begin the song within 1d6+6 turns of imbibing the ectoplasm. 
  The imbiber can sing the song or play the song on an 
  instrument; he need not be actually capable of singing or 
  playing an instrument, the magic does most of the work. The 
  imbiber may perform the song for a number of turns equal to 
  the hit dice of the ghost, though for each turn after the first 
  the imbiber must make a saving throw versus Spells; if the 
  save fails, he become a victim of the very song he is 
  performing, and his performance perforce ends, though the 
  effects continue in this case until the end of the pre-
  determined duration! 
   
  **************************************************** 
  Spectral Steed (*): This ghost is paired with a spectral steed, 
  ghostly chariot, phantom wagon, haunted carriage, or other 
  form of conveyance. This could be an old boney nag, stalwart 
  skeletal warhorse, camel of demonic mien, dastardly 
  dragonnel, grim griffon, dark-hearted dragon, or just about 
  any other kind of creature that is used as a domesticated 
  steed.  
   
  Whatever its form in life, the steed or conveyance now exists 
  as a semi-intelligent ghost with two hit dice more than its 
  rider, and possesses all the basic abilities and attacks of its 
  type, in addition to the basic abilities of ghosts (Incorporeal, 
  Undead), plus fear-based touch attacks (regardless of hit dice). 
  The steed flies at double its normal land movement or flight 
  movement, whichever is faster. The steed or conveyance 
  usually has no other ghostly special abilities. 
   
  The steed is considered ghost touched in that material beings 
  can ride upon the back of the steed or in the body of the 
  conveyance; the steed or conveyance can then be used to take 
  the living into the Ethereal Plane, provided the rider is willing. 
   
  Steed Ectoplasm: Four ounces of this ectoplasm, when 
  imbibed, allow the imbiber to summon forth a spectral steed 
  or conveyance similar to the steed of the ghost that provided 
  the ectoplasm (identical in abilities, but not the same steed as 
  that of the ghost). The steed is always the same steed when 
  summoned with the same ectoplasm. The steed obeys the 
  summoner in every way for 1d6+6 turns, including conveying 
  the summoner to the Ethereal Plane and back. 
   
  Every time such is imbibed, however, the imbiber must make a 
  percentile roll against the total number of ounces of steed 
  ectoplasm he has ever imbibed; if the roll is less than or equal 
  to the number of ounces, he must make a saving throw versus 
  Spells. If the saving throw fails, when the duration ends, or 
  when he intends to dismount from the steed or conveyance 
  for the last time, the steed or conveyance conveys him to the 
  Ethereal Plane and abandons him there, never to answer the 
  summons again. 
   
  **************************************************** 
  Stuck in Time (L): This ghost is forced to repeat the same 
  experience over and over again. Usually this includes the last 
  moments, minutes, or even hours before its death, or some 
  other life-time ritual, usually on a daily basis; sometimes the 
  cycle of repetition depends on the days of the week, cycles of 
  the month, or rarer circumstance (Brigadoon-style). Outside 
  these times and places, there is only a 2 in 6 chance or less 
  that a ghost that is Stuck in Time can appear or act outside of 
  these circumstances. If a ghost is disturbed while performing 
  its ritual, it can react to the disturbance as appropriate, if it so 
  chooses, or ignore the disturbance, if it feels it is beneath its 
  dignity. 
   
  Examples of being Stuck in Time include: 
   
  Reenacting one’s own death, sometimes with flashes 
  of the scene outside of the body, such as a glimpse 
  of the murderer or at least the murder weapon, 
  though this is rare; 
   
  Performing repetitive actions common to one’s daily 
  rituals during life (though always at night), such as 
  going back and forth to the well to draw water, 
  searching the corridors of a library for a book, 
  scribing scrolls in a scriptorium, counting coins in a 
  treasury, and so forth; 
   
  Wandering through a building or streets, visiting 
  locales that one commonly frequented while alive, or 
  searching for something that one lost or was seeking 
  at the time of death; 
   
  Wandering a (desecrated) cemetery or necropolis, 
  moving back and forth from one’s grave to the gates 
  or other places of entrance and egress, seeking to 
  return to the land of the living. 
   
  Ghosts that are Stuck in Time are difficult to put to rest; they 
  cannot be killed simply through hit point damage. If they are 
  thusly destroyed, they simply re-appear again the next time 
  they are supposed to appear to continue their eternal ritual. 
  These ghosts can only be finally, truly put to rest by 
  completing some action related to their deaths. A murderer (or 
  his descendent) must be brought to justice in the presence of 
  the ghost; a ghostly mother seeking her lost child must be 
  handed the skeleton of her child; a party of ghosts slain by a 
  dragon must be presented with the dragon’s head; a ghostly 
  sage who died while searching for a specific scroll in a library 
  must be presented with that scroll, and so forth. If the specific 
  deed is completed, the ghost(s) simply fade away… 
   
  
   
  47 
  If a newly-risen ghost was slain by a ghost that is Stuck in 
  Time, the new ghost must make a saving throw versus Spells; 
  if he fails, he joins his maker in whatever vignette of death and 
  mayhem the creator is stuck. 
   
  **************************************************** 
  Tasked Ghost (L): This ghost died with an unfinished task that 
  now ties it to the mortal plane. This might be something as 
  simple as making a journey from one side of the road to the 
  other; or making a journey home from across town; or seeing 
  their little child one last time. The task might be great and 
  monumental, such as building a great pyramid; seeing that the 
  rightful heir is placed on the throne of a kingdom; or even 
  building an empire. 
   
  Whatever the task, the ghost cannot rest until the task is 
  completed and generally no other considerations enter into the 
  ghost’s thoughts, such as they are, unless they are related to 
  the task. Thus, though they are not Stuck in Time, they might 
  as well be, as they will continue to perform the same actions 
  that have failed time and time again to try to complete a task, 
  as ghosts have little or no imagination. 
   
  **************************************************** 
  Teleport (*): This ghost is able to teleport once per day per hit 
  die, exactly as per the teleport spell. Of course, being 
  Incorporeal and able to fly, teleporting in low or high has no 
  effect on the ghost! 
   
  Teleport Ectoplasm: Four ounces of teleport ectoplasm enable 
  the imbiber to use the teleport spell once within 1d6+6 turns 
  of imbibing the ectoplasm. Upon teleporting, if the imbiber 
  ends up coming in low, he not only dies, he immediately rises 
  again as a ghost of hit dice equal to half his level, rounded up. 
   
  **************************************************** 
  Thunder Ghost (*): Also known as a Storm Ghost, this ghost’s 
  mortal form died during a great thunderstorm, as the result of 
  weather magic, or at the hands of a djinn or other creature 
  with the powers of thunder and lightning. When it manifests in 
  the Material Plane, the ghost is preceded and followed by 
  peals of thunder, rumbles, shakings, and sonic bursts. A 
  Thunder Ghost is immune to all forms of air, lightning, sonic, 
  and water damage. 
   
  A Thunder Ghost can emit a tremendous thunder strike from 
  his manifested form; this attack deals 1d6 points of damage 
  per hit die of the ghost to all those within 5’ per hit die of the 
  ghost. Targets in the area of effect must make a saving throw 
  versus Breath Attacks; success indicates they suffer only half 
  damage. Those who fail their saving throw must make a 
  saving throw versus Wands; failure indicates that they are 
  knocked prone and stunned for one round per hit die of the 
  ghost. 
   
  Once per round it can also throw a thunder burst up to 20’ 
  plus 5’ per hit die; the target gets a saving throw versus Spells. 
  If the save fails, the target is struck for 1d6 points of sonic 
  damage plus one point per hit die of the ghost. If the target is 
  struck, he must also make a saving throw against Wands; if 
  this save fails, he is knocked down and stunned for one round 
  per hit die of the ghost. All within 5’ of the target must also 
  make a saving throw versus Spells; failure indicates they suffer 
  1d3 points of sonic damage. 
   
  A Thunder Ghost, when manifested on the Material Plane or 
  lurking in the Near Ethereal, may concentrate for one turn in 
  order to affect any change in the weather desired, as per the 
  magic-user spell control weather. The weather conditions 
  remain as long as the ghost concentrates, plus a number of 
  rounds thereafter equal to the hit dice of the ghost plus 1d6. 
   
  Thunder Ectoplasm: Four ounces of thunder ectoplasm enable 
  the imbiber to emit a thunder strike equal to that of the ghost 
  that provided the ectoplasm. The ability to emit the thunder 
  strike lasts for 1d6+6 turns before the ability fades. The 
  imbiber must make a percentile roll against the total number 
  of ounces of thunder ectoplasm he has ever imbibed; if the roll 
  is less than or equal to the number of ounces, he must make a 
  saving throw versus Spells. If the saving throw fails, the 
  thunder explodes inside the imbiber, who suffers 1d6 points of 
  damage per hit die of the ghost, with no saving throw. 
   
  If he dies through this damage, he rises again 24 hours later 
  as a Thunder Ghost with hit dice equal to half his level, 
  rounded up. 
   
  **************************************************** 
  Trickster Ghost (*): Having had a miserable if not outright 
  horrific family life while living, this ghost likes to take on the 
  appearance of the recently deceased and haunt their still-living 
  loved ones in order to cause grief and suffering. It has the 
  ability to take the exact form of any being it has studied for at 
  least a week; usually, the ghost cases a family for weeks or 
  months before setting its plot into motion… usually by killing 
  its target in such a way that it does not rise again as a ghost. 
   
  Then, after the funeral or even before, the Trickster Ghost 
  appears to one or more family members in the guise of the 
  recently deceased. At first the ghost comes across as a 
  Friendly Ghost, helping family members, showing every bit of 
  love, affection, and kindness. As the ghost has cased the 
  family for weeks or even months, it knows each member 
  intimately and thus gives them little reason to doubt its origins. 
  Then, the horror begins… 
   
  First, personal items are misplaced, often in such a way to 
  make it seem like other family members have stolen them 
  (especially heirloom items). Advice given by the ghost begins 
  to cause mistrust and envy among family members. Then, 
  accidents start happening. Old and extremely damaging family 
  “secrets” are revealed (usually all lies, but sometimes hidden 
  truths). And eventually, people begin to die… and the ghost 
  seeks to cause the members of the family to kill each other off 
  in an orgy of blood and hatred… 
   
  Thereafter, the ghost moves on to destroy yet another happy 
  family, sometimes leaving new Trickster Ghosts in its wake… 
  
   
  48 
  Trickster Ectoplasm: Four ounces of trickster ectoplasm 
  enable the imbiber to polymorph into a specific individual that 
  he has studied or personally known for at least one week. The 
  physical semblance is perfect, down to facial features, 
  mannerisms, and voice, though the imbiber knows no more of 
  the target than he has learned during his study or 
  acquaintance. The effect lasts for one day per hit die of the 
  ghost that provided the ectoplasm. 
   
  When the effect ends, the imbiber must make a percentile roll 
  against the total number of ounces of trickster ectoplasm he 
  has ever imbibed; if the roll is less than or equal to the number 
  of ounces, he must make a saving throw versus Spells. If the 
  saving throw fails, the imbiber is permanently stuck in the new 
  form he has taken on; if he dies while in the new form, he 
  rises again 24 hours later as a Trickster Ghost with hit dice 
  equal to half his level, rounded up. 
   
  **************************************************** 
  Unwitting Ghost (L): This ghost does not know or understand 
  that it is dead, let alone a ghost. It has great holes in its 
  memory, both from its life (with no memory of its death) and 
  in its afterlife. 
   
