COMPLETE PHANTOM CHARACTER CLASS HAND BOOK
VERSION 1.0
	This hand book details the how phantoms can be played as character classes 
and how they should be determined as type.  First a short explanation of what the 
phantoms are. In short they are characters that are Undead and serve their lord Rahjora.  
They are all either banshees or close relatives there of. When a phantom is created it 
rolls a 1d12 to see which of the following three it will become. Each of them have its 
own strengths and weaknesses which must be exploited And or dealt with.  These classes 
vary in realms of control, Phantoms Of The Orders Of Rahjora control the elements, 
Banshees that of Fear, and the Phantoms of Phantasmagoria that of the dream world. The 
following details each in turn but the Phantoms of Phantasmagoria are left blurry, more 
to the imagination of the player and DM since this is of what the dream world is 
constructed. There are a few modifiers to the above role and they are as follows:

DEATH                    ROLE MODIFIER 

Fire			 H-2 B-1 P+3
Element other than fire  H+2 B-3 P+1
Died in battle           H-2 B+4 P-2
Died Serving a Diaty     H+3 B+0 P-3
Murdered Cold Bloodedly  H+1 B-2 P+1
Died of disease          H-3 B+3 P+0
Killed by Undead         H-2 B+4 P-2
Death as a Child	 H+3 B+0 P-3  
Other Means              H-2 B+4 P-2
                  
H=Order of Rahjora Base role 1-3 
B=Banshees  Base role 4-9
P=Order of Phantasmagoria Base role 10-12

BANSHEE   PHANTOM  CHARACTER
CLASS
	Phantoms are Un-dead creatures. They are strong, fast, and intelligent. Phantoms 
are characters that Rahjora  has deemed worthy of service. They must start 2nd level. A 
phantom's HD are 1d10 and they receive two per level until  6th then they receive 1/2 HD 
(rounded down.)  Phantoms are solitary Players and only join groups on occasion.  When 
they join a party they try to stay solitary until the party gains its trust. Once a party 
has gained the phantoms trust they may destroy this trust by betraying him or betraying 
any other party member or members. If the first few weeks of the trust are good and well 
the phantom becomes attached to the party and will guard them with there soul. When 
created Rahjora gives them a mission of extreme difficulty, if it completes this mission 
Rahjora grants it immortality. Rahjora takes his phantoms seriously and makes sure they 
are equipped with one weapon to help them to obtain their revenge  plus he gives them 
there incredible speed and agility. Phantoms can use any weapon so the DM can feel free 
to give them  whatever weapon their strength allows.  Also due to their need to talk with 
other Phontoms and with Rahjora they can go from the material world to the world of the 
dead, straight to the point they wish to be with out error and with ease. They often use 
this abilty to help them but few use it to speak to Rahjora, for fear of his wrath, only 5 
have been able to thus far. These are the four first generation Phantoms of the order of 
Rahjora and Hegemony Dominion of the phantoms of Phantasmagoria.

RAHJORA SICARA: 
	Long ago the phantoms lord was described by different races-to the Greeks he was 
Hades and to the Egyptians he was Rah, but in truth his name is Rahjora Sicara. He looks 
much like Rah and he wheres this same egyptian garb. Also he weighs the souls of the people 
against the feather of destiny, with only slight altercations. If the soul is lighter than 
the feather the soul goes on to the Elesian Fields, if the soul balances with the feather 
the soul becomes one of Rahjora's minions, but if the soul is heavier then the soul is 
doomed to eternity in the slave mines of Rahjora. These are the same mines that to the 
Greeks made him the god of wealth.The Minions ore the slave masters, Wraiths, And the royal 
Guard the Phantoms.

CREATION:
	When Rahjora weighed the souls of the dead he found that some balanced with the 
feather since this meant that the soul was doomed to a afterlife of floating the world, 
seeing his chance to use them he created the Phantoms, a loyal group pf guards. These he 
then devided into the realms he himself had to watch, death, elements, and the dream 
realms. These he charged to keep balance in the world, since this was their nature. The
realm of the dead was placed under the Banshees, The realm of dreams under the Phantoms 
of Phantasmagoria, and the realm of the elements and the balance of life and death was 
given to the select Phanoms of the order of Rahjora.

