- Level: Sorcerer/Wizard 8
- School: Illusion
- Casting Time: Standard Action
- Components: V,S
- Range: Self
- Target or Area: all creatures in target area (friend or foe) in a 35 foot cone (7x7 area) adjacent to your space
- Duration: Instantaneous
- Saving Throw: Will partial
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- Casting of this spell involves throwing back your head and spreading your arms to unleash a loud and powerful howl...except that the sound produced is thin and thready at best. At least in the physical world. Instead of mere noise, this spell creates the illusion of an effect that pierces the veil between the Real and the Unreal. This potent spell fills the ether with the semblance of a massive mental scream, a tidal wave of ethereal noise.
- All ethereal and incorporeal creatures caught in the area of effect suffer (Circle 8 damage): 1d6+3 points of damage per character level (max 21d6+63 at character level 21) of sonic (energy, common), without benefit of save. Now, how the caster can know where any ethereal or incorporeal creatures are is left to the intrepid caster to work out.
- The power of Ghosthowl is such that, even physical creatures are subject to its effect. All physical creatures caught in the area of the Ghosthowl (a 7x7 cone adjacent to the caster's space), are subject to (Circle 7 damage): 1d6+2 points of damage per character level (max 20d6+40 at character level 20) of eldritch (energy, rare) damage, unless they make a saving throw as described above. If this save is successful, they only take half damage, but since they now recognize the slippery, illusory nature of the magic, the damage type is changed to fictive (energy, uncommon) damage.