  It always remains in manifestation form, simply popping out of 
  the Material Plane by day and returning in the same spot at 
  night, with no memory of what happened during the day. Any 
  interaction it has with others or with the world at large that 
  would indicate that it is dead and a ghost is altered in its 
  perception to make it seem normal and part of an every-day 
  interaction. 
   
  Unwitting Ghosts can be temporarily clued in to their ghostly 
  existence through extremely unusual incidents that are 
  completely unnatural to everyday experience, such as being 
  thrown through a wall; having a runaway carriage pass 
  through the ghost; seeing its own dead body; or listening in on 
  a conversation that is unequivocally about its death. 
   
  In such an event, the Unwitting Ghost must make a saving 
  throw versus Death; if it fails, it realizes that it is dead, and a 
  ghost, and immediately retreats to the Deep Ethereal, where it 
  remains in a ghostly catatonic state for 1d6 nights per hit die. 
  Thereafter it drifts back to the Material Plane, takes on its 
  manifestation form, and resumes its unwitting existence. 
   
  If the saving throw is successful, it immediately transforms into 
  its horrific form and lashes out at whatever person, place, or 
  thing reminded it that it was dead and a ghost. Once the 
  source of the mind-blowing event has been eliminated, the 
  ghost reverts back to its unwitting state. 
   
   
   
   
   
   
   
   
  **************************************************** 
  Vengeful Ghost (L): This ghost, much like a Tasked Ghost, 
  has a task to complete… but it is a long and convoluted task, 
  requiring revenge against one or more persons, usually those 
  who brought about its death, or against other enemies from its 
  mortal life, and if needful, against the descendants of their 
  enemy. 
   
  Vengeful Ghosts concentrate on getting revenge in various 
  ways, depending on their thought processes in life. A petty 
  bully is likely to seek out and physically attack and kill those 
  against whom it seeks revenge; a wily noble is likely to seek to 
  haunt the descendents of its enemy for generations, causing 
  them untold misery year after year after year. 
   
  Some Vengeful Ghosts can only perform certain specific acts 
  of vengeance, against certain members of a family or other 
  line of descent, at certain times. For example, a ghost might 
  be able to only haunt the third-born daughter of the third-born 
  daughter; or may only be able to haunt a child born with a 
  certain mark; or may only be able to haunt a descendent once 
  it has attained its majority, etc. 
   
  The ghost, of course, does not choose these limitations; they 
  are set upon it by outside forces, usually dealing with the 
  manner of the ghost’s death, or the treason which it (or its 
  enemy) committed, or so forth. 
   
  **************************************************** 
  Wandering Ghost (L): This ghost is cursed to wander the 
  Earth, unable to remain in any one place for any length of 
  time. The ghost can remain in an area for no more than one 
  night per hit die; thereafter if it does not move on itself, every 
  night when it manifests, it is randomly cast through the ether 
  to another location in an instant, 1d6 plus the ghost’s hit dice 
  in miles distant. 
   
  If the ghost seeks to return to a place it haunted within the last 
  number of years equal to its hit dice, it must make a saving 
  throw versus Spells each turn it is in that place; failure 
  indicates that it is flung far distant in an instant, 1d6x10 plus 
  10 times the hit dice of the ghost in miles. 
   
  As this is a curse, this limitation can be lifted by having 
  remove curse cast upon the ghost; if the ghost then makes a 
  successful saving throw versus Spells, the curse is permanently 
  lifted. Otherwise it is only lifted for 1d6 days plus one day per 
  caster level. If the ghost, at the time this effect ends, is in a 
  place where it has remained past its time limit, or where it had 
  haunted within the prior hit dice number of years, it is then 
  instantly flung 1d6x100 plus 100 miles per hit die away from 
  that location, and the curse takes effect once again. 
   
   
   
   
   
   
   
  
   
  49 
  **************************************************** 
  Warning Ghost [White Lady] (L): This ghost is cursed in such a 
  fashion that it must warn any living being it encounters of a 
  certain specific danger; often the danger is the very ghost 
  itself! 
   
  Warning Ghosts often arise because of the tragic nature of 
  their deaths, usually involving murder, treachery, deceit, 
  adultery, or treason. The ghost can sense such thoughts 
  among the living while within the area it haunts, and thus 
  appears to those contemplating such actions as a warning 
  against performing the deeds they are considering or 
  performing. They also appear to those who are likely to suffer 
  from such deeds in the immediate future. 
   
  For example, the ghost of a merchant who was slain by 
  bandits along a lonely stretch of road might appear to travelers 
  to warn them when bandits are in the area; or might appear 
  to the bandits, to try to dissuade them from their banditry. The 
  ghost of a noblewoman who was murdered by her husband 
  for her infidelity might appear to a woman who is about to 
  have an adulterous liaison; or might appear to a woman 
  whose husband is about to have an adulterous liaison. The 
  ghost of a woman who died of disease might appear to a 
  person who has contracted a disease, or whose loved ones are 
  diseased. The ghost of a man who was murdered might 
  appear to a person who is about to be murdered, or to the 
  person who is about to commit the murder. The ghost of a 
  sea captain who died setting out to sea in choppy waters 
  might appear to sailors who are about to encounter a storm; 
  and so on. 
   
  The nature of the warning depends on the nature of the 
  ghost. Friendly Warning Ghosts always warn those who are 
  likely to be victims of a specific event, such as they suffered in 
  death. Other ghosts are cursed to appear when they 
  themselves seek to attack or cause grief for a target; they must 
  appear to the target and show themselves, causing no harm to 
  the target though looking very menacing, at least one turn 
  before they can take any action against the target. 
   
  How the target of the warning reacts is, of course, entirely up 
  to them… 
   
   
   
  **************************************************** 
  Wind Ghost (*): Also known as a Rain Ghost, this ghost’s 
  mortal form died during a great windstorm or rainstorm, as 
  the result of weather magic, or at the hands of a djinn or 
  marid or other creature with the powers of rain and wind. 
  When it manifests in the Material Plane, the ghost is preceded 
  and followed by gusts of wind and light rain. A Wind Ghost is 
  immune to all forms of air and water damage. A Wind Ghost 
  flies at twice it base movement speed. 
   
  A Wind Ghost can emit a tremendous gust of wind, usually 
  from its manifested hand or blown from its mouth; this attack 
  is exactly as per the gust of wind spell, cast by a magic-user of 
  a level equal to the hit dice of the ghost. 
   
  Once per round it can also throw a burst of air up to 20’ plus 
  5’ per hit die; the target gets a saving throw versus Spells. If 
  the save fails, the target is struck for 1d6 points of air damage 
  plus one point per hit die of the ghost. If the target is struck, 
  he must also make a saving throw against Wands; if this save 
  fails, he is knocked down and stunned for one round per hit 
  die of the ghost. All within 5’ of the target must also make a 
  saving throw versus Spells; failure indicates they suffer 1d3 
  points of air damage. 
   
  A Wind Ghost, when manifested on the Material Plane or 
  lurking in the Near Ethereal, may concentrate for one turn in 
  order to create a wind storm or a rain storm, as per the 
  magic-user spell control weather. The weather conditions 
  remain as long as the ghost concentrates, plus a number of 
  rounds thereafter equal to the hit dice of the ghost plus 1d6. 
   
  Wind Ectoplasm: Four ounces of wind ectoplasm enable the 
  imbiber to emit a gust of wind equal to that of the ghost that 
  provided the ectoplasm. The ability to emit the gust of wind 
  lasts for 1d6+6 turns before the ability fades. The imbiber 
  must make a percentile roll against the total number of ounces 
  of wind ectoplasm he has ever imbibed; if the roll is less than 
  or equal to the number of ounces, he must make a saving 
  throw versus Spells. If the saving throw fails, the wind tears 
  apart the insides the imbiber, who suffers 1d6 points of 
  damage per hit die of the ghost, with no saving throw. If he 
  dies through this damage, he rises again 24 hours later as a 
  Wind Ghost with hit dice equal to half his level, rounded up. 
   
   
   
  
   
  50 
  UNCANNY ECTOPLASM 
   
  Ectoplasm is the raw stuff of the Ethereal Plane that is 
  sometimes drawn into the Material Plane through the 
  manifestation of a ghost into the Material Plane. Ghosts tend 
  to leave bits of this pseudo-material behind during séances, 
  when they flee, or when they are destroyed. 
   
  To determine the amount of ectoplasm remaining after an 
  encounter with a ghost, roll percentage dice; if the roll is less 
  than or equal to the maximum hit points of the ghost plus the 
  number of rounds of the encounter (turns during a séance), 
  ectoplasm remains, a number of ounces equal to 1/10th the 
  roll, rounded up. If the ghost passed through physical walls, 
  doors, or other locations, double the amount; if the ghost was 
  destroyed during the encounter triple the amount. 
   
  Ghosts can also purposefully extrude ectoplasm, whether 
  willingly or unwillingly, but this action harms them. Every 
  ounce of ectoplasm extruded requires one round of 
  concentration and causes them 1d4 points of damage. If a 
  ghost extrudes enough ectoplasm to cause itself to fall to 0 or 
  fewer hit points, it is permanently destroyed. 
   
  ECTOPLASM FORM 
  Ectoplasm can take many forms, colors, tastes, and scents, 
  differing each time a ghost manifests in the Material Plane. 
  Roll separately for each column or choose as you wish, 
  including any other scheme you feel appropriate: 
   
  Ectoplasmic Form Table 
  D20 
  Form 
  Color 
  Taste 
  Scent 
  1 
  Chewy 
  Bile 
  Acidic 
  Acrid 
  2 
  Diaphanous 
  Black 
  Bitter 
  Blood 
  3 
  Doughy 
  Blood 
  Bloody 
  Chlorine 
  4 
  Fibrous 
  Blue 
  Burnt 
  Dank 
  5 
  Filmy 
  Bone 
  Buttery 
  Dung 
  6 
  Gauzy 
  Brass 
  Fishy 
  Earthy 
  7 
  Gelatinous 
  Bronze 
  Greasy 
  Fetid 
  8 
  Gooey 
  Brown 
  Honeyed 
  Foul 
  9 
  Grainy 
  Colorless 
  Lemony 
  Metallic 
  10 
  Greasy 
  Copper 
  Meaty 
  Musty 
  11 
  Gummy 
  Gold 
  Metallic 
  Odorless 
  12 
  Leathery 
  Gray 
  Milky 
  Ozone 
  13 
  Milky 
  Green 
  Oniony 
  Putrid 
  14 
  Oily 
  Iron 
  Peppery 
  Rotting 
  15 
  Rubbery 
  Orange 
  Salty 
  Salty 
  16 
  Slimy 
  Red 
  Sour 
  Smoky 
  17 
  Stringy 
  Silver 
  Spicy 
  Stale 
  18 
  Tacky 
  Violet 
  Sweet 
  Sulfurous 
  19 
  Tough 
  White 
  Tasteless 
  Sweet 
  20 
  Viscous 
  Yellow 
  Vinegary 
  Urine 
   
  If the ectoplasm is from a ghost with ghostly special abilities 
  that might affect the form of the ectoplasm, by all means add 
  such details. For example, Fiery Ectoplasm might always be 
  warm to the touch and give off puffs of smoke; Frost 
  Ectoplasm might always be cold and chill; Lightning Ectoplasm 
  might always whiff of ozone and give a little shock when it is 
  touched, and so on.  
  ECTOPLASM QUALITY 
  There are three qualities of ectoplasm: raw, cleansed, and 
  refined. All can function equally when consumed or otherwise 
  used, however, each has different limitations and potential 
  problems. 
   