PHYSICAL DESCRIPTION
	Phantoms ate muscular agile beings. The have sleek powerful wings to fly and 
maneuver with. Their fingers are long and thin but they are tipped with razor sharp claws 
capable of doing 1d6 of damage +str. bonus. They have blurring speed and are not seen 
unless they wish it so. Their hair is always long and is generally kept at least shoulder
length. Generally they where a dark cloak to conceal their pail and marred skin. Having
little need for money they hord it so that they may further there missions ahead.  It is
said that  a band of Phantoms can destroy an army given time.

	"They strike hard and fast with thier claws all the while screeming a womens scream
that seems almost to laugh at you. Their speed and ability to surprise allows little chance
of retaliation."  
                                               -Retired Orcish Captain

ABILITIES:(min\max at  start)
Str: 14-20
Int: 16-20
Wis.: 1-16
Dex: 14-21
Cha: -3-+12
Con: 0-15

BONUSES\PENALTIES:
+2 to Str
+2 to Int           
+3 to Dex
-3 to Con (SEE SPECIAL)
-6 to Cha
-2 to Wis.

MINIMUM REQUIREMENTS:
Str:  14
Int: 16
Dex: 14

PRIME REQUISITES:
Strength, Intelligence, and Dexterity

SAVING THROWS:
As Paladin character class..

EXPERIENCE POINTS:
As that of a Paladin.

ATTACKS:
3/2rounds to start
2/1round at 5th level
5/2rounds at 11th level
3/1round at 17th level

SPECIAL ABILITIES:
Phantoms can phase in and out of a solid state. It is because they have no definite state
that there charisma and constitution are lower than a normal person. The phantom can be
harmed by weapons but unless they are magical or the phantom is in a solid state the 
phantom takes no dammage. In phased state matter passes right through it unless it is 
enchanted. (see disadvantages for more on phasing abilities) There weapons are made of a 
phantom material. Weapons and armor can not be bought, instead they must be taken from 
slain people. Upon being taken the weapon becomes a phantom weapon and can only be held 
or used by a phantom. Any one trying to touch a phantom's weapon takes  1d10+2 damage.  
If a weapon is given to a phantom  it becomes the phantoms weapon and thus the above 
applies. A phantoms weapon is phased out until called in to solid state by the phantom. 
Phantoms also can become invisible at will and are always thus during the day. Phantoms 
cannot venture out in the day unless cloudy and the sun is blocked since they take triple 
damage from the sun (Standard is 1d10 per turn). Phantoms regenerate at 3/HP a turn. 

DISADVANTAGES:
Due to their phasing in and out of solid state they must regenerate once every two days.  
If they do not regenerate they loose there phasing abilities until they regenerate and 
remain in a phased state until they regenerate. Phantoms cannot buy weapons or armor but 
must instead take it from slain warriors or be given it at no cost to either player.  
Potions and healing spells have no effect.  Phantoms when armorless take double damage 
from magic weapons.   Phantoms must be of  CG, NG, TN, CN, NE, CE, E, or LE alignment.   
If they use there elemental ability to much they must regenerate sooner.  If they phase 
more than there endurance (see bottom) allows they must regenerate sooner. A high level 
priest turning that would normally destroy the phantom instead renders him at 0 endurance 
and a phased state until he takes the time to regenerate his solid state.  They also are 
limited to only Rahjora for their god. This is because Rahjora created them and they are 
forever grateful. There is one more problem, phantoms are in constant want of love This 
is hard to come by since they have very low charismas. They must always try to convince 
people they are more than their surface. They will look for any item that will improve 
their charisma (I.E. change self spells/rings although it only has a 1/2 effect on there 
charisma). All phantoms eyes are bright red at all times and glow in the dark if the 
phantom is not invisible.

