Ghost Mage
Level 10Attacks
Abilities
A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.
Completing the ghost mage's project allows it to move on to the afterlife.
When a ghost is destroyed, it re-forms after within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
The ghost laments its fate, forcing each living creature within 30-foot area to attempt a DC 29 will save. On a failure, a creature becomes Frightened 2 (or Frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.
The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot area. Creatures in this area take 6d6 bludgeoning damage, subject to a DC 29 reflex save.
A wizard who died with work incomplete might become a ghost mage.
When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life.