  Note that all forms of ectoplasm simply melt away into 
  nothingness if exposed to the light of the sun. To keep 
  ectoplasm safe from sunlight, it must be placed in an opaque 
  container, crystalline container, or in a leaded glass container. 
   
  Raw Ectoplasm: Raw ectoplasm is the ectoplasm found at the 
  site of a ghostly haunting. It is often mixed with non-
  ectoplasmic materials, the consumption of which cause the 
  power of the ectoplasm to go awry or even could cause lethal 
  sickness in the imbiber. If raw ectoplasm is consumed, two 
  problems might occur. 
   
  First, if the use of the ectoplasm calls for the imbiber to make 
  a percentage check against the total amount of ectoplasm the 
  imbiber has ever consumed, raw ectoplasm counts for its 
  normal ounces, and adds a one-time penalty to the percent 
  equal again to its volume, increasing the chances of difficulties, 
  for this consumption only. Also, if the percentage check 
  indicates the imbiber must then make a saving throw, the 
  imbiber suffers a -4 penalty to the saving throw. 
   
  Second, the imbiber, if he survives the effects of consuming 
  the ectoplasm, must make a separate saving throw versus 
  Poison; failure indicates that the imbiber becomes sickened by 
  some contaminant in the ectoplasm, beginning 1d6 turns after 
  consuming the ectoplasm. This sickness causes fever, chills, 
  hallucinations, and vomiting for 1d6 hours, during which the 
  victim is essentially paralyzed. At the end of the period, the 
  victim must make another saving throw versus Poison; if this 
  save fails, he remains sick for an additional 1d6 hours, during 
  which he loses one point of Constitution. 
   
  Continue checking if the victim recovers every 1d6 hours, until 
  he recovers, is cured by the casting of cure disease, or dies by 
  being reduced to 0 Constitution. When he recovers, he 
  regains one point of Constitution per day of complete bed 
  rest. 
   
  Cleansed Ectoplasm: Cleansed ectoplasm has been run 
  through an ectoplasmic cleanser to remove base impurities 
  and contaminants. Use of cleansed ectoplasm is at basal 
  probabilities, with no additional difficulties. 
   
  Refined Ectoplasm: Cleansed ectoplasm that has been run 
  through an ectoplasmic distillation array has been refined, 
  removing even the finest impurities and contaminants and 
  distilling the ectoplasm down to its essential nature. All refined 
  ectoplasm, regardless of its original form, has been refined 
  into a tasteless, unscented, clear and colorless liquid with the 
  consistency of honey. 
  
   
  51 
  Refined ectoplasm is less dangerous to use than cleansed or 
  especially raw ectoplasm, provided all the ectoplasm 
  consumed is refined. If even a tithe of the ectoplasm 
  consumed is merely cleansed or even raw, the whole amount 
  consumed counts as that kind of ectoplasm rather than 
  refined.  
   
  If the refined ectoplasm consumed is pure, should the 
  ectoplasm call for the imbiber to add a number of ounces to 
  the total he has ever consumed of that form of ectoplasm, 
  refined ectoplasm does not add to that total, and the 
  subsequent percentage roll is made at half the total number of 
  ounces ever consumed, rounded down. If the percentage roll 
  still determines that a saving throw must be made, the imbiber 
  gets a +4 bonus to that saving throw. 
   
  GENERAL ECTOPLASM FUNCTIONS AND USE 
  Ectoplasm can be used in the casting of magical spells, and is 
  usually used by magic-users, as Lawful clergy consider such 
  use to be sinful at best, blasphemous at worst; Chaotic clergy 
  differ on use of ectoplasm, depending on the attitude of their 
  patron god, though most of these eschew its use as unworthy. 
   
  When a spell-caster imbibes (consumed, by eating, drinking, or 
  otherwise swallowing) ectoplasm, the power inherent in the 
  material helps to power his spells. The spell-caster must 
  consume one ounce of ectoplasm for every three levels of the 
  spell (one ounce for 1st to 3rd level spells, two ounces for 4th 
  to 6th level spells, and three ounces for 7th to 9th level spells); 
  the consumption of the ectoplasm takes place during the same 
  round as the casting of the spell. The spell-caster can then 
  choose one of the following effects: 
   
  Spell Retention: The spell-caster can try to retain the spell he 
  is casting in his memory; thus the spell will be cast, but not 
  erased from his memory. 
   
  Spell Enhancement: The spell-caster can enhance the spell 
  cast, such that the spell is cast at one level higher than the 
  caster’s actual level if the ghost who provided the ectoplasm 
  was a lesser ghost, two levels higher if the ghost was a greater 
  ghost, or three levels higher if the ghost was a geist. 
   
  Spell Empowerment: The spell-caster causes the targets of the 
  spell to suffer a -1 penalty to their saving throw if the ghost 
  who provided the ectoplasm was a lesser ghost, a -2 if the 
  ghost was a greater ghost, or -3 if the ghost was a geist. 
   
  Etheric Burst: The spell-caster enables the spell to affect 
  beings lurking in the Near Ethereal Plane as well as beings on 
  the Material Plane. If the ectoplasm was provided by a geist, 
  the spell also affects beings hiding in the Deep Ethereal. 
   
  Pseudo-Reality: The spell-caster grants an illusion or phantasm 
  a stronger level of pseudo-reality, by drawing in ectoplasm 
  from the Ethereal Plane to establish a firmer matrix. This 
  extends the duration of any illusion cast by 50% (100% for a 
  geist), and causes any being wishing to disbelieve in the 
  illusion to suffer a -2 penalty to their saving throw (-4 for 
  ectoplasm from a geist). 
   
  Any of the above uses of ectoplasm require the spell-caster to 
  make a successful saving throw versus Spells. If the ghost who 
  provided the ectoplasm was a greater ghost the saving throw 
  is at a +1 bonus, if the ghost was a geist at a +3 bonus. A 
  failed saving throw indicates the spell is lost from memory; or 
  not empowered at a higher level; or no saving throw penalty is 
  applied; or the spell does not affect the Ethereal Plane; or the 
  illusion or phantasm does not possess a firmer pseudo-reality. 
   
  A failed saving throw with a Natural 1 indicates that the caster 
  not only fails to cast the spell entirely, but has caught the 
  attention of the nearest ghost! In the case of a failed attempt 
  to engender an etheric burst or a pseudo-reality, the ghost 
  manifests on the Material Plane immediately from the target 
  point of the spell! 
   
  If the ghost who provided the ectoplasm had a special ability 
  germane to the spell being cast, the caster gains a +2 bonus to 
  their saving throw to successfully use the ectoplasm. Fiery 
  Ectoplasm, for example, is excellent for casting a fireball; 
  Teleport Ectoplasm is excellent for casting teleport; and so 
  forth. 
   
  Every time a spell-caster fails to use ectoplasm in one of these 
  ways, he gains a number of Haunted Points equal to the level 
  of the spell; double these points for a failure with a Natural 1. 
  Each time he subsequently fails to use ectoplasm in this way, 
  add the points, then roll percentile dice. If the roll is equal to 
  or less than the total Haunted Points, the spell-caster has 
  accidentally summoned a ghost, which arrives in 1d6 turns. 
  The hit dice of the ghost is equal to the roll divided by 10, 
  rounded up. After the summoning, if the spell caster survives, 
  his Haunted Points are reduced by the number rolled. 
   
  SPECIAL ECTOPLASM FUNCTIONS AND USE 
  Special ectoplasm, from ghosts with ghostly special abilities, 
  can also be consumed as-is to provide the imbiber with special 
  abilities. The use of ectoplasm in this way is often considered 
  foolhardy by clerics and magic-users alike, as it often leads to 
  the death of the user and/or his friends, and often to the 
  creation of more ghosts. This is especially true of ectoplasm 
  from the more powerful ghosts… 
   
  Ectoplasm from a ghost with multiple special abilities can be 
  used to create any of the powers of the special abilities it 
  possesses, however, should the imbiber be required to make a 
  saving throw based on the percentage roll after imbibing the 
  ectoplasm, the imbiber suffers a penalty to their saving throw 
  for each ghostly special ability the ghost possessed other than 
  the ability the imbiber is attempting to invoke. 
   
  Thus, if an adventurer imbibes the ectoplasm of a Robotic 
  Fiery Laser Thunder Ghost, trying to evoke the ability of the 
  fiery aspect of the ectoplasm he suffers a -3 penalty to his 
  saving throw if such is called for upon imbibing the ectoplasm. 
   
  
   
  52 
  EERIE ENCHANTED ITEMS 
   
  Armor of Etherealness: Any magical armor has a chance to be 
  armor of etherealness; the chance is a percentage equal to the 
  bonus of the armor multiplied by 5; thus a +3 suit of armor 
  has a 15% chance of being armor of etherealness. 
   
  A suit of armor of etherealness has a number of charges equal 
  to the bonus multiplied by 5. For every 5 charges used the 
  magical bonus of the armor decreases by 1 point. Once the 
  ethereal charges drop to 0, the armor becomes normal 
  magical armor. 
   
  Each charge used allows the wearer to become ethereal, as 
  per oil of etherealness. The duration is 6 turns plus 1d6 turns, 
  though the wearer can end the effect earlier simply at will, and 
  the transference from Material Plane to Ethereal Plane takes 
  but one round, not three rounds. 
   
  Armor of Etherealness Table 
  D100 
  Armor 
  AC 
  01-05 
  Padded 
  8 
  06-10 
  Leather 
  7 
  11-15 
  Studded Leather 
  6 
  16-30 
  Scale Mail 
  6 
  31-40 
  Chain Mail 
  5 
  41-45  
  Splint Mail 
  4 
  46-50 
  Banded Mail 
  4 
  51-75 
  Plate Mail 
  3 
  76-00 
  Shield or Helmet* 
  -1 
  *Helmets include everything from skullcaps (wearable by 
  magic-users) to great helms. Viking horned helms of 
  etherealness are not as rare as one might think… 
   
  Blackleaf Pipeweed: This rich, dark pipeweed is grown in 
  shadowy shires hard upon the borders of the weird and eerie. 
  When smoked, the smoke of the pipeweed can be blown out 
  into a cloud 5’ by 5’ by 5’ in front of the smoker. Any ethereal 
  or invisible being in that area, whether manifested in the 
  Material Plane, lurking in the Near Ethereal, or hidden in the 
  Deep Ethereal, is outlined in a silvery-black aura, prominently 
  visible on both planes. The aura remains with the being for 
  1d6+6 turns. Any being outlined in this aura suffers a +2 
  penalty to its Armor Class. 
   
  Cursed Scroll of the Unholy Spirit: This cursed scroll, when 
  read, requires the reader to make a saving throw versus 
  Spells; failure indicates the reader is immediately slain and 
  rises again one round later as a ghost of hit dice equal to half 
  the deceased’s level, rounded up. The new ghost is a Cursed 
  Ghost (see Ghostly Special Abilities), with the usual chances of 
  having further ghostly special abilities. 
   
  Crystal Ball of Mediumship: These rare items are 
  manufactured by magic-users who are also mediums. They 
  provide the user, who must be a magic-user or medium or 
  both, with bonuses for finding and summoning a specific ghost 
  during a séance and in exorcizing ghosts. 
  First of all, if the magic-user is not a medium, he may act as a 
  medium and perform a séance when using the crystal ball, 
  with a base Sixth Sense score equal to his Intelligence score. If 
  the medium is not a magic-user, use of the crystal ball during a 
  séance increases the portion of their Sixth Sense score based 
  on Intelligence to half their Intelligence score. If the user is 
  both a magic-user and medium, during a séance their Sixth 
  Sense doubles when using the crystal ball, or is increased to 
  double their Intelligence score, the greater of the two. 
   
