TEXT: The Wraith
  The Wraith
  
  Credits
  Author: Andrew Stoeckle
  Creative Director: Adam Meyers
  Interior Art: Storn Cook, Darkzel, Matt Marrow, Critical Hitz,  
  Miguel Santos, Rick Hershey
  Cover Art: Miguel Santos
  Layout: Rachel Meyers
  Special Thanks: Derfael Oliveira, Johannes Luber
  The Wraith
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Base Class: Wraith ....................................................................................... 3
  Haunt Paths ............................................................................................................10
  Archetypes ..................................................................................................... 13
  Wraith Archetypes ..........................................................................................................13
  Draugr ....................................................................................................................13
  Mistshade .................................................................................................................13
  Swarmheart ............................................................................................................14
  Unbodied ..................................................................................................................15
  Archetypes for other classes .............................................................................................16
  Ghost Stepper (Ninja, Rogue, Slayer, and Unchained Rogue Archetype) ..........16
  Spirit Blade (Armorist Archetype) .........................................................................16
  Player Options .............................................................................................. 19
  Feats ...............................................................................................................................19
  Favored Class Bonuses .................................................................................................19
  Core Races ..............................................................................................................19
  Other Races ............................................................................................................19
  Casting Tradition ............................................................................................................19
  Martial Tradition ............................................................................................................19
  NPCs ............................................................................................................ 20
  Eric the Grimm .......................................................................................................20
  Forsaken Daughter ................................................................................................21
  Appendix ........................................................................................................ 22
  Incorporeal ..............................................................................................................22
  Swarm Subtype ......................................................................................................22
  
  Chapter 1 
  Base Class: Wraith
  “Yes, yes, you will serve nicely.” – Eric the Grim, Wraith
  Emulating powerful and perilous creatures such as ghosts and 
  shadow demons, wraiths gain the power to fade into the ether. 
  A diverse group, each wraith is attuned to certain types of 
  creatures or states of mind. This attunement can be exploited 
  to seize control, turning foes into puppets. Some gain their tal-
  ents from exposure to possessing entities, others obtain their 
  power as part of returning from death themselves, or via other, 
  more esoteric, paths.
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Base 
  Caster 
  Level
  Magic 
  Talents
  1st
  0
  0
  2
  2
  Casting, spell pool, wraith form, Haunt path 
  (path sphere)
  0(1)
  0(+2)
  2nd
  1
  0
  3
  3
  Possession, Haunt path (path possession)
  1
  1
  3rd
  2
  1
  3
  3
  Wraith haunt
  2
  2
  4th
  3
  1
  4
  4
  Haunt path (path skill)
  3
  3
  5th
  3
  1
  4
  4
  Wraith haunt
  3
  3
  6th
  4
  2
  5
  5
  Possession (extraordinary abilities)
  4
  4
  7th
  5
  2
  5
  5
  Wraith haunt
  5
  5
  8th
  +6/+1
  2
  6
  6
  Haunt path (improved path possession)
  6
  6
  9th
  +6/+1
  3
  6
  6
  Wraith haunt
  6
  6
  10th
  +7/+2
  3
  7
  7
  Greater possession
  7
  7
  11th
  +8/+3
  3
  7
  7
  Wraith haunt
  8
  8
  12th
  +9/+4
  4
  8
  8
  Possession (supernatural abilities)
  9
  9
  13th
  +9/+4
  4
  8
  8
  Wraith haunt
  9
  9
  14th
  +10/+5
  4
  9
  9
  Haunt path (greater path possession)
  10
  10
  15th
  +11/+6/+1
  5
  9
  9
  Wraith haunt
  11
  11
  16th
  +12/+7/+2
  5
  10
  10
  Possession (spell-like abilities)
  12
  12
  17th
  +12/+7/+2
  5
  10
  10
  Wraith haunt
  12
  12
  18th
  +13/+8/+3
  6
  11
  11
  Possession (spheres)
  13
  13
  19th
  +14/+9/+4
  6
  11
  11
  Wraith haunt
  14
  14
  20th
  +15/+10/+5
  6
  12
  12
  Wraith form mastery
  15
  15
  Table: The Wraith
  
  Role: Eerie casters able to slip out of phase with reality and 
  leap into susceptible minds, seizing control.
  Alignment: Any
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills: Bluff (Cha), Craft (Int), Disguise (Cha), Fly 
  (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (history) (Int), Knowledge (nobility) (Int), Knowledge (re-
  ligion) (Int), Linguistics (Int), Perception (Wis), Profession 
  (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Use 
  Magic Device (Cha)
  Skill Ranks Per Level: 4+Int modifier
  Class Features
  Weapon and Armor Proficiencies: The wraith is 
  proficient with all simple weapons, scythes, and light 
  armor.
  Casting: A wraith may combine spheres and talents 
  to create magical effects. A wraith is a Mid-Caster and 
  uses Charisma as his casting ability modifier. (Note: 
  All casters gain 2 bonus talents and may select a cast-
  ing tradition the first time they gain the casting class 
  feature.)
  Spell Pool: A wraith gains a small reservoir of en-
  ergy he can call on to create truly wondrous effects, 
  called a spell pool. This pool contains a number of spell 
  points equal to his class level + his Charisma modifier 
  (minimum 1). This pool replenishes once per day after 
  roughly 8 hours of rest.
  Magic Talents: A wraith gains 1 magic talent every 
  time he gains a caster level, according to Table: Wraith.
  Haunt Path: At 1st level, the wraith chooses a haunt 
  path. Once selected, this choice cannot be changed. 
  Path skills are always class skills for wraiths with that 
  path.
  At 1st level, each path grants the listed path sphere, or 
  a talent from that sphere if it is already possessed, as a 
  bonus magic talent and uses his class level as his caster 
  level with the path sphere. This stacks normally with 
  caster levels gained from other sources.
  At 2nd level, the wraith gains a path possession, grant-
  ing additional options for his possession ability.
  At 4th level, the wraith gains an insight bonus to the 
  listed skill equal to half his class level.
  At 8th level, the wraith gains an improved path posses-
  sion, granting further options to his possession ability.
  At 14th level, the wraith gains a greater path posses-
  sion, granting a final expansion of options to his pos-
  session ability.
  See Haunt Paths for details of each path.
  Wraith Form (Su): At 1st level, for a number of rounds per 
  day equal to his class level plus his casting ability modifier, the 
  wraith may gain the incorporeal subtype, with the following 
  modifications:
  • The wraith takes half damage from non-magic 
  weapons.
  • The wraith cannot make weapon or natural weapon 
  attacks while in wraith form unless he uses a weapon 
  with the ghost touch special ability.
  • Effects originating from corporeal sources that do 
  not deal damage have a 20% chance to fail against the 
  wraith instead of the normal 50%. Force effect are not 
  subject to this failure chance.
  • The wraith retains all worn equipment not exceeding 
  his maximum load as well as the benefits from any 
  magic items that grant a continuous effect, but gains 
  no benefit from physical armor or shields.
  
  Possession (Su): At 2nd level, the wraith may to attempt to 
  possess a creature within his natural reach as a standard action. 
  This is a mind-affecting possession effect. The challenge rating 
  of the creature determines the duration of the possession, per 
  the Table: Possession Duration (creatures such as animal 
  companions, Conjuration sphere companions, and familiars 
  are treated as having a CR of their Hit Dice -2 for this pur-
  pose). The target is allowed a Will save to resist the effect with 
  a DC of 10 + half the wraith’s class level + his casting ability 
  modifier. A successful save to resist or end a possession increas-
  es the spell point cost for that individual wraith to possess that 
  creature by 1 for 24 hours. This cost increase is cumulative, 
  but is reset by a successful possession. Unless otherwise not-
  ed, creatures are aware of a failed possession attempt, having a 
  feeling of a hostile force, but gain no other information. If the 
  wraith is successful, his body is absorbed by and his life force 
  occupies the host body. The duration of an ongoing possession 
  may be reset with the same action and spell point cost that was 
  required to initiate it.
  • The wraith uses normal movement speeds (treat mov-
  ing through solid objects as ground movement).
  • When not on or in a solid or liquid, the wraith falls 
  slowly and may glide, moving with a speed of 30 ft. 
  with maneuverability (perfect), but falling 1 ft. for ev-
  ery 5 ft. traveled (unless possessing a fly speed).
  Activating this ability is a move action and ending it is a free 
  action. You may not activate this ability if carrying a load great-
  er than your maximum load. Should the wraith become corpo-
  real while in a solid object, he is immediately shunted to the 
  nearest empty space, taking 1d6 untyped damage per per 5 ft. 
  traveled.
  Table: Possession Duration
  CR
  Active Possession Duration
  Unwilling Passive 
  Possession Duration
  Willing Passive 
  Possession Duration
  > Level +5
  1 round/level (free action save to end 
  possession each round)
  1 minute/level
  1 hour/level
  Level +2 to 
  Level +5
  1 round/level
  1 minute/level
  1 hour/level
  Level +1 to 
  Level -4
  1 minute/level
  1 hour/level
  8 hours/level
  < Level -4
  10 minutes/level
  1 day/level
  1 day/level
  There are two types of possession: passive and active. The 
  wraith chooses which to initiate as part of attempting posses-
  sion. Possessing an unwilling target costs a spell point.
  Passive Possession: Passive possession grants no control over 
  the possessed creature, though shares the creature’s sens-
  es and may communicate telepathically with it. Attempting 
  to passively possess an unwilling target costs a spell point. 
  The wraith maintains his Intelligence, Wisdom, Charisma, 
  level, class, base attack bonus, alignment, mental abilities, 
  extraordinary abilities not derived from physical form, com-
  bat talents, supernatural abilities, and magical abilities such 
  as spells, sphere abilities, and spell-like abilities. Should the 
  host become dazed, stunned, or unconscious, the wraith 
  may control their body as normal as is actively possessing 
  the host for the duration of the dazed, stunned, or uncon-
  scious condition. Targeted mind-affecting effects apply only 
  to the mind in control of the body; if the wraith is not con-
  trolling the host, then the wraith is not the target.
  When successfully attempting a passive possession, if the 
  wraith is unobserved by the target, he may make a Stealth 
  check opposed by the target creature’s Perception check. If 
  successful, the creature is not aware that it has failed a Will 
  save or that it has become passively possessed.
  