SPECIAL ABILITIES
Level        Immunities                        Abilities

All:          normal weapons while           Flight 360'/round; pass without trace at will                                                                                                                                                             phased (see phased below)      screech, Infravision 90'
1st            Holy symbols do not           Invisibility at will
                  affect 
2nd           Immunity to charm              Phase at will 
                 sleep etc...
3rd           1/2 cold and electric          Phase weapons 
                damage
4th           5% immunity to magic           Control weaker Undead
5th           Psionics 1/2 effect            +1  to str, dex, and int
6th           Regenerate 8hrs not            Freeze metal                   
                   10hrs
7th           3 days without                 Control elements
                 regeneration
8th           10% immunity to magic          Gain 1 psionic of DM choice
9th           Sun effect 3/4 str             Freezing touch (see below)
10th         Regeneration 6hrs               control elementals of 1/2 or lesser HD
11th         Cold Electricity no            +1 to dex, str, int in addition to above
                 damage
12th          Sun has no effect             +1 Psionic of DM choice
13th          15% Immunity to magic         Teleport without error
14th          Fire 3/4 normal effect        Freezing touch may be transferred through weapon
15th          Regeneration 4hrs             +3 to Will power 
16th          20% immunity to magic         Screech double effect
17th          Fire 1/2 normal effect        +1 dex, str, int in addition to above
18th          Regeneration 2hrs             + 1 psionic of DM choice  

Phantasmal flight: Phantasmal flight is possible because like its cousin the banshee 
Phantoms of the Order have wings this makes them highly maneuverable. The phantoms are 
quick in the air and gain 120'/dex and str. upgrade. If damaged the phantoms make a role 
on a twenty to see how they land and if they tear off their wings. The rolls are as follows:

  Roll 		Outcome
    1-5           The phantoms wings break off and he takes 1d10 damage 3days to regenerate
    6-10          Phantoms wings break 1d6 damage 1day to regenerate
   11-15          Wings injured and flight impaired 1d4 damage 
   16-20         Wings uninjured no damage                                 

Remember the phatnoms regenerate so they will get thier body parts back within three days.

Control Lesser Undead: Allows the Phantom to control undead of leasser HD. To determine 
the number of undead controled roll 1d6/level of the phantom and devide by the number of 
HD the creature has. They then fall under control of the phantom for 1d10 hours or until 
killed.

Freezing touch: Is a special ability where the phantom causes 2d8+2 
                        damage and if a 20 is rolled it does double damage plus  
                        50% chance of loss of a limb. If more than 30 points of
                       damage is caused in this way frost bite is incurred.

Control Elements: Is the Phantoms ability to control standard non magical elements. 

Control Elementals: The Phantoms ability to control elementals of 1/2 or lesser HD.

Will Power: Makes the banshee almost impossible to control. If they fall under control they 
            roll for freedom every turn if a spell or every day if by a wraith. When an 
            attempt is made to control them they have a 15 in 20 chance of remaining in full
            self control. If failed they make this role again at the prescribed time.

Phase: The Phantoms have a Phasing ability but it is restricted to the amount his stamina 
       can withstand. Phasing is the changing from solid to a phantom-like form.  The Phase
       ability gives one possible saving factor; If a hit is inevitable at the cost of  Str.
       the next turn can increase there Constitution at a 1 to 1 Ratio.

Screech:  Is the Banshee phantoms ability to screech instilling fear in all those who hear 
          it. The player hearing it will became nervous and loose increasing amount to his
          reaction roll up to a  possible -5 (-10 if double effect is gained.).  These are
          calculated as follows:

              # of screeches          Adjustment  to            Adjustment to attacks  
              heard                   reaction                  against banshee        
              1.                               -1.                                    0
              2.                               -1.                                    0
              3.                               -2.                                    0
              4.                               -3.                                    0
              5.                               -3.                                    0
              6.                               -4.                                    0
              7.                               -5.                                    0
              8.                               -5.                                   -1

       For those who servived the encounter they will describe the scream as a high pitched
voice like a woman screaming with death, yet seemingly enjoying it, almost laughing at 
those who come near-possibly it's out of pity.
 
Regeneration:  Phantoms regenerating ability allows them to both regenerate HP and body 
parts. An injured body part may regenerate in one turn, but a missing part will take time. 
EX. An arm would take 2 or  3 days when a foot or hand could regenerate over night. 
                                                                                                 
Stamina: His stamina is rolled 1d10 a level. Stamina determines how long the phantom can go 
without regeneration. The things effected  by stamina are:  Phasing, creating phantom 
weapons, Create elements, controlling the elements, controlling elementals, regenerating 
large numbers of hit points 



Stamina Chart:

Effect                        Stamina points used          
                                                 
Phasing                   	1/phase
Phantom weapons        	      6/weapon
Creating elements         	4/element
Controlling elements     	2/element
Controlling elementals   	4/elemental
Regenerating HP           	1/3HP over 12
Regenerating a body part      6/part

BANSHEE MASTERS:
	Banshee Masters, like their kin the Phantasmal Lords, are 18th level banshees who 
have destroyed who ever or what ever murdered them. Since they have accomplished this 
Rahjora sees no reason to leave them in the world of the livings. Thus he sends them 
instead to the etherial plain only to back to the world of the living when extreme times 
calls. These Masters can travel between the ethereal plain and that of the real world at 
will. They can now cause a person to die literally of fear of their screech.  Those 
attacking a Banshee Master automatically loose -3 to hit and -3 to saves due to fear. 
When encountered characters must roll save vs. death or dye of fear.