  When using the crystal ball to exorcize a ghost, the minimum 
  base chance roll for the exorcism is equal to the Sixth Sense 
  score of the magic-user or medium, as above. 
   
  A medium that is not a magic-user can also use the crystal ball 
  for its normal use, but only when searching for ghosts or the 
  spirits of the dead in the Celestial Realms, the Netherworld, or 
  the Hells. 
   
  Ectoplasmic Cleanser: This device, a large centrifuge of 
  copper, silver, and crystals, renders raw ectoplasm gathered 
  from the site of a haunting into cleansed ectoplasm, prepared 
  to be consumed or further refined through the use of an 
  ectoplasmic distillation array. The process requires one turn 
  per ounce of ectoplasm; a cleanser can hold up to 16 ounces 
  of ectoplasm at once. The cleanser removes gross impurities, 
  leaving only ectoplasm, though of unrefined cleansed sort. 
  The cleanser is powered by crystals, consuming 1d6x10 gp 
  value in crystals per ounce cleansed. 
   
  Ectoplasmic Distillation Array: This series of crystal and 
  mithral tubes, pipes, jars, beakers, retorts, and alembics is 
  designed to take cleansed ectoplasm and distil it down to its 
  strongest, purest, refined form. The process requires three 
  ounces of cleansed ectoplasm (of the same type, from the 
  same ghost), the consumption of 3d6x10 gp value in crystals, 
  and 3d6 turns to distil one ounce of refined ectoplasm. 
   
  Ectoplasmic Extractor: This large, bulky device looks like a 
  man-sized glass and metal coffin attached to a bewildering 
  array of tubes, pipes, and jars. It has a port for attaching a 
  ghost trap, through which a ghost can be placed into the 
  ectoplasmic extractor. Ghosts cannot take any action while in 
  the extractor, as it has the same characteristics as a ghost 
  trap, rendering them powerless. 
   
  The ectoplasmic extractor, as the name implies, extracts 
  ectoplasm from the ghost trapped within. The extractor has 
  three settings: slow drain, fast drain, and full drain. 
   
  The slow drain setting extracts one ounce of ectoplasm per 
  hour, then performs multiple readings of the health of the 
  ghost; if the ghost is weakened (i.e. falls to 5 hit points or 
  less), it stops the extraction process. Otherwise, it extracts 
  another ounce per hour, and then continues the process. 
   
  
   
  53 
  The fast drain setting drains one ounce per turn (10 minutes); 
  the readings are not as thorough or complete on this setting, 
  so there is a 20% chance per remaining hit point of the 
  readings being wrong, and continuing the extraction process 
  even if the ghost falls to less than 5 hit points. 
   
  The full drain process is the swiftest, extracting one ounce of 
  ectoplasm per round, with no regard as to the remaining hit 
  points of the ghost, inevitably draining the ghost to 
  destruction, barring outside intervention. 
   
  The ectoplasm thus extracted wends its way through a process 
  amidst the many tubes and jars, eventually ending up in an 
  ectoplasm containment jar, specially treated to keep the 
  ectoplasm quiescent within and keep out the harmful rays of 
  sunlight that might destroy the precious ectoplasm. The 
  ectoplasm is still raw; cleansing requires an ectoplasmic 
  cleanser, and further refinement requires an ectoplasmic 
  distillation array. 
   
  During the process, the ghost is manifested visibly through the 
  glass portion of the sarcophagus; as it is drained, viewers can 
  see that it is much in distress, especially when the full drain 
  setting is used. If the ghost is destroyed through being drained 
  of ectoplasm, it sets off a terrible howl of rage, fury, and 
  fear… and then fades away with a whimper. 
   
  Ectoplasmic extractors are powered through a gemstone 
  furnace, draining 1d10x10 gp value of precious gems (500 gp 
  value or greater) of their value per ounce of ectoplasm 
  extracted. 
   
  Ectoplasmic Mask: This mask is made of ectoplasm; it is not 
  manufactured, rather it is the result of the impression of four 
  or more ounces of ectoplasm upon a solid surface during an 
  encounter with a ghost, when the ghost passes through the 
  solid surface and the form of the remaining ectoplasm is 
  “leathery,” “rubbery,” or “tough.”  
   
  Yes, the mask is actually the face of the ghost, formed in 
  ectoplasm! 
   
  An ectoplasmic mask, when worn, enables the wearer to see 
  into the Ethereal Plane; this is not merely the perception of 
  denizens of the Ethereal Plane, as a medium can do, this is full 
  vision into the Ethereal Plane, both the Near Ethereal and the 
  Deep Ethereal. The wearer sees into the Ethereal as well as 
  any ghost can, while at the same time is able to see normally 
  in the Material Plane. 
   
  The problem is that any being in the Ethereal can see the 
  mask and the eyes looking through the eye holes of the mask; 
  thus anyone wearing an ectoplasmic mask must roll for both 
  normal encounters on the Material Plane and encounters on 
  the Ethereal Plane (alternate each turn). 
   
  As with any type of ectoplasm, if caught in sunlight, the 
  ectoplasmic mask fades away instantly into nothingness. 
   
  Ethereal Essence Infuser: This device looks much like the 
  ectoplasmic extractor, above, and only an expert in the field of 
  incorporeal ethereal entities can tell the difference. The 
  difference is that an ethereal essence infuser is used to restore 
  hit points to a ghost, rather than extract ectoplasm from it. 
   
  Every turn a ghost is in an ethereal essence infuser it is healed 
  1 hit point. Sensors in the infuser have a 99% chance of 
  detecting the current hit points of the ghost, and stopping the 
  process when the ghost is fully restored its personal maximum 
  hit points. If the sensors fail and the ghost is overcharged, 
  there is a 1% chance per extra hit point, checked each turn, 
  that the device explodes, freeing the ghost and perhaps 
  sucking much of the surrounding area into the Ethereal Plane! 
   
  If the device explodes, there is a chance equal to the total hit 
  points of the ghost that caused the explosion, including 
  overcharged hit points, that the device and everything within 
  10’ per hit die of the ghost is sucked into the Ethereal Plane 
  through an inversion of the ethereal flux capacitor. Those 
  within 5’ of the demarcation line to either side can/must make 
  a saving throw versus Spells; failure indicates that they are 
  sucked into the Ethereal with the device; otherwise they duck 
  out of the way in time. 
   
  Ethereal essence infusers are usually powered through a 
  precious metal boiler, destroying 1d20 gp value of gold or 
  platinum per hit point healed. Other infusers are known to be 
  powered by the blood of living intelligent beings, providing 10 
  hit points to ghosts for every 1 hit point of living blood 
  consumed in this manner. Elf blood is said to be able to 
  provide 100 hit points to a ghost per hit point of fresh elf 
  blood. 
   
  Ghost Drum: A ghost drum is an item usually constructed by 
  barbarian priests, savage shamans, misanthropic druids, and 
  jaded necromancers; while its use is considered efficacious, its 
  nature is barbarous and savage, and its construction, if not 
  use, is considered Evil. Made of the skin and bones of human 
  children, the drum is used to summon and bind or frighten 
  ghosts, at the whim of the user. 
   
  When seeking to summon and bind a ghost, the user must go 
  to a place where a ghost is found, and drum in that location. 
  After 1d6 turns of drumming, the ghost appears, willing or no, 
  and then must make a saving throw versus Spells; if the saving 
  throw fails, the ghost must do the drummer’s bidding and 
  perform one task capable of being performed in three nights. 
  Thereafter the ghost cannot retaliate against the drummer, 
  provided the drummer continues to own the drum. If the 
  saving throw succeeds, the ghost is free from the duress of the 
  drum, and must make a Morale check; if the check fails, it 
  must flee, otherwise it is free to attack the drummer if it 
  wishes. 
   
  If the drummer wishes to frighten ghosts away, he plays a 
  different beat on the drum; any ghosts within 20 feet of the 
  drum per level of the drummer must make a saving throw 
  versus Spells each round it remains in the area; if the saving 
  
   
  54 
  throw fails, the ghost must flee, and not return so long as the 
  drummer remains in the area (even if the drummer stops 
  playing). Every night thereafter, once the drummer has left, it 
  may make another saving throw; if it succeeds, it may return 
  to the place from which it was drummed out. 
   
  If the original saving throw succeeds, the ghost may take 
  whatever action it wishes, including attacking the drummer, 
  but must continue to make the saving throw each round the 
  drummer continues to play. 
   
  Ghost Generator: This large device traps the souls of those 
  who perish near it, ripping apart the souls and combining 
  them with energy from the Negative Energy Plane to create 
  ghosts. A ghost generator has a power rating of 1 to 10; this 
  indicates the largest hit die ghost it can create using soul 
  energy. The power rating is also the range in hundreds of feet 
  of the soul-capturing ability of the ghost generator, i.e., 100 to 
  1,000 feet. Any intelligent being with a soul that dies within 
  that range must make a saving throw versus Spells; if the 
  saving throw fails, the soul of the being is trapped in the ghost 
  generator. Lawful (Good) beings get a +4 bonus to the saving 
  throw. As long as the ghost generator has souls in it, it is 
  operational and can generate ghosts. 
   
  Every round the ghost generator is operational, roll a d6; on a 
  1-3 nothing happens that round; on 4-6 it creates a Presence 
  (1 HD ghost). If the roll is a 6, roll again; on a 4-6, it creates 
  an Apparition (2 HD ghost) instead of a Presence; as long as 
  you continue to roll a 4-6, increase the hit die of the ghost by 
  one and roll again, and roll again if the roll is a 6, until you do 
  not roll a 4-6, or you reach the power rating of the generator, 
  or you run out of soul levels in the generator. Each ghost 
  generated drains its number of levels or hit dice from the level 
  or hit dice of the soul that has been held the longest by the 
  generator. When that soul has all its levels or hit dice drained, 
  it is destroyed, and that being cannot be raised or resurrected 
  short of the application of a wish. 
   
  If the soul currently being drained died in a manner applicable 
  toward the creation of a ghostly special ability, or otherwise 
  possessed its own pertinent abilities (such as the soul of a red 
  dragon and the Fiery Ghost ability) roll normal chances to see 
  if the ghosts generated possess that special ability; otherwise, 
  generated ghosts have no additional ghostly special abilities. 
   
  Ghost generators vary greatly in appearance. Some are large 
  gem-encrusted metal spheres glowing with a crackling aura of 
  black energies; others are great towers made of bones and 
  skulls buried in shadow; some are thick stone statues of 
  demonic mien with glittering eyes for gems; and still others 
  appear to be gargantuan writhing masses of flesh and blood 
  (these last can also generate skeletons and zombies). Some are 
  still controlled by their creators, who control the ghosts 
  created by the ghost generator; most are long abandoned by 
  their creators, who are long dead (and perhaps were 
  transformed into ghosts by their creation), and are running on 
  automatic, filling the dungeon with random ghosts… 
   
  Ghost Mask: There are many magical masks that affect a 
  ghost-like appearance; this refers to the general ghost mask as 
  encountered in regions where the locals celebrate a “Day of 
  the Dead” or “Feast of the Dead,” a time when the 
  boundaries between the Ethereal and Material Planes are 
  weak, the light of the sun has no effect on ghosts, and even 
  ghosts who normally eschew the Material Plane are found 
  upon it, manifested to take advantage of the ease of crossing 
  over. Local festivals that celebrate, honor, or dread these days 
  often include the wearing of ghost masks, so that the living 
  that go about at those times might be bypassed by ghosts. The 
  idea is that the ghost mask makes the ghost think the living 
  person is a ghost, and thus either treats him like a friend or 
  ignores him altogether. 
   
