About this mod
Ghosts now bleed Ectoplasm, a new Surface that deals a small amount of Lightning, Cold, and Necrotic damage to living creatures slimed by it. Additionally, some ghosts and possessed items have the ability to create Ectoplasm Surfaces, and a couple of Ectoplasm-based spells are available mid-to-late game via scrolls and/or the right classes.
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Where the ethereal, spiritual, and material world meets, there can form a strange substance known as ectoplasm. It holds a peculiar energy to it - a dangerous one. Whatever you do, do not let it befoul you - that ghostly sludge will drain your lifeforce! Not to mention, it stains something awful.
What it does:
This mod adds a new Surface to the game called Ectoplasm, as well as several ways to encounter it.
This glowing, necrotic-turquoise gunge causes any creature which enters it to be coated in ectoplasmic ooze. It deals 1 Cold, 1 Lightning, and 1 Necrotic damage to living creatures, and persists for 1 round after the entity leaves the Surface (or has it cleaned off by a Helpful ally).
The Surface is considered Difficult Terrain. After the spiritual energies fully dissipate from the Surface, it turns to blood.
How to encounter it:
Ghosts, Poltergeists, and similar creatures will now bleed Ectoplasm when damaged. This includes Specters raised by Hexblade Warlocks, but does not include Act 2
At Level 5, Hexblade Warlocks and Death Clerics get access to a 3rd-Level Necromancy Spell called Create Ectoplasm, which functions like Grease except it's an Ectoplasm Surface instead. It does not require Concentration (and therefore cannot be dismissed) and will dissipate to blood after 4 turns.
At Level 7, Hexblade Warlocks and Death Clerics get access to a 4th-Level Necromancy Spell called Wall of Ectoplasm. This Concentration spell creates an Ectoplasm Surface which extends up into a transparent wall which blocks all non-teleportation movement through it, as well as causing those within 2m (6ft) of the wall to become Frightened unless they succeed on a DC14 Wisdom Saving Throw. The wall sections can be destroyed, but cannot be damaged by Bludgeoning, Piercing, or Slashing damage, nor by Cold, Lightning, or Necrotic damage. It is Vulnerable to Force and Psychic damage.
There are also Rare and Very Rare scrolls of the above spells, which should begin appearing mid-to-late game. Wizards are able to learn the spells from the scrolls.
Ghosts encountered at the Act 3 home of
Compatibility:
No known conflicts.
Mods might conflict if they edit ghosts in the game.
Ghosts added by other mods will not use this as their blood unless they were set to inherit from specific vanilla ghosts. To add it, see instructions in the FAQ.
Any mod that changes the unimplemented Electrified Blood Surface WILL conflict.
You are invited to create Compatibility Patches or Native Compatibility to your mods! See the FAQ Below
Mod Update Plans:
- Make a Eldritch Invocation which gives all Warlocks access to the spells (or maybe a feat).
- Create Ectoplasm-based items designed to interact with or create Ectoplasm Surfaces.
- Give the spells to other classes, or create new spells that can make the Surface. Suggestions and Mod (Sub)Class Patches are welcome! See above supported mods.
- Expand the list of creatures which have Ectoplasm for blood.
- Make compatible with my upcoming mod Surface Summons.
My other Surface Mods:
Bloodrage Mist Surface - Another custom Surface that causes anyone to Rage, even outside of combat.
Actual Fire Surface Damage Boost - While standing in Fire Surfaces, they deal 1d4 Fire Damage AND cause Burning
Lightning Surface Damage Boost - While standing in Electrified Surfaces, they deal an extra 1d4 Lightning Damage
Custom Surface Creation Guide - A PDF Guide for Modders about changing and creating Surfaces.
Surface Summons - WIP, but when complete will allow you to Summon from Surfaces.
FAQ:
- Q: I've seen custom spells that create new Surfaces. How is this different?Spoiler:ShowA: Many workarounds have been used to create effects that work similarly to Surfaces, such as creating an invisible and intangible object that emits an aura around itself. However, this mod creates an actual Surface code-wise, and the game will interact with it like it would any other Surface.
- Q: How did you create a new Surface?Spoiler:ShowA: Technically speaking, it can't be done. All Surfaces are hard-coded into the game and even the Unlocked Toolkit cannot add a new Surface. That having been said, there are a few Surfaces in the game that are not used, and they can be modified (to an extent) to create new ones! This is what I have done with the unused BloodElectrified Surface.
- Q: How can I incorporate this Surface into my own mods?Spoiler:ShowA: If you have this mod as a Required Dependency mod, you can very easily use this Surface by referring to the BloodElectrified Surface already in the game. This is usually done with spells that have the following code under SpellProperties:
GROUND:CreateSurface(4.5,10,BloodElectrified,true)
The format is GROUND:CreateSurface(Surface_Size_in_Meters, Surface_Duration, BloodElectrified, true).
SurfaceBloodElectrified can be used in many other pieces of code, and BloodElectrified can even be set as a creature's Blood Surface Type. If you do add it as blood, I recommend also setting BloodType to "Green" for visual coherence.
The already-made spells are Target_Create_Ectoplasm and Wall_WallOfEctoplasm. - Q: How do I make my own custom Surfaces?Spoiler:ShowA: You can use any unused Surface in the game to create your own without conflict, but you cannot change some of the hardcoded aspects. For instance, you can use SurfaceBloodFrozen to create whatever frozen Surface you'd like, but when it melts it will turn into SurfaceBlood no matter what you do. Also, I do not advise changing the Surface's name in the Code, (though you can change the name the player sees no problem) nor should you try to change the Enumerations table entries.
This guide I created will tell you (hopefully) everything you need to know: Custom Surface Creation Guide