IMMORTALITY:
	Phantoms are immortal beings unless destroyed in combat they will live for ever. 
Even the Banshee Masters who gain a limited immortality in that they can only be killed
by another phantom,  Undead being, or living dead being.  This immortality means an 
eternity of servitude to Rahjora.  Its a judgment call as to if it is worth the enslavement 
of your soul, but for the power it is all worth it. Hay, Your dead all ready any way!

ENSLAVING SOULS FOR RAHJORA:
	Whenever a mortal humanoid being is killed by a phantom its eternal soul is sent to 
Rahjora for judgment and enslavement in its respective slave camp. Remember Phantoms must 
enslave at least five souls to become a Lord. 

DEATH POWER:
	Phantoms each have a power specific only to them. It is specific because it is based 
on there death. It may vary from a weapon proficiency to a magical power. To be able to give 
these powers a brief story of there life and death so that the origin of there power is 
easily found. The death power of phantoms is only used if and when the phantom is in mortal 
danger, when their friends are in mortal danger or when they are in absolute anger taking 
out their revenge on those who have done any of the above in his life or in his after-life. 
This is because it hurts them to relive this death by using this power also it does 3 damage 
to them a turn nullifying their regeneration and making them be forced to withstand all 
damage done to them.  This power is a natural ability all Phantoms have. Based on their 
death these powers are often magical. The powers which are magical are very powerful but 
since they are rarely used they are not a major threat to those attacking. To determine when 
the phantom uses it he must make an attempt role to determine weather it is necessary and 
worth it to use the power. The chart below identifies the roles needed.

Reason                                      Role Needed on a 1d20
Phantom in mortal danger                    18 or better
Phantoms friend in mortal danger            13 or better
Phantom acting out revenge                  17 or better (-1 if extremely vengeful personality)
Phantom acting out revenge on his killer    11 or better(-1 if extremely vengeful personality)

If a successful role is made the Phantom will activate his power. The following is a 
possible death power that can be used as an example.

1.  Phantasmal Flame:  This does 4 damage a turn to him but 3d8 to whom ever touches him or 
anything he is holding. Phantasmal fire is a blue flame that instead of burning it freezes 
any living thing touching it(although it feels like fire). 

PHANTOM OF THE ORDER OF RAHJORA SICARA
CHARACTER CLASS

CREATION OF THE ORDER OF RAHJORA:
	At one time Rahjora was not Known, except to a select little town. This town had searched for the truth finding neither Hades or Rah to fit their beleifs. When they found that Rahjora was the true god of the dead they began to worship him solely. This upset the followers of Hades who burned the Small town Killing all that were in it. And with it they destroyed all knowledge of Rahjora. One of his favorites was killed and he knew what great servants they would make, and so he made them his loyal guard. Only the Four first generation Phantoms souls balanced the scales and thus they were created. Then after that he chose those he knew would make the best servants and he changed them to Phantoms of the Order of Rahjora. He then allwed them to keep or learn any skills that would make them better soilders for his Guard. They all Where a solid black cloak which is designed to accomadate their wings and all speak a special dialect only known to them. This dialect is different from Generation to generation thus The higher level ones can speak in private.  When speaking from generation to generation they use common Banshee.