  Any ghost, upon encountering a wearer of a ghost mask, must 
  make a normal Reaction check; any result other than 12, 
  Attacks or 2, Friendly means that the ghost simply ignores the 
  person wearing the ghost mask. On a roll of 12, roll again; if a 
  12 occurs again, the ghost mistakes the being for an enemy 
  ghost, and attacks immediately (and will be no happier if the 
  ghost mask is removed, as it has been tricked). If any other 
  result is rolled, the ghost ignores the wearer of the ghost 
  mask. If the initial result was 2, Friendly, the ghost strikes up a 
  friendly conversation, and may become an ally… as long as 
  the ghost mask is worn. Should the ghost mask be removed, 
  or the ruse otherwise be revealed, the ghost must make 
  another Reaction check, with a +3 penalty to the roll… 
   
  These masks, if properly crafted in the traditional methods, 
  function automatically on the special days for which they are 
  intended to be used. On any other days, a ghost gets a saving 
  throw versus Spells; if the save fails, he is affected by the 
  power of the ghost mask. Otherwise, the mask is meaningless 
  to the ghost at that time. 
   
  Ghost Net: These items are made using traditional methods by 
  local wise men, wise women, shamans, and witches. They 
  take various forms, from painted symbols and designs upon a 
  wooden circle; woven nets of wood, sinew, or hair, with beads 
  and feathers; long, thin scrolls upon which spells and rituals 
  have been inscribed; and so forth. These items are placed 
  above or next to the door of a home, in a place where they 
  can be “recharged” in the light of the sun, in the hopes that 
  the ghost net captures any ghosts seeking to haunt the 
  residents of the home. 
   
  Ghosts who attempt to enter the building, whether through 
  the protected door or otherwise, must first check to see if they 
  are stopped by the ghost net. As these are merely peasant-
  magic level items, ghosts get a +4 bonus to save versus Spells 
  against their effect; if they succeed, they are free to enter the 
  building. If they fail the saving throw, they are forced to stay 
  out of the building; if they fail their saving throw by 10 or 
  more, or with a Natural 1, they are captured by the ghost net, 
  and get another saving throw every turn to break free. If they 
  are stuck there when the sun rises, they are cast into the 
  Ethereal Plane as usual. 
   
  
   
  55 
  Ghost Prison: Ghost-hunting magic-users often build a ghost 
  prison for long-term incarceration of ghosts captured with a 
  ghost trap. Ghost prisons usually take on the form of a small-
  room-sized ghost trap, often decorated with glowing skulls and 
  bones; one or more ghost traps can be attached to it to enable 
  transfer of ghosts from the trap to the prison, or from the 
  prison to the trap. Ghost prisons can be built to hold a 
  number of hit dice of ghosts equal to 10 times the level of the 
  creator of the prison. 
   
  Normally ghosts transferred from a ghost trap to the ghost 
  prison and vice-versa are transferred easily and without 
  incident, as long as the ghost prison holds no more hit dice of 
  ghosts than its regular limit. If that limit is exceeded, there is a 
  1% chance per 5 hit dice above the limit or portion thereof 
  per transfer that an accident happens, and a ghost currently in 
  the process of being transferred gets a saving throw against 
  Spells; if the save is successful, it breaks free, most likely to 
  seek to flee immediately, though if it makes a Morale check at 
  half its normal Morale (rounded down), it stays to wreak 
  havoc. If it makes its saving throw with a natural 20, there is a 
  percentage chance equal to the original chance of an accident 
  that the whole containment field begins to fail, and all the 
  ghosts get a saving throw to break free… 
   
  Magic-users with ghost prisons hold ghosts prisoner in order 
  to force them to produce ectoplasm with an ectoplasmic 
  extractor; to question them about ancient and esoteric 
  knowledge; to avenge themselves on dead enemies; and for 
  other eldritch and unknowable reasons. 
   
  Ghost prisons are powered by the energy of the ghosts held 
  within; thus when a failure occurs, a cascade of failures is 
  likely to occur. 
   
  Ghost Sword: This sword appears to be little more than a hilt 
  missing a blade, but when lifted, has the same heft as a long 
  sword. If swung, it has the balance and feel of a long sword. It 
  does not harm anything exclusively on the Material Plane, but 
  can strike creatures that exist in both the Material Plane and in 
  the Ethereal Plane, such as ghosts. Against such creatures it 
  affects them as though the blade were with them on the 
  Ethereal Plane, i.e., they have no immunity to weapons and 
  an Armor Class of 8. It deals damage as per a long sword, 
  with normal Strength modifiers. When first struck by a ghost 
  sword, a ghost must make a morale check; if it fails, it flees 
  into the Deep Ethereal for a number of days equal to the 
  points of damage suffered. 
   
  Ghost Touched: Not so much an item as a state of being, 
  ghost-touched items exist equally in both the Material and 
  Ethereal Planes. Such items can be picked up and used by 
  both material beings and ethereal beings, such as ghosts. Just 
  about any item can be a ghost touched item, though most 
  such are weapons, armor, and magical items of use to the 
  greater ghosts. 
   
  Shrouded Ghosts, while wearing their shroud, treat all material 
  items as though they had the ghost touched trait. 
  Ghost Trap: Ghost traps are containers that trap ghosts; they 
  look like gem-encrusted glass and crystal spheres or lanterns 
  framed with fine wire of precious metal and fragile bone and 
  held with a metal or bone loop or handle. Each ghost trap has 
  a power rating from 1 to 10, indicating the total number of hit 
  dice of ghosts the trap can hold. The range on the device is 
  2d6x10’ (each device is unique). When activated (usually by 
  depressing a gem, sometimes by invoking a magic word), a 
  colorful arc of energy lashes out from the ghost trap toward 
  the target ghost within range (chosen by the wielder). The 
  ghost must make a saving throw versus Spells; if it fails, it is 
  instantly captured by the trap. 
   
  Once captured by the ghost trap, the trap holds the ghost in 
  miniaturized form; the ghosts trapped within can be seen 
  writhing in anger and rage, but are powerless, and are trapped 
  within regardless of their powers and abilities. The ghosts 
  within can be released if another button on the device is 
  pressed, or if the magic word is said backwards. They are also 
  released if the trap is full and another ghost is captured; the 
  largest hit dice of ghosts needful to enable the capture of the 
  new ghost is/are released when the new ghost is captured. 
   
  Most ghost traps are quite fragile, due to the nature of the 
  needs of the enchantment; they tend to be made of easily 
  breakable glass, crystal, and gems, with a metal wire or bone 
  frame. If the trap is broken, all ghosts contained within are 
  freed instantly. 
   
  Ghost traps are powered by gems placed in the handle; each 
  hit die of ghost captured drains 1d10 gp value of the gems. A 
  ghost trap with gem stones drained of all value fails; any 
  ghosts held in the trap are immediately freed! 
   
  Ghostly Shroud: This burial shroud confers upon the wearer 
  the ability to polymorph into a ghost. The wearer has the 
  same abilities as a ghost of half his level, though he maintains 
  his current hit points and attacks using his own attack matrix 
  or that of his ghostly equivalent, whichever is greater. While a 
  ghost the wearer has all the abilities and limitations of the 
  ghostly type. If the shroud was from a known specific ghost 
  (c.f. Shrouded Ghost), the wearer also possesses all the 
  ghost’s special abilities, including any limitations! 
   
  Revivification Sarcophagus: This large metallic device 
  resembles a large lidded and hinged sarcophagus, as used by 
  the Egyptian pharaohs of old, combined with an amazing 
  array of glass alembics, retorts, tubes, jars, and bottles 
  arranged in a general cross formation around the 
  sarcophagus. When a ghost manifests within the sarcophagus 
  and potions of extra-healing, longevity, oil of etherealness, and 
  polymorph are poured into the four corners of the cross of 
  tubes, the whole begins glowing, whistling, and groaning, with 
  the bubbling fluids combining in whirring tubes, eventually to 
  pour simultaneously on the four ends into the closed 
  sarcophagus. After a full turn of such activity, the sarcophagus 
  lid heaves open, and if all went well, the ghost has been 
  revivified as a living being. If all goes well… 
   
  
   
  56 
  First, the operator must make a saving throw versus Spells; if 
  the save succeeds, everything worked just fine. If the save fails, 
  the mix of potions went awry, and the operator must roll on 
  the Potion Mixing Table (AEC p. 144) using a d12 rather than 
  a d20. On 1 or 2, the potions turn into a lethal gaseous 
  poison affecting all within 30’ of the sarcophagus. On a 3 or 
  4, the potions and the glass around the sarcophagus all 
  explode, dealing 2d6 points of damage plus one point per hit 
  die of the ghost to all within 30’ (save versus Breath Attacks to 
  take only half damage). On a 5, the potions are successful… 
  sort of. If the ghost makes its saving throw subsequently, it is 
  embodied, but in the form of a corporeal undead! It rises from 
  the sarcophagus as a corporeal undead creature of the same 
  or nearest lower hit dice. On a 6 to 12, the potions merely 
  fail, as does the revivification. 
   
  If the operator succeeded at his save, or fails and rolls a 5 on 
  the potion table, the ghost must make a saving throw versus 
  Death; if the save fails, nothing happens, and the potions are 
  all wasted. If the save succeeds, the ghost is reborn in living 
  form, a normal living being, beginning again at 1st level in 
  whatever class it held in life (or it gained an interest in during 
  undeath). If the ghost made its saving throw by more than five, 
  for every point more than five by which it saved, it starts out 
  at one level higher, up to a maximum level equal to its hit dice 
  as a ghost or the highest level it held in life, whichever is less. 
   
  Ring of Wraiths: This smooth ring appears to be made carved 
  from solid smoky-black obsidian; glittering silver words in an 
  unknown tongue arc like electricity within the torus of the ring. 
  The wearer may use the ring to become ethereal, as per oil of 
  etherealness, at will; the journey there takes one round, and 
  back again takes but one round. Should the wearer of the ring 
  of wraiths ever die while wearing the ring on the Ethereal 
  Plane he rises again instantly as a ghost with hit dice equal to 
  half his level, rounded up. 
   
  No wraith can ever attack a wearer of the ring of wraiths; the 
  wearer gains a -2 bonus to Reaction checks with wraiths. The 
  wearer of the ring of wraiths may attempt to take control of 
  any wraith within 60’; the wraith falls under the ring wearer’s 
  complete dominion if it fails a saving throw versus Spells. If 
  the wraith succeeds in his saving throw, the ring can never 
  control that wraith. The wearer of the ring of wraiths can 
  maintain control of one wraith for every hit die (not level) he 
  possesses; if he already controls as many wraiths as possible, 
  he may dismiss one from his service to attain the domination 
  of another. 
   
  Robes of Etherealness: These magical hooded robes are 
  designed to be worn by a cleric, druid, magic-user, or elf (of 
  the elf racial class). They operate in everyday fashion as per a 
  cloak of protection, providing the wearer with magical 
  bonuses to Armor Class and saving throws.  
   
