die_kluge said:You know I really like this idea, and I love the idea EN posted, but this is just so far outside of the d20 mechanic, it's just painful. There's just no way to properly implement within the d20 framework. Not without a lot of bending of the rules.
Michael Morris said:I don't think so. Undead give a physical side of a haunting for players to fight, and yet once destroyed an evil presence remains - tangible and yet you quite put a finger on it.
It's really a matter of staging.
die_kluge said:Maybe from a story perspective, but not from a rules perspective. So, you're saying that a group of clerics and paladins of 20th level can come to this area and conclude "well, there's really nothing we can do about this haunted place.", shrug, and walk away?
Tell that to the high level cleric in the group.
If it's just a lingering effect, it's called desecrate and can be countered with consecrate.
Gez said:PS: "Malevolent", by definition, is evil. It can be undead or fiendish or whatever, but it'll have evil intents. Otherwise it would be benevolent. (Malevolent=willing evil; benevolent=willing good.)
jaerdaph said:For an excellent system of hazard-like haunting, I'd like to suggest/recommend Visions 2: Phantasmal Memories from Ronin Arts:
http://www.rpgnow.com/product_info.php?products_id=3563&SRC=EnWorld