BACKGROUND
	Phantoms are Un-dead creatures. They are strong, fast, and intelligent. Phantoms are characters that Rahjora has deemed worthy of service. Phantoms are direct relatives to the banshee but they gave up their screech for elemental powers and their character class powers. They retain the abilities of there character class but loose all abilities that they had due to higher level. They must start at 2nd level unless altered by the adjustments below.  A phantom's HD are 1d10 and they receive two per level until 6th then they receive 1/2 HD (rounded down.)  Phantoms are solitary Players and only join groups on occasion.  When they join a party they try to stay solitary until the party gains its trust. Once a party has gained the phantoms trust they may destroy this trust by betraying him or betraying any other party member or members. If the first few weeks of the trust are good and well the phantom becomes attached to the party and will guard them with there soul. When created Rahjora gives them a mission of extreme difficulty, if it completes this mission Rahjora grants it immortality. Rahjora takes his phantoms seriously and makes sure they are equipped with one weapon to help them on  their mission and one Phantasmal Protector Quarterstaff (see bottom). Phantoms regardless of class can use any weapon so the DM can feel free to give them  whatever weapon there strength allows.  
  
THE FOLLOWING ARE CHANGES TO THE BANSHEE CHARACTER CLASS ALL ELSE REMAINS THE SAME.
 
CLASS LIMITATIONS:  

CLASS              LEVEL          START LEVEL BONUS( in addition to the 2nd level minimum)
Fighter:           Unlimited         +0
Antipaladin:       Unlimited        +1    (see  Antipaladin Clarification)
Thief:             Unlimited         +0
Assassin:          Unlimited         +1 ( this is because they give Rahjora many 								slaves See Complete Assassins)

Although extremely rare it is possible to play other classes which are non-magic related (ie. no magic users or clerics).

SAVING THROWS:
As the character class that they are.

LEVEL LIMITATIONS:
because of their high inteligence and dextarity they are limited on levels equal to that of an elf. 

AC:
9 unless altered by armor at only 3/4 affect.

EXPERIENCE POINTS:
Fighters and Antipaladins as Paladins
Assassins and Thieves as Assassins(see bottom)

SPECIAL ABILITIES:
The phantom cannot be harmed by weapons unless they are magical or the phantom is in a solid state. Phantoms also can become invisible at will and are always thus during the day but at a 1/2 strength penalty.  Phantoms have the ability to create elements at 10th level and when they create it is discharged through there fingers. 

DISADVANTAGES:
If they use there elemental ability to much they must regenerate sooner. Phantoms also have lower starting levels for  the Ranger, Munk, and Druid classes. They also suffer the same problems banshees incur except damage from the sun which is not incurred Although it does  reduce str by 1/2 and cause uncrotrolable invisibility.

SPECIAL ABILITIES (Only Alterations From banshee class shown)
Level        Immunities                        Abilities

All:          normal weapons while              Flight 360'/round; pass without trace at will,                            phased                                        Infravision 90'
5th           Psionics 1/2 effect             Control elements
6th           Regenerate 8hrs not             +1  to str, dex, and int
                 10hrs
7th           3 days without                  Instill fear at will   
                 regeneration
9th           Sun effect 3/4 str              Regenerate 4HP/turn
10th         Regeneration 6hrs                Freezing touch 
11th         Cold Electricity no              Create elements
                 damage
12th          Sun has no effect               +1 to dex, str, int in addition to above
13th          15% Immunity to magic           +1 psionic of DM's choice
15th          Regeneration 4hrs               Control elementals of = or lesser HD
16th          20% immunity to magic           create elements can be transferred 
                                                              Through weapon

Control Elements: Is the Phantoms ability to control standard non magical elements until 11th level where they can control magical elements.

Create Elements: Is the phantoms ability to create any element or elemental charge\blast and control either. These Elemental blasts have different effects and work certain ways. They are as follows:

Element                    Effect                                                                               Dammage                    Damage

Fire:      Severe burn and stunning affect weakening and slowing them            1d10/3levels     Lightning: Burn and shock that breaks concentration and they loose a turn        1d10/3levels
Water:     None unless blessed and used against Undead                           Nil
Ice:       Water blast that freezes into blades as it leaves; May be blessed     2d8
Air:       Blows away small objects and creatures. Causes minimum                1d4
           damage unless object are propelled in this way
Earth:     Blast of sand that will strip the surface it contacts of top layers   1d10/3 levels
	     blinding its target and skinning it, If inanimate acts as sand blaster 

In the case that it refers to damage every x levels it refers to those above 11 and under 20.