  The robe also enables to wearer to become ethereal, as per oil 
  of etherealness. The duration is 1d6+6 turns, though the 
  wearer can end the effect earlier simply at will, and the 
  transference from Material Plane to Ethereal Plane takes but 
  one round, not three rounds. Each use of the robe in this 
  manner uses 1 charge. 
   
  A robe of etherealness has a number of charges equal to its 
  bonus multiplied by 5. For every 5 charges used the magical 
  bonus of the robe decreases by 1 point. Once the ethereal 
  charges drop to 0, the robe becomes a normal non-magical 
  robe. 
   
  These robes often offer superior protection than simple 
  cloaks: 
   
  Robe of Etherealness Bonus 
  D100 
  Bonus 
  01-40 
  +1 
  41-70 
  +2 
  71-90 
  +3 
  91-97 
  +4 
  98-00 
  +5 
   
  Anyone not of the cleric, druid, magic-user, or elf class who 
  wears the robe gains the normal protection bonuses of the 
  robe; if he learns the ethereal properties of the robe, he may 
  attempt to use them, though proper use is not certain. The 
  wearer must make a saving throw versus Spells each time he 
  uses the robe to go to the Ethereal Plane; if the saving throw 
  succeeds, the transfer is completed normally. If the saving 
  throw fails, something goes wrong… perhaps horribly wrong. 
   
  Robe of Etherealness Saving Throw Failure 
  Failed by 
  What Happens 
  1 to 3 
  Nothing; one charge is used and the robe 
  fails to take the wearer to the Ethereal 
  Plane. 
   4 to 6 
  Cosmic Backlash; magical energy arcs all 
  around the wearer from the robe, draining 
  1d6 charges, causing a like number of d6s 
  in damage to the wearer, and blinking the 
  wearer for a like number of rounds to a 
  random nearby location. 
  7 to 10 
  Wearer is transported to the Ethereal 
  Plane, but finds out when he attempts to 
  return that it was a one-way trip, as the 
  robe has permanently lost its magic… 
  11 to 15 
  Wearer is blasted through the Ethereal 
  Plane into a nearby plane other than the 
  Material Plane. 
  16+ 
  The wearer dies instantly, horribly, and 
  spectacularly, and rises again immediately 
  as a ghost of hit dice equal to half his 
  original level, rounded up. For the first 2d6 
  turns of his existence he is in a maddened 
  state, seeking to slay or destroy anything 
  encountered in and on the nearby Material 
  and Ethereal Planes. 
   
  
   
  57 
  Sigil of the Positive Energy Plane: This sigil is said to have 
  been handed down to gods and angels by the primal entities 
  that rule the Positive Energy Plane. It was then passed on 
  through various Lawful (Good) religions, and today is used by 
  those knowledgeable in eldritch thaumaturgical arts in spell-
  casting and ritual work. While it can be used in many ways, 
  the manner most pertinent to this work is the Evocation of the 
  Eleventh Derivative of the Eternal Light.  
   
  When the sigil is inscribed on an object, most usually a ring, 
  wand, or rod, and used to trace the sigil in light in the air or 
  upon a surface, and the Evocation is called upon, the sigil acts 
  as an exorcism spell against possessing entities native to or 
  powered by the Negative Energy Plane (including ghosts). Any 
  being with the ability to scribe the sigil and the knowledge of 
  the Eleventh Derivative can use it in this fashion.  
   
  When so used, the effect must be directed against a target 
  possessing entity within 20’. The percentage chance of 
  exorcising the entity is equal to the level of the evoker (double 
  if a cleric, druid, or magic-user) plus the evoker’s Charisma 
  score, minus the hit dice of the target entity. The evoker can 
  add 1d6 points to the percentage chance of success per spell 
  level if he expends a memorized spell slot during the 
  evocation. 
   
  If the evocation is successful, the entity is exorcized; if it fails, 
  the entity cannot be affected by the Eleventh Derivative during 
  the term of the current possession. 
   
  Talisman of Protection against Ghosts: This item, which might 
  be a medallion, amulet, ring, brooch, necklace, or some other 
  worn item, protects the wearer from ghosts in the same 
  manner as a protection from evil spell. The effect is 
  continuous; if a ghost tries to touch or attack the wearer, it 
  suffers 1d4 points of damage with no saving throw. 
   
  Theurgistic Ectoplasmic Phial: This small four ounce phial of 
  leaded glass is held in a twisting array of silver and tin wires 
  that form magical sigils around the glass; the glowing 
  ectoplasm within is sealed with a lead-sealed leaded glass 
  stopper. The whole usually depends from a silver chain worn 
  around the neck. 
   
  When the phial is held in the hand and certain magic phrases 
  spoken, the power of the ectoplasm held within is invoked, as 
  though the one holding the phial had imbibed the ectoplasm. 
  If, by doing so, the user must make a percentage roll to make 
  a saving throw, the chance is at half normal that the saving 
  throw is called for. If the saving throw is called for, the user 
  gets a +4 bonus to the saving throw. If the saving throw fails, 
  the phial begins warming drastically, the ectoplasm begins 
  glowing furiously and bubbling ominously, and the user has 
  1d3 rounds to throw the phial as far away as possible. The 
  phial then explodes, obviating any other negative effect the 
  ectoplasm might have, though dealing 1d6 points of damage 
  plus 1 point of damage per hit die of the ghost that provided 
  the ectoplasm to all in a radius of 5’ per hit die (save versus 
  Breath Attack for half damage). 
  
   
  58 
  SPOOKY SPELLS 
   
  This section includes both new spells and new uses for existing 
  spells. Existing spells not listed usually affect ghosts normally, 
  with the exception of cases where the ghost has a special 
  ability, such as Special Immunity to Fire, Fiery Ghost, and so 
  forth, which are not enumerated here. 
   
  Most of the new spells are found only in the repertoire of 
  exorcists, ghost chasers, and necromancers; they are rare 
  among the more broad-knowledge based spell casters, even 
  clergy. 
   
  GENERAL EFFECTS 
   
  BLINDNESS/DEAFNESS: Ghosts cannot be blinded or 
  deafened, as they have no true eyes nor ears to affect with a 
  spell. 
   
  CHARM/HOLD/DOMINATE: No charm spell or other spell 
  that similarly affects the mind of a target can affect a ghost. 
  The similar spells that hold a person or monster also cannot 
  affect a ghost, unless it currently possesses a living body, as 
  the spell targets the body, not the ghost; if the ghost fails a 
  saving throw versus the hold, then the body is held, and the 
  ghost is trapped in the body until the spell ends. Dominate 
  and like spells are up to the Labyrinth Lord, depending on 
  whether you adjudicate that the spell affects the mind or the 
  body of the target. 
   
  ELEMENTS: Ghosts are immune to all natural elements native 
  to the Material Plane – natural air, natural earth, natural fire, 
  and natural water. This also includes acid, cold, sound/sonic, 
  and so forth. No effect that causes damage or an effect with 
  natural elements of the Material Plane can affect a ghost. 
   
  Magical elements, elements created by magic, or elements 
  from the Elemental Planes, generally can affect a ghost, 
  especially elements summoned from the Elemental Planes. 
  The sole exception to this in general is magical cold, which 
  cannot affect greater ghosts. Otherwise, unless a ghost has a 
  Special Immunity, it can be damaged or affected by magical or 
  summoned elemental material. 
   
  For example, a pyrotechnics spell depends on the use of a 
  pre-existing fire for its effects; if it is a natural fire, the fire 
  from this spell cannot affect a ghost. On the other hand, the 
  fireball spell creates magical fire, and thus can affect a ghost. 
   
  FEAR: Ghosts are immune to magical fear as such spells 
  affect the mind. Ghosts can feel fear, but it must come 
  naturally, and cannot be magically created. 
   
  ILLUSIONS: Ghosts may or may not be immune to illusions, 
  depending on the nature of illusions in your campaign. If 
  illusions actually operate entirely on the mental level, placing 
  the illusion in the mind of the target creature, then ghosts are 
  immune to illusions, as they have no mind to affect.  
  If, on the other hand, illusions have a quasi-real quality, then 
  there are several further possibilities. The first is that illusions 
  manipulate the Ethereal Plane and reflect off of ectoplasmic 
  prisms to create an image of reality, much like ghosts pseudo-
  physically extrude into the Material Plane. If this is the case, 
  then illusions also do not affect ghosts, as they can see right 
  through them. 
   
  If, instead, illusions work in some other fashion unrelated to 
  the mind or to the Ethereal Plane, such as by creating the 
  illusory form entirely through force magic, then it is likely that 
  ghosts can be affected by illusions. Still, the moment the ghost 
  flies through the illusion it will know it as an illusion, as it can 
  “feel” material physicality around it. 
   
  PHANTASMS: Unless you determine in your campaign that 
  there is another source of the pseudo-real material that creates 
  phantasms, these are classified in the same manner as 
  “illusions created using ectoplasm from the Ethereal Plane,” 
  above. However, the pseudo-material is much “firmer” in a 
  phantasm than in a plain illusion, and has the ability to actually 
  cause harm. With a phantasm an illusionist is actually forming 
  an ectoplasmic construct, a “ghost puppet” after a fashion.  
   
  As such, these illusory constructs are ideal to attack ghosts, as 
  they “exist” with the same matrix on the same level of pseudo-
  reality as ghosts. Thus, phantasms can attack ghosts, both 
  those manifesting on the Material Plane and those lurking in 
  the Near Ethereal Plane (though in the case of lurkers, unless 
  the illusionist can guide the phantasm by being able to see in 
  the Ethereal Plane, the ghost is still considered invisible for 
  purposes of finding it to hit and penalties to hit). 
   
  PSIONIC/PSYCHIC ABILITIES: No ability that requires 
  affecting the mind of the target can affect a ghost. Abilities 
  that manipulate other things might affect a ghost, within the 
  broad rules found here, or within the specific rules found in a 
  similar spell. 
   
  SHADOW MAGIC: Shadow magic creates quasi-material 
  constructs, or summons quasi-material beings, from the Plane 
  of Shadow, which is a plane coexistent and coterminous with 
  the Material Plane, much in the same manner as the Ethereal 
  Plane. Ghosts that have manifested in pseudo-material form 
  on the Material Plane and shadows that have manifested in 
  quasi-material form on the Material Plane cannot physically 
  interact; they are made of completely different unreal material, 
  and have no common matrix through which they can interact. 
  Similarly, shadow magic spells have no effect on ghosts, as 
  also being quasi-material their matrix is completely different 
  from that of the pseudo-material matrix of ghosts. 
   
  STUNNING/UNCONSCIOUS: Ghosts cannot be stunned, 
  nor may they be rendered unconscious, and any spell creating 
  such an affect has no effect on them. 
   
  
   
  59 
  LIST BY SPELL 
   
  Allure: Has no effect on ghosts. 
   
  Amnesia: Has no effect on ghosts. 
   
  Antipathy/Sympathy: Has no effect on ghosts. 
   
  Atonement: This spell can be cast on a non-Evil ghost who 
  wishes to end its existence. It then gets a saving throw versus 
  Spells; if it succeeds, it is freed from its undead existence, and 
  the soul goes on to its eternal reward. If the saving throw fails, 
  nothing happens, and the same cleric cannot cast the spell 
  upon the same ghost ever again. 
   
  Bless: This spell, when cast upon a weapon, makes it magical 
  for the purpose of hitting a ghost that can only be hit by 
  magical weapons. 
   
  Blink: Ghosts have no problem seeing or attacking a blinking 
  target. 
   
  Charm Monster: Has no effect on ghosts. 
   
  Charm Person: Has no effect on ghosts. 
   
