For the use of Malevolence (or ghostly possession), we will be incorporating the mechanic of the same name from the Ghostwalk campaign. However, there are a number of important changes (highlighted in green). As Malevolence is most players’ sole option for interacting with the physical Iqador plane, they should not be penalized with pointless pre-req feats or for low charisma scores. As such, targets’ saving throws have been removed, the feat durations correspondingly decreased, and the charisma damage and need for the Iron Will feat negated completely.

For all intents and purposes, the text listed here are the sole rules governing Malevolence and supersede any text from the Ghostwalk campaign. Please familiarize yourself with them if you plan to inhabit any hosts.

The Feat Chain:

To possess a host, a restless spirit must have acquired some or all of the following chain of feats. Each feat (save Corpse Malevolence) requires the knowledge of all feats before it.

Ghost Ride [Ghost, Dominator]
You can hide within the physical body of a living creature
perceiving the world through its senses, but without the ability to
control the host.
Prerequisites: Character level 3rd.
Benefit: As a standard action, you can attempt to inhabit the
physical body of a living creature. You must enter your target’s
space, which may provoke an attack of opportunity from the target.
The target has no immediate nor recurring saving throw (without
magical assistance). Your ghost body and any equipment you carry
vanishes into the target’s physical body. This is a mind-affecting
You may use this ability a number of times per day equal to your
Charisma modifier (minimum 1).
Unlike magic jar, you do not control the target, but simply ride
along in the target’s body. You see, hear, smell, feel, and taste
what the subject does. You may remain within a host for a number of
minutes equal to your Hit Dice (PC character level), after which you
are expelled automatically. You are allowed to inhabit the same body
more than once per day, uses allowing.
You may use this feat only on creatures of the same type as you
(humanoids may ride only humanoids, for example).


Minor Malevolence [Ghost, Dominator]
You can possess a creature for a short while and control its actions.
Prerequisites: Above feats, Cha 13.
Benefit: As the Ghost Ride feat, except that you do control the host.
(See notes below for further explanation.)
Malevolence [Ghost, Dominator]
You can possess a creature and control its actions.
Prerequisites: Above feats, Cha 15.
Benefit: As the Minor Malevolence feat, except the maximum duration
is a number of minutes equal to 10 x your Hit Dice.
Greater Malevolence [Ghost, Dominator]
You can possess a creature and control its actions.
Prerequisites: Above feats, Cha 17.
Benefit: As the Malevolence feat, except the maximum duration is a
number of hours equal to your Hit Dice.
(This skill replaces the Grand Malevolence feat of Ghostwalk.)


Corpse Malevolence [Ghost, Dominator]
You can possess and animate dead bodies.
Prerequisite: Ghost Ride.
Benefit: As Ghost Ride, except that you may possess a relatively
intact corpse (sufficient to make a zombie). You may not possess
corporeal undead with this ability.
You use the corpse’s physical ability scores, modified as follows:
Str –2, Dex –4, Con — (the corpse has no Constitution score). You
are still subject to the time limit of the Ghost Ride feat.
Possessing a corpse allows you to use its natural abilities, but
not any other abilities it had in life that required special
knowledge or skill, including feats, skills, spells, or extra-
ordinary, spell-like, or supernatural abilities. The body gains no
benefit from any of its character levels (so possessing a human
corpse results in a body with 1 Hit Die). It has hit points equal
to the average for a creature of its type, not including any
Constitution bonus it may have had when alive.
You give the body a semblance of life, but it is not truly alive
and continues to decay at a normal rate. The body is not undead
and does not use undead Hit Dice.


Special Notes:

While possessing a physical body, a ghost uses its own mental ability scores (Intelligence, Wisdom, and Charisma) and the body’s physical ability scores (Strength, Dexterity, and Constitution). It cannot use any skills or abilities (including spells) of the host that rely on knowledge or training, including base attack bonus and saving throws. Any skill check based on a physical ability score uses the ghost’s ranks in the skill but the body’s ability score modifier. The possessing ghost can use any of its own abilities not tied to its ghost body (a human possessed by a ghost, for example, does not have low-light vision or darkvision, even though the possessor’s ghost body has these abilities). A possessing ghost can cast its spells normally (provided components, foci, and so on are available).

A possessing ghost gains no special ability to communicate with its host’s mind (to include accessing its memories).

A host that awakens from its possession fugue will have a dim and hazy memory of all that occurred, without clear explanation for its actions. It will not normally be aware that it was possessed, unless it was aware of the ghost immediately prior or following its possession.

Physical attacks affect the body and not the ghost. A ghost within an unconscious body cannot perform physical actions, but can leave the body as normal. A ghost is automatically expelled from a slain host unless it has the Corpse Malevolence feat, in which case the corpse needs to be reduced to 0 hit points as well.

Leaving a Host: Leaving a host is a standard action that does not provoke an attack of opportunity. When a ghost leaves its former host, it appears in its ghost body in any location within 5 feet of the host.

Sequential Possession: A possessing ghost must leave its current host before attempting to possess a new one. Since leaving a host and attempting to possess are both standard actions, a ghost cannot do both of these actions on the same round.

Multiple Possessors: More than one ghost cannot possess a single living body at a time. If a ghost attempts to possess a body that is inhabited by another ghost, the target must fail its saving throw (if it gets one) against the new ghost’s attack. (For this, the invading ghost rolls d20 + half hit die + CHA mod, vs. the opponent’s will save.) If the attack fails, the new ghost fails to possess the body. If the attack succeeds, the new ghost and the current inhabitant make opposed Wisdom checks. The loser is ejected from the body (as if it left voluntarily) and the victor possesses it.

Mind-influencing spells (such as hold person or ghost) affect the ghost, not the physical body. (These will work even on ghosts, as Iqadorian ghosts are ex-humanoid.) Physical spells, such as ray of enfeeblement, affect the body; they work even if they wouldn’t affect a ghost (such as a critical hit or a sneak attack). Force effects, such as magic missile, affect the body even though they would normally affect incorporeal creatures. Attack spells that affect ghosts but not living creatures have the normal 50% miss chance to affect an incorporeal creature.

Spells in effect on a ghost before the possession stay with the ghost during and after the possession, while spells that affect the possessed body remain with the body. Therefore, a ghost sorcerer that casts haste on himself and then possesses a body is hasted,whether a free ghost or possessing, for the spell’s duration. Conversely, if a ghost sorcerer cast haste after possessing a body, the spell would be attached to the body, and the ghost would not be hasted when he abandoned the host.

Protection from evil (or from any other alignment) or protection from possession prevents a ghost from possessing a body (if of proper alignment), but does not force a ghost out of a possessed body. If cast on a possessed body, these spells do not prevent the ghost from leaving the body or possessing a different unprotected creature.