Spiritjam (Template)
    Spiritjams are souls of an evil spellcaster, be he divine or arcane, that remained behind when their physical body died while in they sat seated in the helm. A Spiritjam appears as a floating, diaphanous form resembling its former body. One can easily differentiate a spiritjam from other undead because of its eyes, which sparkle like stars, and its hands, which have abnormally long fingers endings in claws. Hair of a Spiritjam flows wildly around its head.
    Spiritjams envy and hate all life, especially spacefarers, because they detest their own undead state. They pass through a ship's walls, remaining hidden and observing crew until it has selected its first target. Their primary targets are spelljamming arcane or divine casters and the ship's captain. By disabling these people, spiritjams hope to cripple the ship and then feeding on the rest at their leisure.
    A few spiritjams seek out enemies their former selves faced in life.

CREATING A SPIRITJAM
    “Spiritjam” is a template that can be added to any creature that died while seated on a spelljamming helm. The creature (referred to hereafter as the “base creature”) must have at least a Charisma score of at least 8. The creature's type changes to “undead”. It otherwise uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: Increase to 1d12.
Speed: Spiritjam have a fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
AC: Natural armor is the same as the base creature but applies only to ethereal encounters. When the spiritjam manifest (see below) its natural armor value is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attacks: The spiritjam retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures.
Damage: Against ethereal creatures, a spirit uses the base creature's damage ratings. Against non-ethereal creatures, the spiritjam usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: The spiritjam retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. The spiritjam also gains manifestation ability plus 1d3 other special attacks described below. Saves have a DC of 10 + 1/2 spiritjam's HD + spiritjam's Charisma modifier unless noted otherwise.
    Manifestation (Su): All spiritjams have this ability. As ethereal creatures, they cannot affect or be affected by anything in the material world. When they manifest, spiritjams become visible but remain incorporeal. However, a manifested spiritjam can strike with its touch attack or a ghost touch weapon. A manifested spiritjam remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When a spellcasting spiritjam is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting spiritjam manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested spiritjam's touch spells don't work on material targets.
    Frightful Moan (Su): The spiritjam can moan as a standard action. All living creatures within a 30-foot spread must succeed at a Will save or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same spiritjam's moan for one day.
    Intelligence Damage (Su): The touch of a spiritjam deals 1d6 points of temporary intelligence damage to a living foe. A creature reduced to intelligence 0 by a spiritjam dies.
    Transfixing Gaze (Su): Creatures meeting the gaze of a spiritjam must make a Will save. Those failing the save are paralyzed with fear for 1d4 rounds.
    Sense Life (Su): Spiritjams can sense life within 500-mile radius of themselves, and they can sense someone spelljamming within a 5000-mile radius
Special Qualities: A spiritjam has all the special qualities of the base creature and those listed below.
    Immunities (Ex): Spiritjams have cold immunity. They're diaphanous and flowing bodies causes them to take no damage from bludgeoning weapons, be they magical or mundane.
    Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always move silently.
    Spellcasting: Spiritjams retain the spellcasting ability they had in life. A Spiritjam that is a spellcaster is typically 7th level or higher in a spellcasting class. To randomly determine the spellcasting level, roll 1d6 and add 6. Spellcasting spiritjams use their Charisma modifier when making Concentration checks.
    Spell Resistance (Ex): The spiritjam has a spell resistance rating of 15.
    Starlight Empowered (Ex): Spiritjams manifested powers only work when stars are visible outside. For this reason, most spiritjams restrict their travels to space.
    Turn Resistance (Ex): A spiritjam has +4 turn resistance.
    Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects (charms, compulsions, phantasms, and morale effects). Not subject to critical hits, subdual damage, ability damage or drain, energy drain, or death from massive damage. They have no Constitution scores and are therefore immune to any effect requiring Fortitude save (unless it affects objects).
Saves: Same as base creature
Abilities: Same as the base creature, except that the spiritjam has no Constitution score, and its Charisma score increases by +4.
Skills: Spiritjams receive a +8 racial bonus to Hide, Listen, Search, and Spot checks, otherwise same as the base creature.
Feats: Same as the base creature
Climate/Terrain: Wildspace
Organization: Solitary
Challenge Rating: Same as the base creature +2
Treasure: Same as the base creature
Alignment: Usually evil
Advancement: Same as the base creature

Ethereal Equipment
    When a spiritjam forms, all its equipment and carried items usually become ethereal along with it. In addition, the spiritjam retains 1d4 items that it particularly valued in life (provided they are not in another creature's possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better enchantment, however, can harm material creatures when the spiritjam manifests, and enchanted weapons can harm the spiritjam.
    The original material items remain behind, just as the spiritjam's physical remains do. If another creature seizes the original, the ethereal copy fades away. This invariably angers the spiritjam, who stops at nothing to return the item to its original resting place.

SAMPLE SPIRITJAM
    This example uses a 10th level human wizard as the base character.

Spiritjam
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: fly 60 ft. (good)
AC: 15 when manifested in prime material plane (+1 Dex, +4 deflection) or 17 when in ethereal plane (+1 Dex, +6 armor [bracers])
Attacks: Incorporeal touch +5
Damage: Incorporeal touch 1d6 temporary Intelligence
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Manifestation, intelligence damage, transfixing gaze and spells
Special Qualities: Undead, incorporeal, +4 turn resistance, immunity to cold and bludgeoning weapons, sense life, SR 15 and starlight empowered
Saves: Fort +3, Ref +6, Will +8
Abilities: Str 11, Dex 12, Con —, Int 16, Wis 13, Cha 18
Skills: Alchemy +5, Appraise +4, Concentration +16, Gather Information +9, Hide +12, Listen +12, Knowledge (Astronomy) +5, Knowledge (Planetology) +5, Profession (Wildspace Navigator) +6, Scry +8, Search +14, Sense Motive +3, Spellcraft +11, Spot +12
Feats:Dodge, Empower Spell, Improved Initiative, Lightning Reflex, Quicken Spell, Scribe Scroll, Spell Focus (evocation and transmutation)
Climate/Terrain: Wildspace
Organization: Solitary
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Always evil
Advancement: By character class

In the Spheres
    They make their homes on celestial bodies, most being barren, near populated worlds. The spiritjams observe these worlds and gather information on the comings and goings of ships. After obtaining enough information, they begin their attacks on the shipping lanes.
    Spiritjams are exceptionally intelligent and understand many languages. Many of them appreciate the finer things in life, collecting art objects and valuables from their victims.


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©2002 Wizards of the Coast, Inc.

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Spiritjam, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Spiritjam ©2002, Mark Doolan
Image by Ron Pollard

    Notes on this Conversion: I choose to make the spiritjam a template, as they are more of less a Ghost with just a few unique powers. This made the spiritjam a simple conversion.