PHANTASMAL LORDS:
	Phantasmal Lords are Phantoms who have don three things: 
		1. Reached 18th level
		2. Completed their life challenge
		3. Have enslaved 15 more souls for Rahjora slave camps.
Phantasmal Lords become Rahjora closest helpers. They are given a section of Rahjora domain to rule like one of a kings governors. They are given 5,000,000 gold in addition to a special phantasmal armor that gives them a -6 AC(no dex. bonuses allowed), a Phantasmal Dominator Sword( SEE BOTTOM).  Lords are treated as Kings by all Phantoms of lesser level. If they are not paid this respect the one lacking the respect is destroyed (not the Lord but the one disrespecting him). They may now phase in to an elemental form that they can create at the cost of  8 stamina points.  As of yet there is only one Phantasmal Lord. He is and always will be THE PHANTOM LORD; he who rules over all phantoms and Phantasmal Lords. He is Disdainus Chaos father of Phaedrus Chaos who were slain in their sleep by murderers. There were 4 First generation Phantoms, They are: Lord Chaos, Leviathan Chaos, Kulaks Chaos, Alconic Nochemar. These are Rahjora Elite. They were given the hardest quests and the most privileges. They are diverse in classes; Lord Chaos-Assassin, Leviathan-Assassin, Kulaks-assassin, Alconic-Anti-Paladin. These are the ones Rahjora turns to when major problems arise.  The hardest thing to becoming a Phantasmal Lord like Lord Chaos is  completing the chalenge. Only Lord Chaos has done this-Only lord Chaos is a Phantasmal Lord.

THE CHALLENGE:
	The challeng must be a  long quest That is to be completed over several campains 
combined. The quest should be very difficult because it gives the player much power after its 
completion. The quest upon completion gives the phantom two levels up immediately, and if the phantom is 18th level or higher (with the 2 levels added) then they become a lord and obtain the abilities and privileges as specified.  If a Phantom manages to complete this mission before it has reached 12th level before adding the extra two then it gains its Phantasmal armor and Phantasmal Dominator, but not its immortality. They also are given a bonus sized portion of Rahjora land for ruling and is given the respect of all other phantoms even those of higher level, and are initiated into the Order of Rahjora. I remind you this challenge must be of extreme difficulty or else they will become much to powerful.

THE GREATER ORDER OF RAHJORA SICARA:
	Lead by Lord Chaos these are phantoms that show extreme skill and talent at low levels ( such as the above completor of the challenge) they are inductor into the Order of Rahjora. The reason does not have to be as hard as completing the challenge but should be with good reason This gives them bonuses and Minuses. These are as follows:
   BONUSES
	-25% less XP to go up levels 
	-1 lesser phantom to be a servant
   DISADVANTAGES-
	-watched much more closely by Rahjora and the Lords
	-punished much more severely for failing a mission or for playing tricks on higher 			level  Phantoms
	In addition to the above they also receive the Ring of the Order of Rahjora. This ring 	does two things it gives them powers listed later and it is an ID in the way that it is ornately carved and lets all other phantoms now who and what they are. All of this at the cost of 10% of the highest amount of your money held a year. You have to pay 10% of your money at the end of every year to maintain their status in the order.


ENSLAVING SOULS FOR RAHJORA:
	Whenever a mortal humanoid being is killed by a phantom its eternal soul is sent to Rahjora for judgment and enslavement in its respective slave camp. Remember Phantoms must enslave at least 15 souls to become a Lord. 
The Phantom must do a ritual where he drinks the blood of one he has killed while he says a prayer to his lord Rahjora.