  Active Possession: Active possession involves taking control 
  of the possessed creature. Attempting active possession re-
  quires a spell point. The wraith maintains his abilities as in 
  passive possession. The body retains its Strength, Dexterity, 
  Constitution, hit points, natural abilities, and automatic 
  abilities. A body with extra limbs does not allow the wraith 
  to make more attacks (or more advantageous two-weapon 
  or two-handed attacks) than normal. The wraith cannot 
  choose to activate the body’s extraordinary or supernatural 
  abilities. The creature’s combat talents, feats that require 
  active use, magic talents, spells, sphere abilities, and spell-
  like abilities do not stay with the body. See Table: Active 
  Possession for more details. An actively possessed creature 
  (the host) is capable of taking mental only actions while pos-
  sessed and may make a new save to end the possession early 
  any time the wraith would force it to do something against 
  its nature (see the Mind sphere for guidelines), though ad-
  ditional saves cannot be made more than once per round. 
  The wraith cannot cause the the host to unwillingly harm 
  itself (attacking itself, allowing others to attack it without 
  defending itself, moving into obviously harmful positions, 
  etc.).
  The wraith may attempt to change an active possession to a 
  passive possession or vise versa as a move action. Unwilling 
  creatures are allowed a save to prevent the wraith from going 
  from passive to active possession. Each time unit expended 
  from a passive possession (usually minutes or hours) reduces 
  the time available for an active possession by 1 time unit (usu-
  ally minutes or rounds) and vice versa.
  If the wraith possesses a creature that is unconscious due to 
  being in negative hit points, the wraith remains conscious and 
  can cause the body to act, but it remains staggered (though 
  the wraith can still take additional mental-only actions, only 
  the body is staggered) and may suffer hit point loss as normal. 
  The host body may still make stabilization checks using its 
  normal modifiers. When possessing an unconscious creature, 
  effects that would wake the creature do not end the posses-
  sion, though the possessed creature is allowed to make a save 
  to end the possession once it would be awakened.
  The wraith may always end the possession early as a free or im-
  mediate action, appearing in an adjacent square of the wraith’s 
  choice (or the nearest available square, if all adjacent squares 
  are occupied). When possessing a willing host, the wraith may 
  increase the duration by its normal time as a free action, pay-
  ing any spell point cost as usual. When ending a possession, 
  the wraith may choose to reappear with his wraith form ability 
  active by spending a round of that ability as part of ending 
  the possession. If the host body is slain, the possession ends 
  and the wraith is dazed for 1 round with no saving throw and 
  cannot activate wraith form as a free action as part of the pos-
  session ending.
  Mind-affecting effects that target the actively possessed body 
  or a passively possessed body while the wraith is in control 
  (such as when the host is dazed or stunned) continue to affect 
  the wraith after the possession ends and do not affect the for-
  mer host. The wraith does not benefit from any immunity to 
  mind-affecting effects that the host possesses. If the wraith is 
  concentrating on a spell or other effect and the host body is 
  subject to an effect that would force a concentration check, 
  the wraith makes the concentration check. Magical effects 
  granting the wraith armor, deflection, resistance, and shield 
  bonuses, polymorph effects, disease, poison, and other effects 
  that alter or benefit the physical body of the wraith are sup-
  pressed for the duration of the possession but do not expend 
  time from their durations. Effects targeting the possessed body 
  (such as hit point damage, disease, healing, or poison) affect 
  the possessed body and do not transfer to the wraith unless 
  able to effect possessing creatures.
  If another creature attempts to possess a creature the wraith 
  is possessing, it must make an MSB check against the wraith’s 
  MSD. Success forces the wraith out; failure causes the attempt 
  to fail. Effects that would allow a creature to command an ac-
  tively possessed host are ineffective for the duration of the 
  possession unless they would also affect the wraith.
  Effects that grant protection from mind control such as the 
  Hallow word of the Fate sphere or the protection from (align-
  ment) spells function against his ability.
  The host’s abilities and statistics derived from mental attri-
  butes are not altered by the possession. For example, a wraith 
  with high Charisma does not increase the hit points of a 
  zombie by possessing it, nor would it improve the zombie’s 
  Fortitude save. A possessed nymph would not change its de-
  flection bonus to AC.
  At 6th level, the wraith gains knowledge of a possessed crea-
  ture’s extraordinary abilities and may activate them as normal 
  for that creature.
  At 12th level, the wraith gains knowledge of a possessed crea-
  ture’s supernatural abilities and may activate them as normal 
  for that creature.
  At 16th level, the wraith gains knowledge of a possessed crea-
  ture’s spell-like abilities and may activate them as normal for 
  that creature.
  At 18th level, the wraith gains access to any combat spheres, 
  magic spheres, magic talents, and spellcrafted spells possessed 
  by the creature for the duration of the possession, but must 
  supply his own spell points.The wraith gains access to spells 
  as well, casting them from the possessed creature’s spell slots, 
  though must pay spell points based on the level of the slot 
  to do so: level 1-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 spell 
  points, 9: 4 spell point. Cantrips and orisons may be used with-
  out spell point cost.
  
  Table: Active Possession
  Use the host’s
  Use the wraith’s
  Strength, Dexterity, and Constitution scores (this modifies 
  the total modifiers for ability checks, armor class, attack 
  rolls, CMB, CMD, skill checks, save DCs based on physical 
  abilities, and saving throws)
  Intelligence, Wisdom, and Charisma scores
  Skill checks, save DCs based on physical abilities, and saving 
  throws)
  Defensive abilities (such as damage reduction, immunity, 
  resistance, spell resistance)
  Base attack bonus
  Physical weaknesses (light blindness, vulnerability to damage 
  types)
  Skill ranks
  Reflex and Fortitude saving throws
  Will saving throw
  Space and reach
  Class abilities (abilities that require specific anatomy may not 
  be accessible while possessing a host lacking that anatomy)
  Racial movement speeds
  Feats from Hit Dice, class, and bonus feats
  Natural attacks
  Combat talents
  Racial senses (such as blindsense, blindsight, darkvision, low-
  light vision, scent)
  Magic talents
  Hit points
  Caster level
  Fast healing (only affects host body)
  Spell points
  Regeneration (only affects host body)
  Languages
  Armor class
  Mythic abilities
  Racial skill modifiers
  Traits
  Passive special abilities (do not recalculate save DCs)
  Alignment (other than alignment subtypes)
  Continuous magic items that affect physical ability scores, 
  skills, and other bonuses to physical form and prowess.
  Continuous magic items that affect mental ability scores, 
  skills, and other bonuses to mental form and prowess.
  Extraordinary special abilities and special attacks that require 
  active use, such as freeze, grab, pounce, rend, and swallow 
  whole (do not recalculate save DCs) (requires 6th level)
  Supernatural special abilities that require activation, such a 
  breath weapons (do not recalculate save DCs) (requires 12th 
  level)
  Spell-like abilities (do not recalculate save DCs) (requires 
  16th level)
  Combat spheres, feats from Hit Dice, class levels, and bonus 
  feats, magic spheres, spellcrafted spells (in addition to the 
  wraith’s, requires 18th level)
  Auras (do not recalculate save DCs)
  Ongoing effects that target the body
  Ongoing mind-affecting effects
  Use the alignment subtypes of both wraith and host
  Use both wraith and host racial bonus feats
  Use both wraith and host weapon and armor proficiencies
  
  Wraith Haunts: At 3rd level and every odd level thereafter, 
  the wraith gains one haunt from the following list. Each haunt 
  may only be selected once unless otherwise noted. If a haunt 
  calls for a saving throw, the DC is 10 + half the wraith’s class 
  level + casting ability modifier. All wraith haunts are considered 
  supernatural abilities unless noted.
  Amnesiac Possession: As part of ending a possession, the wraith 
  may force the host creature to succeed on a Will save or forget 
  the duration of the possession as the Amnesia (charm) of the 
  Mind sphere.
  Benevolent Passenger: When possessing an object or a willing 
  creature, the wraith gains the benefits of the Silent Spell and 
  Still Spell metamagic feats. If the wraith already possesses ei-
  ther of these feats, reduce the spell point cost of the possessed 
  feat by 1 (minimum 0).
  Consume Host: While possessing a living creature, the wraith 
  may spend a spell point as a move action to deal 1d6 untyped 
  damage per 2 class levels to the host. A successful 
  Fortitude save halves this damage. 
  The wraith heals a number of hit 
  points equal to the damage dealt. 
  A creature that successfully saves 
  against this ability becomes im-
  mune to it for the duration of the 
  possession.
  Deep Phase: While in wraith form, 
  the wraith may spend a spell point 
  as a move action to attempt to 
  pass through objects thicker than 
  his own space. The wraith may 
  move up to his speed through solid 
  matter. If the wraith does not end 
  his movement in a space he could 
  occupy, he is shunted back to his 
  starting position, taking 1d6 un-
  typed damage per 5 ft. traveled.
  Disorienting Possession: When the 
  wraith’s active possession ends, he 
  may force the possessed creature 
  must make a Fortitude save or be 
  nauseated for a number of rounds 
  equal to the wraith’s casting ability 
  modifier. A successful save reduces this 
  to being sickened for 1 round.
  Dominate Ooze: You may possess mindless 
  creatures of the ooze type, bypassing 
  the immunity to mind-affecting effects 
  granted by the ooze type.
  Expanded Path Possession: (requires haunt path and the path sphere 
  of the selected path) The wraith gains the path possession ability 
  of a path he does not possess. This wraith haunt may be taken 
  more than once, each time a different path possession may be 
  selected.
  Expanded Path Possession, Improved: (requires Expanded Path 
  Possession, Wraith level 12) The wraith gains the improved path 
  possession ability of a path he chose for expanded path pos-
  session. This wraith haunt may be taken more than once, each 
  time a different expanded path possession may be selected.
  Extra Incorporeality: The wraith gains 4 additional rounds of his 
  wraith form ability per day. This talent may be taken more than 
  once; the bonus rounds stack.
  Forced Wraith Form: (requires Share Wraith Form) The wraith may 
  target an unwilling creature with Share Wraith Form via a me-
  lee touch attack. A successful Will save negates this effect. An 
  unwilling creature cannot choose to end this effect, though the 
  wraith may end it normally. The target creature may attempt 
  a new Will save each round as a full-round action to end the 
  effect early. This wraith haunt may be taken a second time to 
  allow the wraith to use this ability with a ranged touch attack 
  with a range of close (25 ft. + 5 ft. per 2 levels).
  Ghostly Fade: While in wraith form, the wraith may spend a 
  spell point as a free or immediate action to gain conceal-
  ment until the start of his next turn. At 4th level and ev-
  ery 4 levels thereafter, this concealment 
  persists for an additional round.
  Ghost Glide: (requires wraith 7) The 
  wraith gains a fly speed equal to his 
  base speed with perfect maneuver-
  ability while in wraith form.
  Ghost Glide, Improved: (requires 
  wraith 11) The fly speed grant-
  ed by Ghost Glide applies even 
  when the wraith is not in wraith 
  form, though when not in wraith 
  form the maneuverability de-
  creases to average.
  Ghost in the Machine: (requires ob-
  ject ride & Technologist* feat) While 
  possessing a technological device, 
  the wraith may spend SP in place 
  of charges.
  *Pathfinder 
  Campaign 
  Setting: 
  Technology Guide
  Ghostly Talent : The wraith gains a 
  talent from his path sphere as a bo-
  nus talent. This wraith haunt may be 
  selected more than once; each time the 
  wraith selects an additional talent.
  Hidden Rider: While possessing another 
  creature or object, the wraith may hide from the divine 
  ability of the Divination sphere and spells of the Divination 
  school and pass through wards that would affect a possessing 
  creature such as magic circle against evil or the effects of a 
  forbiddance spell. The wraith must attempt a Will save against 
  the spell or sphere ability (even if it doesn’t normally allow a 
  saving throw). If he succeeds, the spell treats him as if he were 
  his host (for instance, Divine Alignment would reveal only the 
  host’s alignment, and forbiddance keyed to the host’s align-
  ment wouldn’t damage the wraith). If the wraith’s saving throw 
  fails, the spell functions against him as normal.
  
