Ghost Mage
Level 10Abilities
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 2d4 days 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.
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
The ghost laments its fate, forcing each living creature within 30-foot emanation 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 emanation. Creatures in this area take 6d6 bludgeoning damage, subject to a DC 29 reflex save.