PHANTOMS PHANTASMAGORIA:
THE FOLLOWING ARE CHANGES AND BACKGROUND DIFFERENCES FROM THE BANSHEE CLASS OF PHANTOMS  ALL UNATTENDED FACTORS REMAIN THE SAME.
	Phantoms of Phantasmagoria are phantoms which domain of power is the dream world. He chose the powers of the dream world at the cost of  his other powers which were greatly weakened as a result. But the powers of the dream realm are great, they have the ability to mold scenery to the wicked shapes and to alter his shape to contort his face to alter his physical features to confuse the victim before the attack. They have a vengeful personality and prefer to make the victim suffer before they destroy them. Mind distracted the victim loses 7 from his reaction and a negative 2 to all attacks against the phantom in the first two attacks from extreme confusion. The phantom is basically the same except it's elemental powers and strength bonuses gained after the initial bonus as well as its psionic powers are only effective in the dream world, but in the dream world his power is supreme, he always attempts to attack the victim here first. Only a failed attempt here will force an exterior attempt.  When a Phantom of Phantasmagoria attacks it causes its victim to stop moving standing(or lying) absolutely still until injured in the mental battle that rages within. There are only three ways out of the 1. The victim realizes it's a dream and thus ejects the phantom and reverses the damage done. 2. The victim may be awoken by severe means thus the above applies or 3. the victim can defeat the phantom thus the above applies. If the victim is injured in the mental battle he actually grabs the injured part and may fall down in extreme pain. The damage incurred in the dream are suffered at a 1 to 1 ratio although the damage is only in the characters mind. The medicine used to heal these wounds is only as effective as the character believes it to be (no more than normal max of heal ability).  If the phantoms is ejected through the first method the damage is reversed and the unconscious period is treated as <1/4 HP. If  the phantom is ejected from the body the victim falls to the ground unconscious; this period and its effects depends first on the amount of damage sustained in the battle but it also depends on the rolls of the dice as follows:

Damage sustained                   Indirect effect                   Unconscious period

<1/4 HP                            None                              1d4 turns
1/4  HP                            Nightmares 1d4 days               1d6 hours
1/2  HP          		           Nightmares 2d4 days               2d4 hours
3/4  HP                            Nightmares  1d4 weeks             1d4 days
>3/4 HP                            Nightmares  1d4 months            2d4 days
All HP                             Death                             Forever

In the world of Phantasmagoria Phantoms gain full control of their powers and as such they all do full damage.   If a victim is killed by a phantom the phantom takes the slain persons soul to be soled to wraiths in order to keep their freedom. Phantoms hold these souls in their Soul Captor Stave, this is completely safe because these souls may only be released by the controlling phantom of his own free will. This makes it useless to capture them for their souls since only a phantom that is free can release them. Phantoms often are used in the employment of wraith to capture the souls of particularly pain in the posterior to them. They also have the ability to posses a person although this is restricted by the stamina of the phantom. This can last for several turns or until the phantoms stamina runs out when they enter the phased state just as all others do. Possession cost 8 stamina  points a turn. Phantoms also take 3 times the damage from the sun rolled on a 1d10.  They have the death power like the Phantoms of the Order of Rahjora but it is only 1/2 strength. They have further disadvantages such as an AC of 10 when in solid form and a -1 from their strength at the start. These are balanced some what as they have the same HD as all other phantoms and the fact that there AC is 1+bonus when phased and in Phantasmagoria it is the same as the one they are attacking.  Phantoms can use any weapon there strength allows and generally do so when in Phantasmagoria. They have one more major disadvantage; until they have captured the souls of 5 beings they can't assume solid form, thus they cannot buy weapons, take weapons, or take any other item off of the dead people and must fight all battles in the area of Phantasmagoria. When they capture thier fifth soul they asume a solid form assuming the highest constitution of the five souls.   They must also play Chaotic neutral or even more evil than that. They can't be commanded by wraiths unless they choose to be. This is because of thier agreement to swapm souls of dead for freedom. Any wraith choosing to force a Phantom of Phantasmagoria to do his or her bidding better have a reason as strong as Rahjora. They have all the same requirements and abilities as a banshee as well as disadvantages.  (SEE  BANSHEE SECTION FOR UNATTENDED FACTORS) The rest is the exact same as the banshee except the scream only works in the dream world. 

NOTE TO DM: Use vengefullness as a downfall to Phantoms.

EATING
	These Phantoms do not eat as regular people do but instead they feed off of the pains, angers, and sorrows of the living. This means that they live through the misery they create. Once nightly they must embody themselves in another and cause a nightmare.  These can do one of two things. They can either haunt the victim with their worst fear orpredict the death of the character that is dreaming. This means that both the phantom and the victim Know these things and both remember the end. Phantoms have the ability to predict the future. although they can only predict the death of the victim they haunt. If the phantom does not feed in this way once a night they must suffer = to that of a person whao has not eaten. During these nighimares the character "attacked" must be sleeping. They seem to sweat and turn and twist as they are having a nightmare only to awaken when the Phantom is through.  
**This cannot be the same as when they are attempting to take the soul.**
In this way they are farmers, Harvesters to say, only their crops are the pain and misery of the souls and minds they torture. These "Harvesters of Sorrow" thrive on the slow deaths, not of the body, but of the souls they crush. Thay feed on those intangible feelings of anger and dispair. Thay feed on the souls of their victims, sucking on them, weakening them, but never quite ready to kill them, for it is the life forces sufering that give these beasts strength. Stolidly the sit tearing the flesh of the soul revaling in the wxcrushiating agony they have caused.  This is the nightmares, sleepless nights and the agony that acompanies them.