  Hidden Possessor: Creatures that are not aware of the wraith or 
  do not count the wraith as a hostile creature take a -2 penalty 
  on saves against his possession ability.
  Into Thin Air: The wraith may spend a spell point to activate his 
  wraith form ability as an immediate action. If the wraith pos-
  sesses the ghostly fade wraith haunt, he may choose to activate 
  it as part of this immediate action, paying the spell point cost 
  for that ability as usual.
  Lengthened Control: Upon successfully using his possession abil-
  ity, the wraith may spend a spell point as a free action to calcu-
  late the duration of the possession as if the creature’s CR was 
  1 tier lower per Table: Possession Duration. For creatures with 
  a challenge rating below the wraith’s class level -4, the duration 
  instead increases from 10 minutes/level to 1 hour per level for 
  active possession or to indefinite (new save granted every 24 
  hours) for passive possession.
  Lingering Incorporeality: When the wraith ends his wraith form 
  ability, he may choose to remain in wraith form for two ad-
  ditional rounds without spending any rounds from his daily 
  allotment. If the wraith was in wraith form when activating 
  his possession ability, he automatically regains his wraith form 
  upon ending the possession if within this time.
  Moan: As a standard action, the wraith may emit an unearthly 
  moan, allowing the wraith to make an Intimidate skill check to 
  demoralize all hostile creatures within 30 feet. If using Spheres 
  of Might, the wraith instead may choose to gain the Gladiator 
  sphere or a talent from that sphere if it is already possessed. If 
  using this option, this wraith haunt may be taken more than 
  once, granting an additional talent from the Gladiator sphere 
  each time.
  Object Ride: The wraith may spend a spell point to passively 
  possess an object for up to 1 hour per level. Attended objects 
  receive a Will save. The object can be no smaller than Tiny 
  and no larger than Huge. At level 10, the minimum object 
  size decreases to Diminutive and the maximum increases to 
  Gargantuan. The wraith retains his normal senses while pos-
  sessing an object.
  Additionally, the wraith may designate a single object within 
  the normal limits as his refuge. Possessing the refuge does not 
  require a spell point. Designating an object as a refuge requires 
  a 1-hour ritual. Designating a new object causing any previous 
  refuges to cease functioning as a refuge.
  Possess Armaments: (Requires object ride or path of the poltergeist, 
  Enhancement sphere) When possessing a weapon, shield, or suit 
  of armor, the wraith may automatically grant it the benefit of 
  one enhancement that he possesses for the duration of the pos-
  session. The object must be a valid target for the enhancement. 
  The wraith uses his class level as his caster level to determine 
  the effect of this enhancement. This stacks with caster levels 
  gained from other sources. Any additional spell point cost of 
  the enhancement must be paid as usual. Should the Animate 
  Object enhancement be used, the wraith may issue commands 
  to the object while possessing it.
  Ranged Possession: The wraith may attempt to possess valid tar-
  gets within close range (25 ft. + 5 ft. per 2 class levels).
  Reactive Possession: (Requires possess armaments or path of the pol-
  tergeist improved path possession) When the wraith takes damage 
  from a manufactured weapon, he may attempt to possess that 
  weapon as an immediate action, paying the normal spell point 
  cost.
  Share Wraith Form: The wraith may touch a willing creature as a 
  standard action, granting them the benefits of his wraith form 
  and any wraith haunts that modify it that the wraith possesses 
  (such as lingering incorporeality). Either the creature or the 
  wraith may end this effect as a free action. The touched crea-
  ture expends rounds of wraith form from the wraith’s pool. 
  The wraith may end this effect as a free action.
  Steal Thoughts: The wraith is intuitively aware of what actions 
  are against his host’s nature. When possessing a creature, the 
  wraith may spend a spell point as a standard action to read its 
  mind, allowing him to make a single Knowledge check using 
  its skill modifiers (even if the wraith has previously failed the 
  same check using his own modifiers) or receive the answer to a 
  single question that the creature would know (such as ‘Where 
  did I leave my key?’ or ‘What is my mother’s maiden name?’). 
  A successful Will save negates this effect. A creature is aware 
  of succeeding on this save, sensing the mental probing of the 
  wraith, though not the details of the information sought. 
  Additional uses of this ability while possessing the same crea-
  ture do not allow Knowledge checks to be retried if they would 
  not otherwise be possible to retry.
  Wraith’s Blade: The wraith may spend a spell point as a swift 
  action to cause all his attacks to become incorporeal touch at-
  tacks (and thus be resolved as touch attacks, though effects 
  that apply against incorporeal touch attacks function normally) 
  until the end of his turn. This ability also allows the attacks to 
  be made against corporeal targets while wraith form is active.
  Greater Possession: At 10th level, when the wraith succeeds 
  in actively possessing a target, he may chose to maintain con-
  trol of that target while moving on to another. The wraith may 
  choose to exit the creature, appearing in an adjacent square or 
  the nearest available square. The wraith may act normally, di-
  viding his actions between the actively possessed creature and 
  himself. Multiple creatures may be actively possessed; actions 
  are divided between all possessed creatures and the wraith. 
  For example, if the wraith possesses an orc, the wraith may 
  spend his next standard action to posses the nearby goblin, 
  then move the orc up to its speed (a move action), and cast a 
  quickened sphere effect (a swift action). The following round, 
  the goblin could reload a light crossbow (a move action), the 
  orc could make an attack action (a standard action), and the 
  wraith would still have a swift action. The number of creatures 
  possessed at one time may not exceed the Wraith’s casting abil-
  ity modifier (minimum 2). The wraith may choose to end his 
  control of any possessed creature as a free action.
  Wraith Form Mastery: At 20th level, the wraith may remain 
  in wraith form for any number of rounds in a day. Any instances 
  of the extra wraith form and lingering incorporeality wraith 
  haunts may immediately be retrained for other wraith haunts 
  for which the wraith qualifies.
  
  Haunt Paths
  Path of the Ancestor
  Rather than a malevolent controller, an ancestor protects those 
  he is attached to.
  Path Sphere: Protection
  Path Possession: When a willing creature the ancestor is 
  possessing takes hit point damage, as a free action that can be 
  taken even when it it not his turn, the ancestor may choose 
  to redirect up to half the damage to himself. The damage is 
  determined after the possessed creature’s damage reduction, 
  immunity, resistance, and vulnerability have been calculated 
  and may not be further reduced or redirected by any means. 
  Additionally, the ancestor may choose to count the possessed 
  willing creature as himself for the purposes of effects that only 
  target self.
  Path Skill: Knowledge (history)
  Improved Path Possession: A willing creature the ancestor 
  is possessing gains the benefit of one (aegis) talent the ancestor 
  possesses for the duration of the possession. The cost of acti-
  vating this aegis is reduced by 1 spell point, but the aegis is lost 
  when the possession ends.
  Greater Path Possession: The ancestor may now activate 
  two (aegis) talents instead of one as part of possessing a willing 
  creature; the spell point reduction applies separately to each.
  Path of the Anima
  An anima manipulates the very elements around himself.
  Path Sphere: Nature or Weather
  Path Possession: The anima may actively possess natural ele-
  ments, creating a small elemental or animated plant. The crea-
  ture dissipates when the possession ends. The created creature 
  counts as willing. There must be a suitable volume of appropri-
  ate material. The anima may use talents such as Create Water, 
  Grow Plants, or the Create Fire base ability of the Fire package 
  as part of activating this ability to supply the required material, 
  paying the normal cost for doing so. The available forms de-
  pend on the spheres and packages possessed.
  Air elementals require the Weather sphere and a given number 
  of 5-ft. cubes of air.
  Earth elementals require the Earth geomancing package and a 
  given number of 5-ft. cubes of stone, dirt, or sand.
  Water elementals require the Water geomancing package and a 
  given number of 5-ft. cubes of water.
  Fire elementals require the Fire geomancing package and a fire 
  of at least the given size.
  Animated plants require the Plantlife geomancing package and 
  a plant of at least the given size.
  Class 
  Level
  Maximum 
  Elemental 
  Size
  Minimum 
  5-ft. Cubes
  Minimum 
  Size*
  2nd
  Small (halve hp, 
  CR 1/2)
  1/4
  Small
  4th
  Small
  1/4
  Small
  8th
  Medium
  1
  Medium
  12th
  Large
  8
  Large
  16th
  Huge
  27
  Huge
  20th
  Greater (Huge) 
  Elemental or 
  Gargantuan 
  Animated Plant
  64
  Gargantuan
  *When creating a fire or water elemental with this ability, the 
  wraith may choose to increase the time taken to reduce the 
  required material volume. For every time step (standard to 
  full-round, full-round to one round), the required size category 
  decreases by one step. Doing so draws either heat (for fire) or 
  moisture (for water) from the surrounding area. Drawing heat 
  decreases the temperature in an area out to medium range by 
  one step (per the Weather sphere) per size reduction for 10 
  minutes. This ability cannot be used if it would set the tem-
  perature beyond category 7 cold. Drawing moisture leaves an 
  area out to medium range (close range in moist, humid envi-
  ronments and long range in more arid environments) unusually 
  dry for 10 minutes.
  Path Skill: Knowledge (Nature)
  Improved Path Possession: The anima may possess crea-
  tures with the plant type or the elemental subtype correspond-
  ing to the spheres and packages possessed, ignoring any type-
  based immunity to mind-affecting effects. Such creatures take 
  a -2 penalty on saves against the anima’s possession.
  Greater Path Possession: The anima does not need to 
  spend a spell point to create and actively possess an elemen-
  tal or plant creature with his path possession ability. Creatures 
  with the plant type or elemental subtype gain no benefit from 
  the Hallow word of the Fate sphere, the protection from evil 
  spell, or similar effects against possession attempts by the ani-
  ma. Mindless creatures of the plant type or elemental subtype 
  no longer receive a saving throw against the anima’s possession.
  Path of the Corruptor
  A corruptor marshals an undead army to spread his influence.
  Path Sphere: Death
  Path Possession: The corruptor may actively possess dead 
  bodies. The possessed creature has statistics as if it had been 
  animated per the reanimate ability of the Death sphere, in-
  cluding any talents of that sphere that he possesses, and must 
  meet all requirements of that ability. The target creature may 
  have Hit Dice up to twice the corruptor’s class level. The cre-
  ated creature counts as willing. When the possession ends, 
  the reanimate effect also ends. The possessed body does not 
  
