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  PRODUCT NO: SP008          customerservice@abandonedarts.com
   
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  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
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  does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
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  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Feats and plot hooks for the Ghostly Disguise spell.
  Abandoned Arts Presents: 
  Spell Power
  Ghostly Disguise
  
  2
  DEATHLY DISGUISE   
  [SPELL POWER]
  You are adept at impersonating aspects of the 
  undead.
  Prerequisites: ability to cast ghostly disguise
  Benefit: As long as you are under the effects of a 
  ghostly disguise spell that you cast, you gain a +10 
  circumstance bonus on Bluff skill checks made to 
  impersonate undead traits, like a vulnerability to 
  channeled energy or disrupting weapons.
  ETHEREAL DISGUISE   
  [SPELL POWER]
  Your ghostly disguise can fool even the most 
  discerning observer.
  Prerequisites: ability to cast ghostly disguise
  Benefit: At your option, creatures that can detect 
  ethereal creatures and differentiate visible, invisible, 
  and ethereal creatures from one another (such as 
  those benefitting from a see invisibility spell) can 
  be fooled by ghostly disguise spells that you cast. 
  Such creatures perceive you as ethereal unless they 
  succeed on a Will saving throw against the spell.
  FEARSOME DISGUISE   
  [SPELL POWER]
  Your ghostly disguise can instill a fear which 
  overrides caution and curiosity.
  Prerequisites: ability to cast ghostly disguise, 
  caster level 3rd
  Benefit: As long as you are under the effects of 
  a ghostly disguise spell that you cast, creatures that 
  you successfully demoralize or affect with a fear 
  effect are not entitled to a Will save to recognize the 
  spell as an illusion. This is an exception to the rule 
  that a creature who interacts with the glamer may 
  make a Will save against it.
  INVULNERABLE DISGUISE  
  [SPELL POWER]
  Your ghostly disguise confers the illusion of 
  invincibility.
  Prerequisites: ability to cast ghostly disguise, 
  caster level 5th
  Benefit: At your option, non-magical attack forms 
  seem not to harm you as long as you are under the 
  effects of a ghostly disguise spell that you cast (just 
  as they would not affect a true ghost). You still take 
  damage from such attacks as usual, but observers 
  perceive that you are unharmed (unless you are 
  killed or otherwise rendered helpless by such 
  an attack). Creatures that attack you with a non-
  magical weapon are still entitled to a Will saving 
  throw to recognize the spell as an illusion, as usual.
  OTHERWORLDLY DISGUISE  
  [SPELL POWER]
  Your ghostly disguise is especially eerie, and doubly 
  convincing.
  Prerequisites: ability to cast ghostly disguise
  Benefit: At your option, ghostly disguise spells 
  that you cast confer a number of secondary glamers. 
  Spells that you cast and other physical effects that 
  you produce while disguised take on the same 
  translucent glow. For example, a fireball spell that 
  you cast might take the shape of a shimmering ball 
  of roaring green flame in the shape of a wailing 
     
     SPELL POWER: GHOSTLY DISGUISE
  Presented below are several feats and exciting plot hooks centered around a uni-
  fying theme: the ghostly disguise spell. This spell was first featured in the Pathfind-
  er® Roleplaying Game: Ultimate Magic and is referenced here for your convenience.  
     SPELL POWER FEATS
  Spell power feats interact with specific spells or groups of closely-related spells, modifying 
  the way those spells function for characters that possess them. Spells modified by a spell power 
  feat are harder to identify with the Spellcraft skill. The DC of such a check is increased by +1 for 
  every spell power feat that modifies the spell. A successful check reveals the names and effects 
  of each of the spell power feats modifying the identified spell.
  
  3
  skull. In addition, you can share the effects of 
  your ghostly disguise with creatures and objects 
  that you summon with conjuration (summoning) 
  spells disguised. When your spell ends, so do these 
  secondary effects.
  Additionally, you may choose to become 
  transparent as well as translucent while affected 
  by the spell. Though still visible, your body and 
  equipment do not block line of sight. Shifting to or 
  from a translucent or fully-transparent appearance 
  is a free action. Finally, you may confer an 
  otherworldly, echoing quality to your voice while 
  disguised.
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  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Abandoned Arts Presents: Spell Power: Ghostly Disguise © 2016, Daron Woodson; Author: Da-
  ron Woodson, Layout by Troy Daniels, Art by Rick Hershey and Fat Goblin Games
   
  Ghostly DisGuise Plot hooks
  The following plot hooks and concepts are 
  intended to inspire you with clever and memorable 
  ways to implement the ghostly disguise spell into 
  your campaign, or simply to bring to mind new 
  and interesting ideas for adventures and quests. 
  • 
  Using a combination of ghostly disguise 
  and a suite of more mundane costumes 
  and theatrics, an illusionist sends would-
  be heroes and adventurers on a series of 
  self-serving quests, posing as the departed 
  spirits of famous or trustworthy historical 
  figures and deceased heroes.
  • 
  Clever war-mages use a mix of ghostly 
  disguise and invisibility to create the 
  appearance 
  that 
  the 
  translucent, 
  seemingly-disembodied weapons that 
  they wield are actually spectral swords 
  animated by necromancy.
  • 
  A savvy ghost, counting on adventuring 
  trespassers to use detect magic and a 
  knowledge of spellcraft to identify the 
  spell, uses a ghostly disguise to convince 
  explorers that he is really a living illusionist, 
  merely posing as an undead spirit.
  • 
  A single sorcerer – and the lone inhabitant 
  of an ancient ruin – uses ghostly disguise 
  in conjunction with fly, dancing lights, 
  disguise self, mirror image, unseen servant, 
  ghost sound, ventriloquism, sending, silent 
  image, and countless other spells to make 
  it seem as though the site is haunted by 
  dozens of wrathful spirits.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Spell Power Ghostly Disguise.pdf