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Wizard + Ghost template... how?

Halivar

First Post
I'm running a campaign where none of the players opted for an arcane spellcaster, so I decided to provide an NPC wizard to help them along.

Since the campaign is heavily themed with undead, I figured I'd add some flavor to the campaign by introducing a wizard with the ghost template to travel with them. This immediately introduced some problems:

1) Ghosts don't sleep. How do they prepare spells?
2) Ghosts can't carry material components.
3) How does a ghost write in their spellbook?

I simplified some of it by saying his spellbook and material components were kept in ethereal form by his spirit. He can use mater... err... ethereal components like normal, and can affect the ethereal copy of his spellbook (i.e. by writing new spells in it). As a DM ruling, I simply stated that he must spend 8 hours unmanifested before he can prepare new spells.

New questions arise:

1) If he uses "ethereal" components, should his spells be allowed to affect the material plane, even if he's manifested?
2) How can he acquire new equipment? There are ethereal weapons. What do you think is an appropriate way to make anything "ethereal" in the sense that he can use it? Ethereal jaunt and hand him stuff maybe?

I haven't involved him too much in the campaign heretofore, so I can change stuff on advice, but these issues are going to come up as I involve him more.

Any ideas? Am I missing any other possible issues?
 

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Hrm, if you have Magic of Faerun, I would check it out near the end, where they have the "Spectral Mage" template.

It's basically a toned down Ghost template, with the ability to use Mage Hand at will. If you don't have it, perhaps consider making one of the ghost's template abilities (i.e., Malevolence) the ability to use Mage Hand at will.
 

The quickest fix would be to turn him into a sorcerer and assume that he has the Eschew Materials feat. A more interesting way of dealing with it would be to have him constantly use the "malevolence" power on some poor shmoe. Then the caster can use his old physical items, spellbooks, etc. Plus there's the added features that the possession is of limited duration, or the schmoe could get killed, so every so often something odd happens.

Heck, the PCs may not even know they're dealing with a ghost at first....
 

well.. you could get an enchanted spell book and pen for writing... eschew materials for ur components, or maybe an enchanted glove that lets you manipulate them. Then as far as sleeping - I dont think its the act of sleeping that gives you spells, so much as it is the 24 hour rest period between preparing them.. could be wrong - but if I am.. consider it a house rule :)
 

elves don't sleep but their favored class is wizard which leads me to believe that sleep is not required.

8 uninterupted hours of rest before preparation is all that is needed. a ghost is as capable of that as anyone.

DC
 

The Manual of the Planes has rules for spells cast on the ethereal plane. Otherwise, house rule like a maniac. :D

That, or selectively fudge rules to fit. Either one works, just be sure to not cross too many lines to t'off the players.
 

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