  Charm, Mass: Has no effect on ghosts. 
   
  Clairvoyance: Has no effect on ghosts. 
   
  Clairaudience: Has no effect on ghosts. 
   
  Clenched Fist: As the clenched fist is a pseudo-material 
  ethereal creation, it affects ghosts as well as material creatures. 
   
  Cloudkill: Has no effect on ghosts. 
   
  Cone of Cold: Has no effect on ghosts with the life drain 
  ability. 
   
  Confusion: Has no effect on ghosts. 
   
  Continual Light: Ghosts cannot stand magical light; they suffer 
  a -1 penalty to attack, to saving throws, and to Morale while 
  within an area of magical light. 
   
  Control Weather: Has no effect on ghosts, as it is natural 
  weather. Cast on the Ethereal Plane… well, that’s up to the 
  Labyrinth Lord. If the Ethereal Plane has weather, and this 
  spell can affect it when cast on the Ethereal Plane, then it 
  should be able to affect ghosts on the Ethereal Plane. 
   
  Crushing Hand: See clenched fist. 
   
  Cure [Light, Serious, or Critical] Wounds: These spells affect 
  ghosts in the same fashion as the cause wounds reversed 
  forms of the spell affect living beings, i.e., they can be used to 
  harm them. A cleric’s hand counts as a magical weapon, of 
  the minimal needed to hit the ghost but with no actual bonus, 
  when the cleric casts this spell in this fashion. The cleric’s 
  hand remains empowered by this spell until the cleric 
  successfully touches a target and delivers the spell or up to 
  1d6 rounds plus 1 round per level, at the end of which the 
  spell fades. The cause wounds reversed versions of these 
  spells can be used to heal ghosts. 
   
  Dancing Lights: A ghost swarmed by these lights must make a 
  saving throw versus Spells; failure indicates it is affected as 
  though by a light spell. 
   
  Death Spell: Has no effect on ghosts; they are already dead. 
   
  Detect Evil: This spell reveals invisible Chaotic (Evil) ghosts 
  while within the area of effect, even those in the Deep 
  Ethereal, causing them to glow and appear, well, ghostly.  
   
  Detect Invisible: This spell allows the caster to see ghosts 
  whether they are in the Near Ethereal or Deep Ethereal. 
   
  Detect Magic: A being possessed by a ghost is considered 
  magical for purposes of this spell, though the spell does not 
  indicate what is magical about the target! 
   
  Disintegrate: Has no effect on ghosts. 
   
  Dispel Evil: This is an excellent spell for destroying ghosts! 
   
  Enchant Arms: The weapons thus enchanted can hit ghosts 
  who can only be hit by magical weapons or weapons of +1 
  enchantment. 
   
  ESP: Has no effect on ghosts. 
   
  ETHEREAL WINDS [NEW] 
  Level: Magic-user 5 
  Duration: 1 round 
  Range: 0 
   
  This spell causes a gust of ethereal winds to emanate from the 
  caster’s extended hand. A cone 10’ long plus 10’ per level of 
  the caster and half that length in width in the direction pointed 
  is filled with coruscating ethereal winds, in the Material Plane, 
  Near Ethereal, and Deep Ethereal. All ethereal creatures in the 
  area of effect (including those using oil of etherealness and like 
  items and spells) must make a saving throw versus Spells; if 
  they make the saving throw, they are simply blown back 
  1d6x10’ from the caster.  
   
  If they fail the saving throw, they are cast back one level of 
  depth into the Ethereal Plane; those manifested on the 
  Material Plane are blown back into the Near Ethereal; those in 
  the Near Ethereal are blown into the Deep Ethereal; and those 
  in the Deep Ethereal are blown out of the Ethereal Plane into 
  a nearby contiguous plane other than the Material Plane. 
  Those so blown further into the planes cannot return under 
  their own power (i.e. using the means they turned ethereal in 
  the first place) for a number of turns equal to the level of the 
  caster; those blown into strange planes are on their own… 
  
   
  60 
  Exorcize: This spell not only can be used to force a possessing 
  ghost out of a body, it can also be used to destroy a ghost! 
  The earthly remains of the ghost must be found; the spell is 
  cast over the remains. If the casting is successful, the ghost is 
  destroyed. Note that the ghost will, of course, do everything in 
  its power to stop the exorcism; it knows instantly when an 
  exorcism is being cast over its remains, regardless of distance. 
  Of course, it can only get to its remains as quickly as it can fly, 
  barring other magical forms of travel. 
   
  Faithful Hound: Detects and can attack ghosts even in the 
  Deep Ethereal. 
   
  Fear: Has no effect on ghosts. 
   
  Feeblemind: Has no effect on ghosts. 
   
  Feign Death: Ghosts are never fooled by this spell. The dead 
  know their own. 
   
  Forceful Hand: See clenched fist. 
   
  Freezing Sphere: Has no effect on ghosts with the life drain 
  ability. 
   
  Geas: Has no effect on ghosts. 
   
  GHOST TOUCH [NEW] 
  Level: Magic-user 3 
  Duration: 6 turns per level plus d6 turns 
  Range: Touch 
   
  This spell enchants a single object touched such that it 
  becomes ghost touched, existing equally in both the Material 
  Plane and Ethereal Plane. Ghost touched items can be held 
  and used by ghosts and other ethereal beings. 
   
  When the spell ends, the item remains in whichever plane the 
  wielder is in at that time, or was last in when he last touched 
  the item. 
   
  Glyph of Warding: A ghost in the Deep Ethereal does not set 
  off a glyph, as the ward created by the glyph does not extend 
  into the Deep Ethereal. 
   
  Grasping Hand: See clenched fist. 
   
  Gust of Wind: Has no effect on ghosts unless the caster is also 
  on the Ethereal Plane. 
   
  Haste: Has no effect on ghosts, nor does its reverse, slow. 
   
  Heal: See the cure wounds and cause wounds spells for the 
  effects of heal and harm. 
   
  Hold Monster: See hold person. 
   
  Hold Person: Ghosts, being undead, are immune to the effects 
  of this spell. However, it can affect a ghost possessing a living 
  body. If the ghost fails the saving throw, the body is held and 
  the ghost is trapped in the body until the effect ends (or the 
  ghost is cast out by an exorcism). This is a good spell to cast 
  upon a target destined for an exorcism. 
   
  Holy Chant: The 30’ radius around the caster of the spell 
  counts as Holy Ground during the chant, and thus a ghost can 
  not enter that area. 
   
  Hypnotic Pattern: Has no effect on ghosts. 
   
  Hypnotism: Has no effect on ghosts. 
   
  Ice Storm: Has no effect on ghosts with the life drain ability. 
   
  Imprisonment: Has no effect on ghosts. 
   
  Interposing Hand: See clenched fist. 
   
  Invisibility: This spell shunts the physical appearance of a 
  creature into the Near Ethereal, hiding it much as a ghost 
  lurks in the Near Ethereal. Thus, ghosts see invisible creatures 
  just fine… and invisible creatures see ghosts in all their full 
  hideous glory on the Ethereal Plane! 
   
  Invisibility 10’ Radius: See invisibility. 
   
  Invisibility, Greater: See invisibility. 
   
  Invisibility, Mass: See invisibility. 
   
  Irresistible Dance: Has no effect on ghosts. 
   
  Jarring Hand: See clenched fist. 
   
  Know Alignment: Cannot be used on ghosts. 
   
  Light: See continual light. 
   
  Locate Object: Cannot be used to find a ghost, but can be 
  used to find the remains of a known ghost. 
   
  Magic Jar: The normal effect of this spell has no effect on 
  ghosts.  
   
  An alternate effect of magic jar is capture ghost. The spell is 
  cast, like magic jar, upon a gem or crystal, which is then 
  empowered for six turns, during which it can be used to 
  capture a ghost. The wielder holds the gem and points at a 
  ghost within 120’. An arc of energy flashes from the gem to 
  the ghost, and the ghost must make a saving throw versus 
  Spells; if the save fails, it is captured by the arc of energy, and 
  drawn into the gem, where it is held until the wielder of the 
  gem wills it free, the gem is shattered, or until a dispel magic 
  is cast upon the gem.  
   
  The ghost is visible as a tiny glowing figure inside the gem. 
  The ghost can speak with one anyone who holds or touches 
  the gem. The ghost cannot act upon anything outside of the 
  
   
  61 
  gem or anyone touching the gem, nor may it use any special 
  abilities against any targets outside the gem. 
   
  A gem can hold multiple ghosts, up to a total number of hit 
  dice of ghosts equal to the level of the caster of the capture 
  ghost spell. The ghosts in the gem can attack each other, if 
  they so wish, or may act otherwise if such is their way. If more 
  hit dice of ghosts are captured by the gem than the caster had 
  levels, when a new ghost is captured each ghost trapped in 
  the gem gets a saving throw versus Spells; if successful, they 
  escape the gem. 
   
  Another variant of magic jar enables a magic-user to cast this 
  spell on a gem; his soul then enters the gem, and his body 
  dies. The gem may then be picked up by a minion (who was 
  included during the casting of the spell, and is unaffected by 
  the gem). The minion then must take the gem to the target 
  named by the caster during the casting of the spell. When the 
  target sees the gem, he must make a saving throw versus 
  Spells; failure indicates that he is dragged into the gem, body 
  and soul (living or dead, corporeal or incorporeal). There the 
  magic-user who cast the spell and the target are trapped 
  forever; though they may do battle, they can never be reduced 
  to less than one hit point… 
   
  Magic Sword: Can be used to attack all ghosts, even those 
  normally hit only by potent magical weapons, as it attacks the 
  ghosts on the Ethereal Plane (where they have no weapon 
  immunity and are merely AC 8). 
   
  Maze: A ghost may make a saving throw every round to find a 
  way out of the maze through the Ethereal Plane. 
   
  Mind Blank: This spell makes the target immune to ghostly 
  possession. 
   
  Paralyze: Has no effect on ghosts. 
   
  Phantasmal Killer: Has no effect on ghosts, as it relies on the 
  mind to create the illusion. 
   
  Plane Shift: Can be used to banish a ghost to the Deep 
  Ethereal for a number of days equal to the level of the caster. 
   
  Polymorph Any Object: Has no effect on ghosts. 
   
  Polymorph Others: Has no effect on ghosts. 
   
  Power Word Kill: Has no effect on ghosts. 
   
  Prayer: See holy chant. 
   
  Protection from Evil: Ghosts count as summoned beings, as 
  they are energy beings from the Negative Energy Plane, and 
  thus cannot touch anyone protected by this spell. 
   
  Protection from Evil 10’ Radius: See protection from evil. 
   
  Quest: Has no effect on ghosts. 
  Raise Dead: If this spell is cast on a Chaotic (Evil) ghost the 
  ghost must make a saving throw versus Spells; failure indicates 
  it is instantly and permanently destroyed. If cast upon a 
  Friendly Ghost or other non-Evil ghost, the ghost is released 
  from its duress vile and the soul is free to go on to its just 
  eternal reward; however, if the ghost had, in its living form, 
  shuffled off the mortal coil within the normal time limit of the 
  spell, and meets the other criteria of the spell, it is instead 
  raised from the dead as normal, the body re-appearing 
  wherever the ghostly form stood. 
   
  Reincarnate: If cast upon the earthly remains of a ghost and 
  the ghost fails a saving throw versus Spells, the ghost ceases 
  to exist, and its soul is reincarnated as per the spell. 
   
