A kada appears to a detect magic or detect invisibility spell as a colored cloud appropriate to the emotion which created it.
Kada are naturally invisible and cannot move far from the place wher they were created without the help of another being.
They have only a limited ability to interact with the world, being able to move one type (or group of types) of item appropriate to the person who created the kada. For example, a carpenter’s kada might be able to move any saw in its range.
Combat: Kada attack with whatever they can affect; this attack always causes 2-8 hp damage. The range of a kada’s object moving is 60’, but while a kada is moving something it must stay stationary. Some kada have special attacks depending on what they can affect: a kada able to affect the wind might have a suffocation attack, whereas one able to affect bow and arrow would have a ranged missile attack.
It suffers half damage from magical cold or fire.
A magical spirit, a kada cannot be turned. It can, however, be dispelled by a successful dispel magic vs. 9th level, which destroys the kada. A kada cannot enter an anti-magic shell, or similar areas where magic is not active.
Kada often run into one major problem when attempting to fulfill their goal: they are unable to move more than 300 yards beyond the place where they were created, unless an intelligent creature moves a substantial item from that place. If this occurs, then the kada can move with the item. The kada itself cannot move items beyond the 300 yard radius. Kada can thus be found anywhere where there are or have been humans or demihumans.
jIf a kada is unable to fulfill its goal or is older than 100 years, it starts to erode and eventually breaks up.
When a kada has acheieved its goal, it dissipates. There is a 20% chance that the magic released by the kada’s dissipation instills some minor magical power in a nearby item.
Repurpose this?
Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Limited form of this?
Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
defer to TK concerning items.Defer to telekinesis, or do something extra?
10/10 is fineSimplify to resistance to cold and fire 10 or so?
Turn immunity, and some "vulnerable to anti-magic" ability?
Didn't we do a similar "bound to item" ability earlier?
total flavor text. Any DM who will use this critter will have it exist for it's expected lifespan or as part of the adventure to outlast it and have it die. I can see that being part of an adventure arc "In 10 days it will cease to exist, the PCs must solve the mystery or else!"Flavor text, or part of rejuvenation ability writeup?
Some "enchant item" power?