  count against the number of Hit Dice of undead the wraith 
  can control.
  Path Skill: Knowledge (Religion)
  Improved Path Possession: The corruptor may possess 
  creatures of the undead type, ignoring any type-based immuni-
  ty to mind-affecting effects. Mindless undead both do not re-
  ceive a save against this ability and count as willing unless they 
  are being controlled by a creature other than the corruptor.
  Greater Path Possession: The corruptor does not need to 
  spend a spell point to possess an undead creature under his 
  control. Undead creatures gain no benefit from the Hallow 
  word of the Fate sphere, the protection from evil spell, or simi-
  lar effects against possession attempts by the corruptor.
  Path of the Cryptid
  Able to unlock the primal wrath of wild beasts, cryptids can be 
  fearsome warriors.
  Path Sphere: Alteration
  Path Possession: Creatures of the animal type that are no 
  worse than indifferent to the cryptid are counted as willing tar-
  gets for possession. Creatures of the animal or magical beast 
  types take a -2 penalty on saves against the cryptids possession.
  Path Skill: Handle Animal
  Improved Path Possession: The cryptid reduces the time 
  required to cast shapeshift targeting a host he is possessing 
  (and no creatures that he is not possessing) by one step (nor-
  mally a standard action to a move action). This ability cannot 
  reduce the casting time below a swift action. The shapeshift 
  automatically ends when the possession ends. The cryptid 
  may possess swarms of the animal type, ignoring their subtype 
  based immunity to mind-affecting abilities.
  Greater Path Possession: Creatures of the animal type are 
  always counted as willing when the cryptid attempts to pos-
  sess them unless they are already controlled by another crea-
  ture (such as being an animal companion, being under a (com-
  pulsion) effect, or being tame per the Beastmastery sphere). 
  Creatures with the animal or magic beast types gain no benefit 
  from the Hallow word of the Fate sphere, the protection from 
  evil spell, or similar effects against possession attempts by the 
  cryptid.
  Path of the Despoiler
  A despoiler feeds on pestilence and decay.
  Path Sphere: Death
  Path Possession: The despoiler may possess any creature of 
  the vermin type, ignoring any type-based immunity to mind-af-
  fecting effects. Creatures suffering from the effects of poison 
  or disease take a -2 penalty on saves against the despoiler’s 
  possession.
  Path Skill: Heal
  Improved Path Possession: The despoiler may possess 
  swarms of the vermin type, ignoring their subtype based im-
  munity to mind-affecting abilities. By spending 1 minute 
  attracting local vermin, the despoiler can create a swarm to ac-
  tively possess.This swarm disperses when the possession ends.
  To create the swarm, use the statistics of a Conjuration sphere 
  companion summoned with a caster level equal to the despoil-
  er’s class level and the following base form:
  Speed 20 ft., Climb 20 ft.; AC +2 natural armor; Fort (good), 
  Ref (good), Will (bad); Attack NA; Str 12, Dex 16, Con 13, 
  Int -, Wis 10, Cha 11.
  The swarm has the swarm subtype, with constituent members 
  of Tiny size and a 10-ft. space. It’s swarm damage is 1d6 +1d6 
  per 3 Hit Dice and has a distraction DC of 10 + 1/2 Hit Dice + 
  the despoiler’s casting ability modifier. The appearance of the 
  constituent members of the swarm formed will be based on the 
  GM’s discretion given the environment. If the despoiler is of 
  at least 5th level, he may spend an additional spell point as part 
  of beginning the possession to grant the swarm a fly speed of 
  20 ft. (perfect).
  Creatures of the vermin type are always counted as willing 
  when the despoiler attempts to possess them unless they are 
  already controlled by another creature (such as being an animal 
  companion, being under a (compulsion) effect, or being tame 
  per the Beastmastery sphere).
  
  Greater Path Possession: The despoiler does not need to 
  spend a spell point to possess creature of the vermin type. Such 
  creatures gain no benefit from the Hallow word of the Fate 
  sphere, the protection from evil spell, or similar effects against 
  possession attempts by the wraith.
  Path of the Poltergeist
  A poltergeist is adept at moving creatures and objects as well as 
  possessing and animating objects.
  Path Sphere: Telekinesis
  Path Possession: The poltergeist may actively possess unat-
  tended objects, animating them to serve. These objects count 
  as being willing. The object must be of a size the wraith could 
  animate per the Animate Objects talent of the Enhancement 
  sphere, using his class level as his caster level. The object 
  gains the statistics and abilities as an animated object per the 
  Animate Object talent of the Enhancement sphere.
  Path Skill: Fly
  Improved Path Possession: The poltergeist may possess 
  creatures of the construct type, ignoring any type-based im-
  munity to mind-affecting effects. The poltergeist may also 
  lift, as the Telekinesis sphere, an animated object or construct 
  as a free action immediately after successfully possessing it. 
  Normal size limits on lift apply. Additionally, your path posses-
  sion ability now also applies to attended objects, which receive 
  a Will save as usual for possession.
  Greater Path Possession: The poltergeist may possess large 
  numbers of tiny or smaller objects, creating a swarm; treat a 
  swarm so animated as a Medium-sized animated object with 
  the swarm subtype (generate statistics per the improved path 
  possession of the Path of the Despoiler, but with the construct 
  type). Mindless creatures of the construct type no longer re-
  ceive a save against your possession.
  Path of the Phantasm
  Hunters that hide inside their illusion, deceiving their prey 
  into a false security.
  Path Sphere: Illusion
  Path Possession: Creatures within the area of an illusion cre-
  ated by the phantasm take a -2 penalty on saves against the 
  phantasm’s possession.
  Path Skill: Disguise
  Improved Path Possession: When attempting to possess a 
  creature within the area of an illusion that the phantasm creat-
  ed, the phantasm may attempt an MSB check against the MSD 
  of any magical effect that would prevent possession, such as 
  the Hallow word of the Fate sphere, the protection from evil 
  spell, or similar effects. If successful, the phantasm may possess 
  the creature and is unaffected by the bypassed effect for the 
  duration of the possession.
  Greater Path Possession: The phantasm’s possession abili-
  ty does not count as a mind-affecting effect when used on crea-
  ture’s within an area of an illusion that the phantasm created.
  Path of the Shadow
  A shadow lurks in darkness, seizing those foolish enough to 
  enter their penumbra.
  Path Sphere: Dark
  Path Possession: Creatures within the area of a darkness 
  created by the shadow take a -2 penalty on saves against the 
  shadow’s possession.
  Path Skill: Stealth
  Improved Path Possession: When attempting to possess a 
  creature within the area of a darkness that the shadow created, 
  the shadow may attempt an MSB check against the MSD of 
  any magical effect that would prevent possession, such as the 
  Hallow word of the Fate sphere, the protection from evil spell, 
  or similar effects. If successful, the shadow may possess the 
  creature and is unaffected by the bypassed effect for the dura-
  tion of the possession
  Greater Path Possession: The shadow’s possession ability 
  does not count as a mind-affecting effect when used on crea-
  ture’s within an area of darkness that the shadow created.
  Path of the Spook
  A spook feeds on fear and insanity.
  Path Sphere: Mind
  Path Possession: Creatures the spook is passively possessing 
  take a -2 penalty on saves against the spook’s charm abilities 
  of the Mind sphere. Creatures that are cowering, panicked, 
  or paralyzed take an additional -2 penalty on saves against the 
  spook’s possession ability.
  Path Skill: Intimidate
  Improved Path Possession: Creatures that are shaken or 
  frightened take an additional -2 penalty on saves against the 
  spook’s possession ability. This does not stack with the penalty 
  from the spook’s path possession. Creature’s that are confused 
  or panicked count as willing for the spook’s possession ability.
  Greater Path Possession: The penalty that creatures that 
  are frightened, cowering, panicked, or paralyzed take on saves 
  against the wraith’s possession ability increases to -4. When 
  attempting to possess a creature with one of these conditions, 
  the spook may attempt an MSB check against the MSD of 
  any magical effect that would prevent possession, such as the 
  Hallow word of the Fate sphere, the protection from evil spell, 
  or similar effects. If successful, the spook may possess the crea-
  ture and is unaffected by the bypassed effect for the duration 
  of the possession.
  