ALIGNMENT MASKING:
	This is an ability specific to Phanoms of phantasmagoria. This gives them the ability to hide their alignment from others in a party. This works because of their ability to distort reality. It works much like this.

			Levels Above Phantom		% chance of detection
				1-9			           	   1%
				10			               5%
				11                               10%
 				12			               15%
				13 			               20%
				14			               25%
				15			               35%
				16 			               45%
				17                               55%
				18    		               65%
				19			               75%
				20			               85%
	                  21+			               90%

PERSONAL QUIRKS
	All Phantoms of Phantasmagoria have very bad attitudes. This is because most of them died befor thier time in a disgraicful way. Because of this they must have at best a vengful personality and most likely have a vindictive personality. This means any body dealing with a Phantom better watch himself/herself. They are also maniacle in many cases; this means that they can and often go over the edge when provoked and will stop at nothing to get revenge in some way shape or form. This makes them as speialy dangerous since they may try to use thier connections with the wraiths to bring about their vengance.

	
WEAPONS 
(FOR PHANTOMS ONLY)

PHANTASMAL PROTECTOR:
+3 QUARTERSTAFF
INT: 17
COMMUNICATION: TELEPATHY
WEAPON ALIGNMENT: THAT OF THE PHANTOM
WEAPON SPECIAL PURPOSE: TO PROTECT ITS OWNER
WEAPON SPECIAL PURPPOUS POWER: +2 TO SAVES -1 TO EACH DIE OF DAMAGE SUSTAINED
WEAPON ABILITIES: UNLIMITED CHARGES
HEAL, 1/DAY (TO HELP OTHER GROUP MEMBERS)
ESP, 30 YDS MAX RANGE. 3/DAY, 1ROUND/USE
CHARM PERSON ON CONTACT, 3/DAY


PHANTASMAL DOMINATOR
+6 SHORT SWORD 
WEAPON INTELLIGENCE: 14
COMMUNICATION: SPEECH 
WEAPON ALIGNMENT: THAT OF THE PHANTOM
WEAPON SPECIAL PURPOSE: TO CREATE CHAOS AMONG THE LIVING AND LAW AMONG THE DEAD
WEAPON SPECIAL PURPOSE POWER:  DISINTEGRATE
WEAPON  SPECIAL ABILITIES (13) UNLIMITED CHARGES
1. CLAIRVOYANCE, 30 YDS RANGE, 3/DAY, 1ROUND/USE
2.  TELEKINESIS, 250 POUNDS MAX., 2/DAY, 2RDS/USE
3.  TELEPORTATION, 2/DAY, 600 POUNDS MAX., CASTING TIME 2 ROUNDS
4.  X-RAY VISION, 40 YDS RANGE, 2/DAY, 1TURN/USE

RING OF THE GREATER ORDER OF RAHJORA SICARA:
RING
INTELLIGENCE: 14
COMMUNICATION: SPEECH ALIGNMENT: THAT OF THE PHANTOM
SPECIAL PURPOSE: TO FOOL THE LIVING AND FURTHER THE GOALS OF THE ORDER
SPECIAL PURPOSE POWER: ANIMATE ILLUSION/ UNLIMITED CHARGES, 10/DAY
ABILITIES: UNLIMITED CHARGES
ILLUSION 120 YDS.  RANGE 10/DAY


SOUL CAPTOR STAVE:
STAFF
INTELIGENCE:17
COMUNICATION: TELEPATHY
SPECIAL PURPOSE: TO CAPTURE AND CONTAIN SOULS
SPECIAL PURPOSE POWER: CAN CAPTURES AND CONTAINS ALL SOULS A PHANTOM KILLS
                       AND WILL ONLY RELEASE THEM TO THAT PHANTOM AS WISHED
ABILITIES: UNLIMITED CHARGES
ALTER APPEARANCE: PHANTOM ONLY 2/DAY 1D12 TURNS




