Ghosts in Iqador

Rarely, a departing soul of Iqador will be unable to complete its journey to the afterlife, becoming a restless spirit (commonly called a “ghost”).

Ghosts in Iqador are significantly different from those on other planes.  Most ghosts are a combination of etherealness, incorporality, and manifestation.  Iqador ghosts, on the other hand, follow a few basic rules depending on their present location.  In the end, they are simpler and easier to play.

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While on the Shadow Plane:

A ghost on the Shadow Plane functions exactly as if it were in its old physical body, with its old physical abilities.  It can just as easily swing a sword or cast a spell as it could before its death; however, what it experiences on the shadowy realm may be far different than what it was used to in life.

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While on the Material Plane:

When found on the Material Plane, however, an Iqador ghost does not act like a “typical” ghost.  For one, they gain a modified “Iqador” Incorporal Subtype, in keeping with their ethereal nature:


  • Ghosts are always manifested and visible, regardless of what plane they’re on.  They will naturally appear as a misty, poorly-defined form, unless they’ve taken means to adjust their visage.
  • Ghosts on the Material Plane also see other ghosts as being incorporeal. They only appear physical if the viewer is on the Shadow Plane.
  • Ghosts only ever occupy one plane.  (None of this ethereal/on the material plane/manifested-but-incorporeal confusion.)
  • New: Ghosts are naturally glowing, ethereal forms.  Counter-intuitively, a ghost gets a +4 Circumstance bonus on Hide if it is in either direct sunlight (or equivalent illumination ) or dust/steam/fog.  It gets a +8 bonus if it is in both.


  • Ghosts cannot enter or pass through a Material Plane object.  (This rule does not apply to material objects that are attempting to pass through it, such as swords, arrows, or large flying boulders.)
  • Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
  • Incorporeal creatures move silently and cannot be heard with Listen checks if they don’t wish to be.
  • Incorporeal creatures can pass through holes of a minimum size (roughly that of a keyhole).  The normal rules for squeezing apply if in combat.
  • New: Ghosts do not have an innate ability to fly, and they can fall from heights. However, they do not take falling damage.  (Jump, Climb, and Balance are therefore still applicable skills, and players cannot choose to “take 20” on them, though the penalties for failure are lessened.)
  • New: Ghosts treat liquids like any other physical object. Though they cannot pass through them, they can pass over them like any other regular surface. Walking on water, however, requires a Balance check equal to the Swim check normally applied.


  • An incorporeal creature has no physical body. It can only be harmed by other incorporeal creatures, magic weapons, or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).
  • A ghost, by itself, cannot physically harm or influence any object on the Material Plane.
  • A ghost also cannot typically cast spells while on the Material Plane.  This also goes for all special actions, whether they be extraordinary, supernatural, or even spell-like.  A ghost simply cannot utter words or make the proper gestures with an incorporeal body.  (This is to level the playing field between melee fighters and spellcasters; however, a spell may be cast if it is both Silent and Still.)
  • A ghost carries all its possessions with it to the Material Plane, but they too are incorporeal.  The ghost cannot influence the Material Plane with its possessions in any way, normal or magical.
  • The only manner in which a ghost can harm or influence objects on the material plane is when they’re inhabiting the body of a host (as per the ability Malevolence).  More on this in another topic.

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Travel Between Worlds

A portal between the Material Plane and the Shadow Plane forms as simply as when there is a reflective surface in the same place in both worlds.  They do not even need to be the same object–a mirror on one plane could connect to the cornea of an eye on the other plane, as long as they were in exactly the same place.

Such portals are only visible to the restless spirits who use them, and those with magical assistance (such as with the True Sight spell).  The portal will seem like a window into the opposite realm–a dark void for an entrance into the Shadow Realm, and a brightly-lit, colorful scene for the return home.

For those who can use them (again, ghosts and those with magical assistance, as with the Shadow Walk spell), crossing through the portal is as simple as its own movement action. However, should the reflective surface be less than 100% transparent (assumed for a standard mirror), then the moving character performs a Transparency Check. Their crossing is successful if the roll on the dice is equal to or less than the transparency (1-80 for an 80% transparent surface). However, transparency checks are generally only used when there is a penalty for failure, as in during combat.



Just like restless spirits on other planes, ghosts in Iqador are nearly impossible to destroy with unconventional means.  “As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research” [Monster Manual].

If a soul receives enough damage to destroy it (either on the material plane or on the Shadow Plane), it “discorporates”–that is, it seems to turn into a misty blue vapor and dissolve.  Within 24 hours, however (and often in just moments), the soul reawakens with full hit points somewhere nearby to the original event, but always on the Shadow Plane.

Note: Although it will have all hit points restored, any other lasting effects (such as ability score loss or spent spell slots) will still be present.