  Remove Curse: If the ghost is a Cursed Ghost, Embodied 
  Ghost, Guardian Ghost, or other ghost with a cursed 
  limitation, it might remove the cursed limitation, freeing the 
  ghost from its duress vile. Refer to those ghostly special 
  abilities for more details. 
   
  The reverse of the spell, bestow curse, can be cast upon the 
  body of a being that died within the last turn (10 minutes); if 
  the body fails a saving throw versus Spells, the soul of the 
  body is dragged back from wherever it was heading and is re-
  spawned as a ghost, with hit dice of half its original level, 
  rounded up. Note that the spell provides no control by the 
  caster over the Cursed Ghost, but the spawned ghost can not 
  attack the one who bestowed the curse. 
   
  The reverse of this spell can also be cast upon a ghost, in 
  order to force it into an object and thus trap it there as an 
  Embodied Ghost, or to subject the ghost to some other 
  ghostly limitation. If the ghost fails it’s saving throw versus 
  Spells, it is gains the new limitation. 
   
  Remove Fear: This spell is efficacious in removing the fear 
  engendered by lesser ghosts or Frightening Ghosts. The 
  reverse, cause fear, has no effect on ghosts. 
   
  Repulsion: Has no effect on ghosts. 
   
  Resist Cold: This spell protects somewhat against the cold-
  based hit point damage caused by the touch of greater ghosts, 
  that is, ghosts who cause level drain with their touch. It helps 
  not against the level drain, but each die of hit point damage 
  dealt by the cold touch of the ghost deals 1 less point of 
  damage. 
   
  Restoration: Useful for restoring levels lost to greater ghosts. 
   
  Resurrection: See raise dead. 
   
  Reveal Charm: This spell also reveals if the target is possessed 
  by a ghost or under the hypnotic control of a Hypnoghost. 
   
  Reverse Gravity: Has no effect on ghosts; ghosts laugh at your 
  so-called “Laws of Nature.” 
   
  
   
  62 
  Rope Trick: Has no effect on ghosts, as the extradimensional 
  space is, in fact, the Ethereal Plane... so the trick is on the 
  living mortals using the rope! 
   
  Sanctuary: This spell effectively renders the target “Holy 
  Ground,” and thus ghosts cannot even attempt to touch or 
  attack the target under the effect of this spell. 
   
  Scare: Has no effect on ghosts. 
   
  Secret Chest: If a ghost watches the secret chest being sent 
  into the Ethereal, there is a 100% chance the chest will be 
  gone the next time the caster summons it back to the Material 
  Plane... If the ghost is a Ghost Sovereign or otherwise has 
  ghostly minions, the chest might be there, but when opened, 
  is full of ghosts! 
   
  Shillelagh: The club can strike ghosts that can be hit only by 
  magical weapons or by magical weapons of +1 bonus. 
   
  Sleep: Has no effect on ghosts. 
   
  SPAWN GHOSTS (REVERSIBLE) [NEW] 
  Level: Cleric 4, Magic-user 6 
  Duration: Permanent 
  Range: 60’ 
   
  This spell causes the soul of the recently deceased to rise 
  again as ghosts under the control of the caster. The undead 
  can be ordered to follow the caster or remain in the area and 
  complete such orders as they are given. The unfortunate souls 
  remain ghosts until they are destroyed or until the caster 
  dismisses them, freeing the soul to return to its final resting 
  place. The caster must be within range to dismiss the ghosts. 
   
  The caster may spawn a number of hit dice of ghosts equal to 
  his level, though he is also limited by the hit dice/levels of the 
  souls of the corpses he has available. A cleric may call back 
  the soul of a deceased being that has been dead for no longer 
  than one week for a 7th or 8th level caster; one month for a 
  9th or 10th level caster; one year for an 11th or 12th level 
  caster; 10 years for a 13th or 14th level caster; 100 years for a 
  16th to 20th level caster; and 1000 years for a caster of 21st 
  level or greater. A magic-user may call back the soul of a 
  deceased being that has been dead for no longer than one 
  week for an 11th or 12th level caster; one month for a 13th or 
  14th level caster; one year for a 15th or 16th level caster; 10 
  years for a 17th or 18th level caster; 100 years for a 19th or 
  20th level caster; and 1000 years for a caster of 21st level or 
  greater.  
   
  A prospective ghost’s hit dice is limited to the level the soul 
  possessed in life; if spawning a ghost from an animal or 
  monster corpse, it is limited to the hit dice it possessed in life. 
   
  A soul gains a saving throw against being spawned as a ghost 
  only if it was Lawful (Good); if the saving throw succeeds, the 
  spawning fails, and that soul can never be brought back as a 
  ghost. Spawned ghosts have the usual chance of possessing 
  ghostly special abilities. 
   
  The reverse of this spell, destroy ghosts, can be cast to 
  instantly destroy one or more ghosts, up to a total hit dice 
  equal to the caster’s level, within range and within a 30’ 
  diameter circle. The lowest hit die ghosts are affected first, 
  then higher hit die ghosts. All ghosts get a saving throw versus 
  Spells; if the save fails, they are instantly and permanently 
  destroyed. If the save succeeds, they cannot be targeted by 
  this spell cast by the same caster until after the next sunset. 
   
  Speak with Dead: If cast upon the earthly remains of a ghost, 
  the spell instantly teleports the ghost to the site of its earthly 
  remains, and then keeps it there hovering above the remains 
  until it answers the required questions. During this time it may 
  not attack unless it is first attacked; then it is free to respond 
  as it wishes. After the spell ends, the ghost may return whence 
  it came or it may remain, as it wishes, unless the caster of the 
  spell dismisses it, then it must return whence it came. 
   
  Stinking Cloud: Has no effect on ghosts. 
   
  Striking: A weapon so empowered can strike any ghost that 
  may only be hit by magical weapons, but has no effect on a 
  ghost that requires +1 or better magical weapons to be hit. 
   
  Suggestion: Has no effect on ghosts. 
   
  Suggestion, Mass: See suggestion. 
   
  Symbol: See glyph of warding. 
   
  Telekinesis: Has no effect on ghosts. 
   
  True Seeing: Ghosts hiding in the Near Ethereal will be seen 
  for the invisible creatures they are; the caster must focus into 
  the Ethereal to see ghosts hiding in the Deep Ethereal. 
   
  Unseen Servant: When cast within 600’ of a ghost, the ghost 
  must make a saving throw versus Spells; if it fails, it is trapped 
  for the duration as the unseen servant of the spell. When the 
  spell ends, the ghost is free to do as it pleases, and often takes 
  revenge on the caster of the spell… 
   
  Vanish: If cast in an area where there are a lot of ghosts and 
  the object so vanished is of interest or value, the odds that 
  casting dispel magic will bring back the object to the Material 
  Plane are slim to none... 
   
   
   
   
   
  
   
  63 
  CREEPY APPENDIX N 
   
  This section includes lists of books, movies, and television shows that 
  might be inspiring for those wishing to run a ghost-based adventure 
  or long-term campaign. Some of these are not in fact about ghosts, 
  some are merely studies in terror, or about other supernatural 
  creatures (demons, vampires, etc.), and are included for inspiration 
  rather than exact reference. The list is hardly exhaustive, mostly 
  listing authors and works that we found personally of interest and 
  value. 
   
  FICTION AUTHORS 
  Barker, Clive 
  Coffin, M.T. 
  Dickens, Charles 
  Doyle, Arthur Conan 
  Dumas, Alexandre 
  Howard, Robert E. 
  Irving, Washington 
  Jackson, Shirley 
  James, M.R. 
  King, Stephen 
  Le Fanu, J.S. 
  Leroux, Gaston 
  Lovecraft, H.P. 
  Machen, Arthur 
  Peake, Mervyn  
  Poe, Edgar Allen 
  Rowling, J.K. 
  Saul, John 
  Shakespeare, William 
  Stine, R.L.  
  Stoker, Bram 
  Wilde, Oscar 
   
  COMIC BOOKS AND MAGAZINES 
  Casper (various titles) 
  Chamber of Chills 
  Creepy 
  Doctor Strange (various titles) 
  Eerie 
  Elvira, Mistress of the Dark 
  Ghost Manor 
  Ghostly Haunts 
  Ghostly Tales 
  Ghosts 
  Haunted 
  Hellblazer/Constantine 
  Horror Tales 
  House of Mystery 
  House of Secrets 
  Midnight Tales 
  Scary Tales 
  Secrets of Haunted House 
  Strange Tales (Doctor Strange esp.) 
  Supernatural Thrillers 
  Tales from the Crypt 
  Tales from the Tomb 
  Tales of Voodoo 
  The Haunt of Fear 
  The Many Ghosts of Doctor Graves 
  The Simpsons (Treehouse of Horror) 
  The Unexpected 
  The Vault of Horror 
  The Witching Hour 
  Terror Tales 
  Tower of Shadows 
  Vampirella 
  Weird 
  Weird Mystery Tales 
  Witches’ Tales 
   
  MOVIES 
  A Christmas Carol 
  A Nightmare on Elm Street (series) 
  Beetlejuice 
  Big Trouble in Little China 
  Candyman (series) 
  Carnival of Souls 
  Casper (series) 
  Corpse Bride 
  Ghost 
  Ghostbusters (series) 
  Hamlet (various) 
  Harry Potter (series) 
  High Spirits 
  House (series) 
  House on Haunted Hill 
  Lonesome Ghosts (animated) 
  Poltergeist (series) 
  Sleepy Hollow 
  The Amityville Horror (series) 
  The Canterville Ghost 
  The Evil Dead (series) 
  The Exorcist (series) 
  The Fog (1980) 
  The Frighteners 
  The Haunting (1963) 
  The Nightmare before Christmas 
  The Shining 
  The Sixth Sense 
  The Woman in Black 
  The Wraith 
  Topper (series) 
   
  TELEVISION SERIES 
  Amazing Stories 
  Beetlejuice (animated) 
  Casper (animated) 
  Courage the Cowardly Dog (animated) 
  Dark Shadows 
  Ghost Stories 
  Ghost Whisperer 
  In Search Of… 
  Kolchak: The Night Stalker 
  Medium 
  Scooby-Doo (animated) 
  Supernatural 
  Tales from the Crypt 
  The Ghost Busters 
  The Real Ghostbusters (animated) 
  The Simpsons (Treehouse of Horror) 
  The X-Files 
  Twilight Zone 
   
  
   
  64 
  OGL  
   
   
   
             
   
   
   
   
   
   
   
   
  This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, 
  Inc. The Open Game Content appearing in this book is derived from the 3.0 System Reference Document, 
  copyright 2000 Wizards of the Coast, Inc. All contents, excluding the OGL, is property of and copyright 2013 
  James Mishler. All Rights Reserved. 
  Designation of Open Game Content: All material that is open content by virtue of previously having been 
  declared open in another open content work remains open content. 
  Designation of Product Identity: All material not specifically designated as open content is hereby declared 
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte 
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
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  Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
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  Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Nick Louth. 
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
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  Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Demon: Juiblex „The Faceless Lord‰ (Demon Lord) from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsley, based on original material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Andrew Key. 
  Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsey, based on original material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based, 
  on original material by Gary Gygax. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based 
  on original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax, 
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Green, based on original material by Gary Gygax. 
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax, 
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on 
  original material by Gary Gygax. 
  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor. 
  Ghosts – The Incorporeal Undead, Copyright 2015, James Mishler; Authors James Mishler and Jodi Moran-
  Mishler. 
  END OF LICENSE 
   
   
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Chronicles of Mhoriedh (LL,C&C)/LLM02 Ghosts The Incorporeal Undead.pdf