  Chapter 2
  standard action, he may attempt to possess the target of the 
  attack or maneuver as a swift action.
  At 14th level, the draugr’s rage improves, gaining the barbar-
  ian’s greater rage ability.
  This replaces the draugr’s haunt path.
  Raging Spirit: The draugr may select rage powers and (cham-
  pion) feats* in place of wraith haunts, treating his class level as 
  his barbarian level for the purpose of meeting prerequisites.
  *See Champions of the Spheres
  Mighty Rage: At 20th level, the draugr gains the mighty rage 
  ability of the barbarian.
  This replaces wraith form mastery.
  Mistshade
  Mist form (Su): At 1st level, for a number of rounds per day 
  equal to his class level plus his casting ability modifier, the 
  mistshade may dissolve into a a mist. The mistshade and all 
  his gear become insubstantial. His armor (including natural ar-
  mor) becomes worthless, though his size, Dexterity, deflection 
  bonuses, and armor bonuses from force effects still apply. The 
  mistshade takes half damage from weapon attacks and gains a 
  25% ability to ignore critical hits and precision damage, which 
  increases by 25% per 5 class levels to a maximum of 100%. He 
  can’t attack or cast spells or sphere abilities with verbal, so-
  matic, material, or focus components while in mist form. If 
  he has a touch spell or sphere ability ready to use, that spell 
  or ability is discharged harmlessly when the mist form is in 
  effect. Entering mist form is a move action and ending it is a 
  free action.
  While in mist form, the mistshade can shroud himself in a 
  cloud of mist as a swift action. The cloud has a 5-ft. radius, 
  which may be increased by 5 ft. at 5th level, and again every 
  5 levels thereafter, to a maximum of 25 ft. at 20th level. The 
  mist obscures all sight, including darkvision, beyond 5 feet. 
  A creature within 5 ft. has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total concealment 
  (50% miss chance and the attacker can’t use sight to locate the 
  Wraith Archetypes
  Draugr
  (This archetype uses material from Spheres of Might)
  Proficiencies: Draugr are proficient with simple weapons, as 
  well as light armor and bucklers. In addition, if this is the char-
  acter’s first level in any class, they may select a martial tradition 
  of their choice.
  This modifies proficiencies.
  Blended Training (Ex): Whenever a draugr would gain 
  a magic talent from his class levels (not the 2 bonus talents 
  gained when first gaining the casting class feature), he may in-
  stead choose to gain a combat talent. A draugr uses his casting 
  ability modifier as his practitioner modifier.
  This modifies magic talents. This archetype may be combined 
  with other archetypes that replace magic talents; you cannot 
  gain a combat talent in place of a magic talent the other arche-
  type loses.
  Rage (Ex): The draugr gains rage as the barbarian (or un-
  chained barbarian, if used) class feature, treating his draugr 
  levels as barbarian levels for determining its effects.
  This replaces wraith form.
  Spirit of Wrath: At 1st level, the draugr gains the Berserker 
  sphere as a bonus sphere.
  At 2nd level, while possessing a creature, the draugr may grant 
  that creature the benefits and penalties of his rage ability, 
  spending round from his pool. The host is fatigued at the end 
  of this rage as usual. If the draugr possesses any rage talents, 
  the host shares these talents. While raging, the draugr’s host is 
  never considered to be acting against its nature when attacking 
  its allies.
  At 4th level, the draugr gains an insight bonus to Intimidate 
  equal to half his class level.
  At 8th level, when the draugr deals damage with an attack 
  action or succeeds on a combat maneuver made as at least a 
  Archetypes
  
  target). The ability may be dismissed as a free or immediate 
  action and does not function underwater.
  While in mist form the mistshade can’t run, but it can fly at a 
  speed of 20 ft. (perfect) + 5 ft. per 5 class levels and automati-
  cally succeeds on all Fly skill checks. He can pass through small 
  holes or narrow openings, even mere cracks, with all he was 
  wearing or holding in his hands, as long as the effect persists. 
  The mistshade is subject to the effects of wind, and he can’t 
  enter water or other liquid. He also can’t manipulate objects 
  or activate items, even those carried along with his mist form. 
  Continuously active items remain active, though in some cases 
  their effects may be moot.
  This is a polymorph effect.
  This replaces wraith form, but any feat, haunt, or other ability 
  that would affect the duration or activation of wraith form may 
  instead be applied to mist form.
  Swarmheart
  Swarm form (Su): At 1st level, for a number of rounds per 
  day equal to his class level plus his casting ability modifier, 
  the swarmheart may divide himself into a swarm of vermin. 
  The swarm can be composed only of Tiny creatures. This size 
  cannot be altered by the Size Change talent of the Alteration 
  sphere, enlarge person, or other effects. While in swarm form, 
  the swarmheart gains a move speed of 20 ft. plus 5 ft. per 5 class 
  levels and can move through small holes and openings that 
  are large enough for the individual creatures. While in swarm 
  form, the swarmheart may climb virtually on any surface, no 
  matter how slick or sheer; he can climb and travel on vertical 
  surfaces or even traverse ceilings as well as a spider does. While 
  in swarm form, the swarmheart does not need not make Climb 
  checks to traverse a vertical or horizontal surface (even upside 
  down). He can’t attack or cast spells or sphere abilities with 
  verbal, somatic, material, or focus components while in swarm 
  form. If he has a touch spell or sphere ability ready to use, that 
  spell or ability is discharged harmlessly when the swarm form 
  is in effect. Entering swarm form is a move action and ending 
  it is a free action.
  The swarm fills a 10-ft. square (or cube if flying with the Swarm 
  Flight haunt) and has a reach of 0. The swarm gains a 25% abili-
  ty to ignore critical hits and precision damage, which increases 
  by 25% per 5 class levels to a maximum of 100%. The swarm 
  has the distraction ability, forcing any creature that takes 
  swarm damage to make a Fortitude save with a DC of 10 + 1/2 
  class level + Constitution modifier or be nauseated for 1 round. 
  Spellcasting or concentrating on spells within the area of a 
  
  swarm requires a magical skill check (DC 20 + 1/2 caster level). 
  Using skills that involve patience and concentration while in 
  the swarm requires a DC 20 Will save.
  The swarmheart may choose to ignore any creatures in its 
  space, choosing to not deal the swarm damage, force MSB 
  checks to cast spells, or force Will saves to perform skills. 
  The swarm is incapable of performing combat maneuvers and 
  cannot be tripped, grappled, or bull rushed. The swarmheart 
  in swarm form takes half damage from slashing and piercing 
  weapons and 50% more damage from effects that affect an area. 
  Swarmhearts in swarm form do not threaten creatures, and do 
  not make attacks of opportunity with their swarm attack.
  The swarm automatically deals 1d6 plus Constitution modifier 
  damage to any creature whose space it occupies at the end of 
  its turn. This damage increases by 1d6 per 5 class levels. Swarm 
  attacks are not subject to a miss chance for concealment or 
  cover. The individual creatures in the swarm may appear to be 
  any suitably sized creature of the vermin type.
  A swarmheart in swarm form does not gain any special protec-
  tion from mind-affecting effects.
  This is a polymorph effect. The swarmheart gains the 
  shapechanger subtype.The swarmheart counts have possessing 
  the Swarm Transformation* talent of the Alteration sphere for 
  the purposes of meeting feat prerequisites. Traits that require 
  being in the form of a swarm may be applied to swarm form.
  This replaces wraith form, but any feat, haunt, or other ability 
  that would affect the duration or activation of wraith form may 
  instead be applied to swarm form.
  *Shapeshifter’s Handbook
  Swarmheart Haunts: The swarmheart has exclusive access 
  to the following haunts:
  Divided Self: While in swarm form, the swarmheart gains a +4 
  bonus on saves against effects that target individual creatures.
  Poison (Ex): Your swarm attack poisons targets in addition 
  to dealing damage. Poison: Injury, DC 10 + 1/2 class level + 
  Constitution modifier, frequency 1/round for 6 rounds, 1d2 
  Constitution damage, cure 1 save.
  Shrink Swarm: (Requires wraith 10) The size of the creatures in 
  your swarm is reduced to Diminutive, gaining immunity to 
  weapon damage.
  Swarm Flight (Ex): While in swarm form, the swarmheart gains 
  a fly speed (perfect) equal to the ground speed granted by 
  swarm form.
  Unbodied
  While most wraiths can step out of phase with the material 
  world, others are so estranged from it by death, trauma, or 
  powerful magic that they require great effort to return to it.
  Special: At the GM’s discretion, in special circumstances slain 
  PCs may be allowed to retrain their most recent level into a 
  level in the wraith class this archetype. Characters with wraith 
  class levels could be allowed to retrain into this archetype.
  Characters with this archetype may still benefit from effects 
  that restore creatures to life. If using the special circumstances 
  suggestion above, whether the character returns to life as it 
  was prior to taking this archetype or if it returns as having this 
  archetype will depend on the GM and the desires of the player, 
  which should be worked out before hand.
  Permanent Wraith (Su): At 1st level, the unbodied is per-
  manently locked in wraith form. If the unbodied ends his turn 
  neither possessing a creature or object, nor manifested in his 
  physical body, he takes 1 point of nonlethal damage. This in-
  creases to 2 points at 5th character level, 3 points at 10th char-
  acter level, 4 points at 15th character level. This damage can’t 
  be healed by any means other than by time spent possessing 
  a creature or object and bypasses immunity and resistance to 
  nonlethal damage. Nonlethal damage from this ability can’t be 
  reduced or redirected. While possessing a creature or his ref-
  uge object (see the object ride wraith haunt), this damage heals 
  at the rate of 1 point per minute. While possessing any other 
  object, it heals at a rate of 1 point per hour. The unbodied does 
  not need to eat and gains no further bonuses or penalties from 
  aging, though still dies permanently when his maximum age is 
  reached.
  An unbodied whose damage taken from this ability exceeds his 
  maximum hit points automatically returns to his refuge object 
  (if within 100 ft. + 10 ft. per class level) or else discorporates, 
  becoming a mindless haunt occupying his space. This haunt at-
  tempts to possess any creature (or his refuge object) that enters 
  his space. If successful, the unbodied is restored to his normal 
  function. While in haunt form, the unbodied recovers all spell 
  points after 8 hours of not attempting to possess an unwilling 
  creature (it cannot make such an attempt if out of spell points).
  This replaces wraith form.
  Spirit Rider (Su): At 1st level, the unbodied gains the ability 
  to passively possess willing targets. This functions as the pos-
  session ability. Additionally, the unbodied gains the object ride 
  wraith haunt. The unbodied gains the full possession ability 
  normally at 2nd level.
  The unbodied does not gain the bonus talent from his path 
  sphere until 2nd level.
  This replaces the magic talent gained at 2nd level.
  Manifest (Su): At 3rd level, for a number of minutes per day 
  equal to his class level plus his casting ability modifier, the un-
  bodied may manifest his physical body. Activating this ability 
  is a move action and ending it is a free action. If carrying a load 
  greater than his maximum load, the unbodied must drop items 
  until below his maximum load (if possible) as part of ending 
  this ability.
  This replaces the wraith haunt gained at 3rd level.
  Restored (Ex): At 20th level, the unbodied may remain in 
  physical form for any number of minutes in a day and no lon-
  ger takes damage for remaining outside a host while in wraith 
  form.
  
