Pathfinder Roleplaying Game Occult Adventures
  • School conjuration (calling)
  • Spell Lists
    • spiritualist 5
    • cleric 5
    • medium 3
    • shaman 5
  • Casting Time 10 minutes
  • Components V, S
  • Range 10 ft.
  • Effect(s) call the spirit of a single deceased humanoid creature
  • Duration concentration
  • Saving Throw Will negates; see text

You attempt to cause the spirit of a specific individual to manifest from its final resting place. You must request the spirit’s presence by speaking its name.

Unwilling spirits can resist the summons by succeeding at a Will save. If the chosen spirit resists your call, another spirit with malevolent intent almost always takes its place, intent on deceiving you. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to the creature whose spirit you wish to call.

Knowledge Will Save Modifier
Name only +15
Secondhand (you have heard of the subject) +10
Firsthand (you met the subject in life) +5
Familiar (you knew the subject well) +0

You must have at least have a name the creature was called in life.

Connection Will Save Modifier
Likeness or picture –2
Possession or garment –4
Body part, lock of hair, nail clipping, etc. –10
Different alignment +4

A successfully called spirit manifests as a wispy, vaporous form that vaguely resembles the form the deceased creature had in life. The spirit has the physical attributes of an unseen servant and is capable of minor physical manipulations, with the ability to speak in quiet, ghostly whispers in whatever languages the creature knew while it was alive. The spirit isn’t an undead creature, and isn’t beholden to its caller. Whether you summoned the chosen spirit or a deceitful replacement, the spirit can refuse to answer your questions or attempt to deceive you using Bluff, though in either case these spirits can speak about only what they knew in life and have no knowledge of events that occurred after their deaths. Malevolent spirits might take advantage of their limited physical abilities to cause terrifying spectacles designed to scare the caster.

You must concentrate on maintaining the spell (as a standard action) in order to ask questions at the rate of one per round. You can ask a total of one question per caster level; the spirit answers each during the same round. When the spell ends, the spirit’s ectoplasmic form fades and the soul returns to its rest. This spell can’t call the spirits of creatures that are currently undead.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Roleplaying Game Occult Adventures

SECTION 15

  • Pathfinder Roleplaying Game Core Rulebook, Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder Roleplaying Game Occult Adventures, Copyright 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  • Demon, Shadow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White.
  • Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  • Poltergeist from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.
  • System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.