  Archetypes for other 
  classes
  Ghost Stepper (Ninja, Rogue, 
  Slayer, and Unchained Rogue 
  Archetype)
  Walls are small hinderance to those that can step between 
  realms.
  Wraith form (Su): At 1st level, the ghost stepper gains the 
  wraith form ability as a wraith of her level.
  Additionally, the ghost stepper uses d4 for sneak attack dice. 
  While in wraith form, the ghost stepper can deliver her sneak 
  attack damage as an incorporeal touch attack made in place of 
  a normal attack, dealing cold or negative energy damage (cho-
  sen when this ability is gained). If negative energy is chosen, 
  creatures healed by negative energy are not affected by this 
  attack.
  For ninjas and (unchained) rogues, this modifies sneak at-
  tack and replaces the (unchained) rogue talents or ninja tricks 
  gained at 2nd, 8th, and 14th levels.
  For slayers, this modifies sneak attack and replaces track and 
  the slayer talents gained at 2nd, 8th, and 14th levels.
  Ghostly Talent: The ghost stepper may take wraith haunts in 
  place of rogue talents, slayer talents, or ninja tricks. The ghost 
  stepper treats her class level as 
  wraith levels for using and qual-
  ifying for wraith haunts. These 
  levels stack with those gained 
  from other sources. The ghost 
  stepper may choose either her 
  Intelligence or Charisma as 
  her casting ability modifier for 
  determining the effects of her 
  wraith haunts. This choice is 
  permanent once made unless 
  another effect would change 
  her CAM (such as multiclassing 
  with a casting class).
  Ghost Stepper Haunt: The 
  following ninja trick/rogue tal-
  ent/slayer talent is available ex-
  clusively to the ghost stepper:
  Spell Pool: The ghost stepper 
  gains a pool of spell points equal 
  to her casting ability modifier 
  (as selected for the ghostly tal-
  ent ability). If she already pos-
  sesses a spell point pool or gains 
  it later, this ability is automati-
  cally exchanged for the Extra 
  Spell Points feat.
  Spirit Blade (Armorist Archetype)
  A person that learned to take the shape of a weapon or a weap-
  on powerful enough to take shape and wield itself? Spirit blades 
  blur the line between warrior and weapon, granting their skill 
  or commanding those that would use them.
  Proficiencies: Spirit blades are proficient with simple weap-
  ons, as well as light armor and bucklers. In addition, if this is 
  the character’s first level in any class, they may select a martial 
  tradition of their choice.
  This modifies proficiencies.
  Blended Training (Ex): Whenever a spirit blade would gain 
  a magic talent from her class levels (not the 2 bonus talents 
  gained when first gaining the casting class feature), she may 
  instead choose to gain a combat talent. A spirit blade uses her 
  casting ability modifier as her practitioner modifier.
  This modifies magic talents. This archetype may be combined 
  with other archetypes that replace magic talents; you cannot 
  gain a combat talent in place of a magic talent the other arche-
  type loses.
  Willful: The spirit blade has the Fortitude and Will sav-
  ing throw progressions of the incanter. This modifies saving 
  throws.
  Shapechanger: At 1st level, the spirit blade gains the 
  shapechanger subtype.
  Weapon form: At 1st level, the spirit blade may take the 
  form, including all properties (such as masterwork status, en-
  hancement bonus, materials, and special properties), of one of 
  
  her bound weapons as a full-round action. This is a polymorph 
  effect and persists until the spirit blade changes back or to a 
  different weapon form. Returning to her normal form is a full-
  round action. While in weapon form, the spirit blade may be 
  targeted as a magic weapon of the chosen type despite not be-
  ing an object, though is always counted as being attended. The 
  spirit blade in weapon form may communicate telepathically 
  with her wielder. As part of transforming into weapon form, 
  the spirit blade may touch a willing creature that has at least 
  one hand free; the transformation completes with the weapon 
  form held by that creature. The touched creature may drop a 
  held object to free a hand for this purpose as a free action that 
  can be taken even when it is not that creature’s turn. While 
  wielded, the spirit blade is treated as an object for the purpose 
  of effects that target an area.
  In weapon form, the blade spirit has no Strength or Dexterity 
  scores (they are treating as having a score of 10 for determin-
  ing bonuses if required, though if making an attack roll with a 
  sphere affect the normal score is used) and gains hardness equal 
  to her class level or the hardness of the bound weapon, which-
  ever is higher, and takes damage as an object. The spirit blade 
  in weapon form retains her normal senses and communication 
  abilities. While in weapon form, the spirit blade is immune to 
  bleed, disease, paralysis, and poison. Ongoing effects of these 
  kinds are suspended while in weapon form, not expending 
  duration or forcing subsequent saving throws, resuming their 
  normal effects and duration when weapon form ends.
  Striking a creature or object as part of an attack does not dam-
  age the spirit blade in weapon form, nor force the her to make 
  a concentration check to maintain an ongoing effect. If the 
  spirit blade has more than one bound weapon, she may change 
  between their forms with the same action as required to as-
  sume weapon form.
  The spirit blade may resize her weapon form to suit her wield-
  er as part of changing form. Should the spirit blade possess the 
  ability to have a bound natural attack, she may graft herself 
  to a willing wielder either as part of her transformation into 
  weapon form or as a move action.
  This replaces summon equipment.
  Possess Wielder (Su): At 2nd level, the spirit blade may 
  spend a spell point to attempt to actively possess any creature 
  that wields her, treating her spirit blade levels as wraith levels 
  for determining the possession DC. The spirit blade’s weapon 
  form body is not absorbed into the host; instead the host may 
  wield it as a weapon while possessed. This otherwise functions 
  as the possession ability of the wraith class.
  Guiding Blade (Su): The spirit blade gains the following 
  abilities:
  Guide Strike: At 1st level, the spirit blade’s influence allows 
  the wielder to focus on other matters; the spirit blade momen-
  tarily controls her wielder, spending her actions (free, swift, 
  move, standard, and/or full-round) to cause the wielder to 
  make attacks (including combat maneuvers and sphere abili-
  ties that require an attack roll made with the spirit blade) with 
  the spirit blade as a free action even when it is not the wielder’s 
  turn. The wielder may attempt a Will save to against the spirit 
  blade’s possession DC (10 + half the spirit blade’s class level + 
  casting ability modifier) if unwilling to attack the chosen tar-
  get. Attacks made this way use statistics as if the wielder was 
  actively possessed.
  Additionally, the wielder may supply material, somatic, and 
  verbal spell components for the spirit blade’s casting. Attacks 
  of opportunity provoked by the spirit blade’s casting are made 
  against the spirit blade herself.
  Grant Skill: At 3rd level, the spirit blade may grant her skill to 
  her wielder. The spirit blade guides the wielder’s attacks that 
  are made with the spirit blade’s weapon form, allowing them 
  to be made with the spirit blade’s base attack bonus. The spirit 
  blade may choose to share her magic and combat talents with 
  her wielder. Duplicate talents do not grant any benefit unless 
  the talent may be taken more than once; if such a talent allows 
  for selections from a list, the choices made cannot change as 
  part of this ability and any limits on the number of additional 
  times a talent may be taken are unchanged.
  Additionally, the spirit blade may use her Strength or Dexterity 
  modifier (as determined by her attributes when not in blade 
  form) to determine the results of attacks made with her blade 
  form if beneficial.
  Coordinate Opening: At 7th level, the spirit blade in weap-
  on form, if a creature provokes an attack of opportunity from 
  the spirit blade, she may spend her attacks of opportunity to 
  direct the wielder to attack with her weapon form. Treat the 
  spirit blade as a creature of her wielder’s size and natural reach 
  occupying her wielder’s space with her normal ability scores 
  for determining when these attacks can be made, applying the 
  reach special feature if the weapon form possesses it.
  Teamwork: At 11th level, while in weapon form, the spirit 
  blade may share a number of teamwork feats she possesses 
  with her wielder up to her casting ability modifier (minimum 
  1). Treat the spirit blade as a creature of her wielder’s size oc-
  cupying her wielder’s space and natural reach (applying the 
  reach special feature if the weapon form possesses it) with her 
  normal ability scores for determining the application of these 
  feats. Attacks made with the guide strike, greater guide strike, 
  and coordinate opening abilities count as being made by the 
  spirit blade for this purpose.
  Shared Recovery: At 15th level, the spirit blade and wielder 
  share the benefits of any effect that would grant temporary 
  hit points or restore hit points to (including fast healing and 
  regeneration) or remove ability damage or ability drain from 
  either. Both gain the full benefit of such effects.
  Symbiotic Skill: At 19th level, the wielder may choose to use 
  the spirit blade’s base attack bonus for all attacks made by the 
  wielder, even if not made using the spirit blade for as long as 
  the spirit blade is in its possession.
  This replaces armor training.
  
  Equip Wielder: At 5th level, when summoning a bound ar-
  mor, shield, staff, or weapon while in weapon form and being 
  wielded or possessing a wielder, it may appear on the wielder or 
  possessed creature as if they were the spirit blade.
  This modifies bound equipment.
  Independent control (Su): At 20th level, the spirit blade 
  and wielder fully share all combat talents, magic talents, and 
  combat feats known with each other.
  This replaces infinite arsenal.
  Blade Haunts: The spirit blade gains exclusive access to the 
  following arsenal tricks:
  Absorbing Block: As an immediate action, the spirit blade may 
  direct all damage, healing, and effects of an attack, spell, sphere 
  effect or other ability that targets her wielder or creature she 
  is possessing to herself. Unwilling creatures may prevent this 
  transfer with a Will save against the spirit blade’s possession 
  DC. This choice is made after the result of any attack roll is 
  known.
  Dancing Blade: (Requires Telekinesis sphere) When the spirit blade 
  targets herself in weapon form and only herself, she treats her 
  class level as her caster level for the Telekinesis sphere.
  Focusing Attack: When the spirit blade in weapon form is used 
  to deal damage with an attack action or to make a successful 
  combat maneuver, she may spend a move action before the end 
  of her next turn to regain martial focus. This ability cannot be 
  used if she does not have an expended focus at the time the 
  triggering attack is completed.
  Fuse Staff: (Requires the ability to bind staves) If one of the spirit 
  blade’s pieces of bound equipment is a staff, she may fuse that 
  staff with a bound weapon when assuming weapon form, grant-
  ing the benefits of the staff to herself and her wielder. Only a 
  single staff may be fused with a weapon form at a time.
  Grappling Impale: The blade spirit gains the Lancer sphere, or 
  another talent from that sphere if it is already possessed. If 
  the spirit blade has a drawback that removes the impale ability 
  of the Lancer sphere, this talent must be used to buy off that 
  drawback. Any time the spirit blade in weapon form is used to 
  impale a creature, she may return to her normal form and at-
  tempt to initiate a grapple targeting the impaled creature as an 
  immediate action. This grapple check gains the benefit of any 
  enhancement bonus the spirit blade possesses while in weapon 
  form.
  Hidden Essence: The spirit blade may choose to make her weap-
  on form appear to be ordinary or even broken. An appraise 
  check with a DC of 10 + the spirit blade’s class level + her cast-
  ing ability modifier is required to determine that the weapon 
  form is masterwork. The spirit blade may also choose to sup-
  press the magical auras while in her weapon form, forcing any 
  creature using effects that detect magic to have to succeed on a 
  MSB check against her MSD to detect any magical auras origi-
  nating from her or her worn equipment while in weapon form.
  Impaling Possession: The blade spirit gains the Lancer sphere, or 
  another talent from that sphere if it is already possessed. If 
  the spirit blade has a drawback that removes the impale ability 
  of the Lancer sphere, this talent must be used to buy off that 
  drawback. Any time the spirit blade in weapon form is used to 
  impale a creature, she may attempt to possess that creature as 
  an immediate action. If successful, dealing damage by remov-
  ing the spirit blade’s weapon form does not grant the possessed 
  creature a new save against the possession. If the creature is no 
  longer impaled with the weapon form and is not wielding the 
  weapon form at the end of the spirit blade’s turn, the posses-
  sion ends automatically.
  Intuitive Skill: The wielder of the spirit blade in spirit form 
  gains proficiency with the weapon form for as long it is wield-
  ed. If the wielder is already proficient with weapons of that 
  type, it instead gains a +1 insight bonus on attack and damage 
  rolls, increasing by +1 for every 7 class levels the spirit blade 
  possesses.
  Quick Shift: The action required to enter or leave weapon form 
  is reduced to a move action. At 7th level, it becomes a swift 
  action. At 14th level, it may be done as a free or immediate 
  action.
  Share Skill: The spirit blade may choose a number of skills equal 
  to her casting ability modifier each day after resting to regain 
  spell points. She may share her skill ranks with her wielder.
  Wraith Haunt: The blade spirit may select a wraith haunt for 
  which she qualifies, using her armorist level as her wraith level. 
  This blade 
  
  Goblin: Gain +1 round of wraith form per day.
  Hobgoblin: Gain +1/6th of a new combat feat.
  Orc: Increase effective class level by +1/3 when determining 
  what creatures of the animal and magical beast types you can 
  possess.
  Tiefling: Gain +1/8 bonus to possession DC.
  Casting Tradition
  Mind (psychic)*
  For some people, magic is an expression of their will, and a 
  little mental focus is enough to call it into being.
  Drawbacks: Emotional Casting, Rigorous Concentration
  Boons: None
  Note: If using Psionics from Dreamscarred Press, it is consid-
  ered a part of this tradition.
  Emotional Casting*
  Your magic requires heightened emotional states of mind to 
  use. When subject to a non-harmless magical effect that in-
  vokes an emotion (such as fear effects, spells with the (emo-
  tion) descriptor, or charms such as Fear or Hostility) you are 
  unable to use magic.
  Rigorous Concentration*
  Your magic requires intense amounts of concentration to use. 
  When making a concentration check (such as to cast defen-
  sively or while taking damage), the DC increases by +10. You 
  may increase the casting time by one step to take extra time 
  focusing and negate this penalty.
  *Material first printed in Player’s Guide to Skybourne
  Martial Tradition
  Elven Duellist
  Agile warriors trained in the traditional elven forms of person-
  al combat.
  Bonus Talents
  Equipment: Elvish Heritage, Finesse Fighting x2
  Variable: Elven Duellists gain either the Duellist sphere or the 
  Fencing Sphere.
  Chapter 3
  Player Options
  “No, nothing is wrong my dear. I am just not feeling myself at the mo-
  ment.” – Eric the Grim, possessing the Duke of Westwood
  Feats
  Extra Wraith Haunt
  Prerequisites: Wraith haunt class feature.
  Benefit: You gain an additional wraith haunt.
  Strengthened Possession
  Prerequisites: Possession class feature.
  Benefit: You count your wraith level as 4 higher when deter-
  mining the maximum CR of a creature you may possess, the 
  save DC of your possession ability, and your effective wraith 
  level for determining the effect of path abilities (though does 
  not grant access to path abilities that have not yet been gained). 
  This bonus cannot increase your effective wraith level above 
  your Hit Dice.
  Favored Class 
  Bonuses
  Races that count as multiple other races, such as half elves 
  counting as both elves and humans and half orcs counting as 
  humans and orcs, enables them to choose favored class bonus-
  es from either race.
  Core Races
  Dwarf: Increase the failure chance of magic effects originat-
  ing from a corporeal source while in wraith form by 1%.
  Elf: Add +1 ft. to all of the wraith’s speeds while incorporeal. In 
  combat this option has no effect unless the wraith has selected 
  it five times (or another increment of five).
  Gnome: Gain +1 round of wraith form per day.
  Halfling: Gain +1/6th of a new wraith haunt.
  Human: Gain +1/6th of a new magic talent.
  Other Races
  Aasimar: Gain +1/4 sacred bonus on saves against effects that 
  would end possession.
  Dhampir: Gain +1/8 bonus to path sphere DC.
  
  Chapter 4
  Mind Sphere – DC 18, Range Medium (150 ft.), Target 
  1 (3 w/ 1 sp), Talents Fear, Group Charm, Powerful Charm, 
  Ranged Mind, Subtlety
    Charm (fear, suggestion)
  StatiSticS
  Str 11, Dex 14, Con 12, Int 8, Wis 10, Cha 20
  Base Atk +3; CMB +3; CMD 15
  Feats Extra Magical Talent x2, Improved Initiative, Sphere 
  Focus (Mind)
  Skills Bluff +13, Disguise +13, Intimidate +10, Perception +8, 
  Stealth +10
  Languages Common
  SQ wraith haunts (Amnesiac 
  possession, 
  hidden 
  possessor), 
  haunt path (path of the spook)
  Other Gear cloak of resistance +2, 
  headband of alluring charisma +2, chain 
  shirt +1, mwk scythe
  NPCs
  Eric the Grimm
  When Eric’s uncle seized the Duchy of Westwood through 
  bribery and murder, he thought the rightful heirs had been 
  dispatched. The new duke did not account for the boy’s nurse-
  maid, who knew enough of the old magic to bring the boy 
  back...mostly. Eric has grown, mastering his powers, setting in 
  motion a plot to not only regain his place, but to return all the 
  pain inflicted by his uncle back on his own head, turning the 
  king, his advisors, his knights, even his wife against him one by 
  one using his ghostly influence. It will not be complete until 
  the duke dies by his own hand.
  Eric thE Grimm 
   
   
   
         cr 5
  XP 1,600
  Male Human Wraith 5
  N Medium humanoid (human)
  Init +6; Senses Perception +8
  DEfEnSE
  AC 17, touch 12, flat-footed 15 (+5 armor)
  hp 27 (5d8+5)
  Fort +4, Ref +8, Will +6
  Defensive Abilities wraith form (10 rnds)
  OffEnSE
  Speed 30 ft.
  Melee mwk scythe +4 (2d4 x4)
  Special Possession DC 17
  maGic
  Caster Level 3rd (Mind 5th); MSB +5, MSD 16, 
  Concentration +10
  Tradition Mind; CAB Cha
  Spell Points 13
  Fate Sphere – DC 16, Range Close (30 ft.), 
  Duration Concentration or 3 rounds (Consecrate) 
  or Instantaneous (Word), Target 1 (word) or 20-ft. 
  radius (consecration), Talents Bane
    Consecrate (serendipity)
    Word (bane, hallow)
  
  Forsaken Daughter
  Offspring of a mad wizard and his slave, sacrificed in a failed 
  attempt to create a weapon of surpassing power. When the vil-
  lain fell, she was forgotten in a armory, locked in the shape of 
  a curving elvish blade, buried by the collapse of the wizard’s 
  tower. Over time, she awoke, her memory a blur of pain and 
  rejection, having lost even her own name to the torture and 
  time. Eventually, the passing of time revealed her, light intrud-
  ing for the first time.
  “I will guide your hand, give you my strength... just please, please, do 
  not leave me here, alone in the dark.”
  fOrSakEn DauGhtEr  
   
   
  cr 5
  XP 1,600
  Female Half Elf Armorist (Spirit Blade*) 5
  N Medium Humanoid (elf, human)
  Init +4; Senses Perception +10, low-light vision
  *Using permanent weapon form alternate rule
  DEfEnSE
  AC 20, touch 15, flat-footed 17 (+4 Unarmored Training, +1 
  deflection)
  hp 32 (5d10+5)
  Fort +8, Ref +3, Will +10
  Defensive Abilities hardness 12
  OffEnSE
  Speed 0 ft., fly 20 ft. (perfect) w/ Telekinesis sphere
  Melee telekinesis bludgeon w/ weapon form of +2 keen elven 
  curve blade +8 (1d10+7, 15-20/x2) or telekinesis bludgeon w/ 
  weapon form of +2 elven branch spear +8 (1d8+7,x3)
  Special Possession DC 17
  maGic
  Caster Level 2th; MSB +5, MSD 16, Concentration +8
  Tradition None; CAB Wis
  Spell Points 10
  Telekinesis Sphere – DC 15, Range Close (30 ft.), 
  Duration Concentration or 2 minutes (5 minutes, self only) 
  (w/ 1sp), Target 1, Talents Dancing Weapon, Flight, Powerful 
  Telekinesis
    Telekinesis (tiny object (self only: Medium object), sus-
  tained force, hostile lift, bludgeon, catch, flight)
  StatiSticS
  Str 10, Dex 10, Con 14, Int 8, Wis 20, Cha 14
  Base Atk +5; CMB +5; CMD 15
  Feats Extra Combat Talent x2, Extra Magic Talent, Improved 
  Initiative, Iron Will, Skill Focus (Perception)B
  Martial Tradition Elven Duellist*, PAM Wis, DC 16
  Talents Duellist (Defensive Slice, Swift Slice), Equipment 
  (Elvish Heritage, Finesse Fighting x2), Fencing
  Skills Bluff +7, Perception +15
  Languages Common, Elven
  SQ guided strike, grant skill, arsenal tricks (dancing blade, im-
  proved equipment (elven curve blade))
  Other Gear cloak of resistance +2, headband of inspired wisdom +2, 
  ring of protection +1
  *Section 3
  
  Appendix
  An incorporeal creature moves silently and cannot be heard 
  with Perception checks if it doesn’t wish to be. It has no 
  Strength score, so its Dexterity modifier applies to its melee 
  attacks, ranged attacks, and CMB. Nonvisual senses, such as 
  scent and blindsight, are either ineffective or only partly effec-
  tive with regard to incorporeal creatures. Incorporeal creatures 
  have an innate sense of direction and can move at full speed 
  even when they cannot see.
  Swarm Subtype
  A swarm is a collection of Fine, Diminutive, or Tiny creatures 
  that acts as a single creature. A swarm has the characteristics 
  of its type, except as noted here. A swarm has a single pool of 
  Hit Dice and hit points, a single initiative modifier, a single 
  speed, and a single Armor Class. A swarm makes saving throws 
  as a single creature. A single swarm occupies a square (if it is 
  made up of nonflying creatures) or a cube (of flying creatures) 
  10 ft. on a side, but its reach is 0 ft., like its component crea-
  tures. In order to attack, it moves into an opponent’s space, 
  which provokes an attack of opportunity. A swarm can occupy 
  the same space as a creature of any size, since it crawls all over 
  its prey. A swarm can move through squares occupied by ene-
  mies and vice versa without impediment, although the swarm 
  provokes an attack of opportunity if it does so. A swarm can 
  move through cracks or holes large enough for its component 
  creatures.
  A swarm of Tiny creatures consists of 300 nonflying creatures 
  or 1,000 flying creatures. A swarm of Diminutive creatures 
  consists of 1,500 nonflying creatures or 5,000 flying creatures. 
  A swarm of Fine creatures consists of 10,000 creatures, wheth-
  er they are flying or not. Swarms of nonflying creatures include 
  many more creatures than could normally fit in a 10-ft. square 
  based on their normal space, because creatures in a swarm are 
  packed tightly together and generally crawl over each other 
  and their prey when moving or attacking. Larger swarms are 
  represented by multiples of single swarms. The area occupied 
  by a Large swarm is completely shapeable, though the swarm 
  usually remains in contiguous squares.
  Traits: A swarm has no clear front or back and no discernible 
  anatomy, so it is not subject to critical hits or flanking. A swarm 
  made up of Tiny creatures takes half damage from slashing and 
  piercing weapons. A swarm composed of Fine or Diminutive 
  Incorporeal
  An incorporeal creature has no physical body. It can be harmed 
  only by other incorporeal creatures, magic weapons or crea-
  tures that strike as magic weapons, and spells, spell-like abil-
  ities, or supernatural abilities. It is immune to all nonmagical 
  attack forms. Even when hit by spells or magic weapons, it 
  takes only half damage from a corporeal source (except for 
  channel energy). Although it is not a magical attack, holy water 
  can affect incorporeal undead. Corporeal spells and effects that 
  do not cause damage only have a 50% chance of affecting an 
  incorporeal creature. Force spells and effects, such as from a 
  magic missile, affect an incorporeal creature normally.
  An incorporeal creature has no natural armor bonus but has a 
  deflection bonus equal to its Charisma bonus (always at least 
  +1, even if the creature’s Charisma score does not normally pro-
  vide a bonus).
  An incorporeal creature can enter or pass through solid ob-
  jects, but must remain adjacent to the object’s exterior, and so 
  cannot pass entirely through an object whose space is larger 
  than its own. It can sense the presence of creatures or objects 
  within a square adjacent to its current location, but enemies 
  have total concealment (50% miss chance) from an incorporeal 
  creature that is inside an object. In order to see beyond the ob-
  ject it is in and attack normally, the incorporeal creature must 
  emerge. An incorporeal creature inside an object has total cov-
  er, but when it attacks a creature outside the object it only has 
  cover, so a creature outside with a readied action could strike 
  at it as it attacks. An incorporeal creature cannot pass through 
  a force effect.
  An incorporeal creature’s attacks pass through (ignore) natu-
  ral armor, armor, and shields, although deflection bonuses and 
  force effects (such as mage armor) work normally against it. 
  Incorporeal creatures pass through and operate in water as 
  easily as they do in air. Incorporeal creatures cannot fall or 
  take falling damage. Incorporeal creatures cannot make trip or 
  grapple attacks, nor can they be tripped or grappled. In fact, 
  they cannot take any physical action that would move or ma-
  nipulate an opponent or its equipment, nor are they subject to 
  such actions. Incorporeal creatures have no weight and do not 
  set off traps that are triggered by weight.
  
  creatures is immune to all weapon damage. Reducing a swarm 
  to 0 hit points or less causes it to break up, though damage 
  taken until that point does not degrade its ability to attack or 
  resist attack. Swarms are never staggered or reduced to a dying 
  state by damage. Also, they cannot be tripped, grappled, or bull 
  rushed, and they cannot grapple an opponent.
  A swarm is immune to any spell or effect that targets a spe-
  cific number of creatures (including single-target spells such 
  as disintegrate), with the exception of mind-affecting effects 
  (charms, compulsions, morale effects, patterns, and phan-
  tasms) if the swarm has an Intelligence score and a hive mind. 
  A swarm takes half again as much damage (+50%) from spells 
  or effects that affect an area, such as splash weapons and many 
  evocation spells.
  Swarms made up of Diminutive or Fine creatures are suscepti-
  ble to high winds, such as those created by a gust of wind spell. 
  For purposes of determining the effects of wind on a swarm, 
  treat the swarm as a creature of the same size as its constituent 
  creatures. A swarm rendered unconscious by means of nonle-
  thal damage becomes disorganized and dispersed, and does not 
  reform until its hit points exceed its nonlethal damage.
  Table: Swarm Damage by Size 
  Swarm Hit Dice
  Swarm Base Damage
  1–5
  1d6
  6–10
  2d6
  11–15
  3d6
  16–20
  4d6
  21 or more
  5d6
  Swarm Attack: Creatures with the swarm subtype don’t 
  make standard melee attacks. Instead, they deal automatic 
  damage to any creature whose space they occupy at the end of 
  their move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover. A swarm’s 
  stat block has “swarm” in the melee entries, with no attack 
  bonus given.
  The amount of damage a swarm deals is based on its Hit Dice, 
  as shown on Table: Swarm Damage by Size.
  A swarm’s attacks are nonmagical, unless the swarm’s descrip-
  tion states otherwise. Damage reduction sufficient to reduce a 
  swarm attack’s damage to 0, being incorporeal, or other special 
  abilities usually give a creature immunity (or at least resistance) 
  to damage from a swarm. Some swarms also have acid, blood 
  drain, poison, or other special attacks in addition to normal 
  damage.
  Swarms do not threaten creatures, and do not make attacks of 
  opportunity with their swarm attack. However, they distract 
  foes whose squares they occupy, as described below.
  Swarms possess the distraction ability. Spellcasting or concen-
  trating on spells within the area of a swarm requires a caster 
  level check (DC 20 + spell level). Using skills that involve pa-
  tience and concentration requires a DC 20 Will save.
  
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  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on ma-
  terial by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Champions of the Spheres, Copyright 2017, Drop Dead Studios LLC
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC;
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo 
  Publishing
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo 
  Inc.
  Psionics Unleashed. Copyright 2010, Dreamscarred Press
  Spheres of Might, Copyright 2017, Drop Dead Studios LLC
  Spheres of Power, Copyright 2014, Drop Dead Studios LLC
  Shapeshifter’s Handbook, Copyright 2016, Drop Dead Studios LLC
  Designation of Product Identity: 
  Product Identity: The following items are hereby identified as Product 
  Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
  and are not Open Content: All trademarks, registered trademarks, prop-
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  cluded in this declaration.) Open Content: Except for material designated 
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  Studios game product are Open Game Content, as defined in the Open 
  Game License version 1.0a Section 1(d). No portion of this work other 
  than the material designated as Open Game Content may be reproduced 
  in any form without written permission. 
  
  The Wraith’s
  The Wraith’s
  The wraith is a dark power given form. Whether through training in forbid-
  den arts or their own ghost-like nature, the wraith has the ability to enter 
  into objects, animals, allies, or opponents, consuming their will and taking 
  control.
  Wraiths are the stuff of nightmares, spreading fear wherever they go and a 
  score of broken hosts in their wake. Complete with archetypes, two NPcs, 
  and even options for other classes, the wraith is a perfect option for unortho-
  dox players, horror games, or just a Halloween-themed adventure.
  Wills were meant to be broken.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/The Wraith.pdf