
Duke Baron |

So, there are rules for making magic walls. To wit:
"Magically Treated Walls These walls are stronger than average, with a greater hardness, more hit points, and a higher break DC. Magic can usually double the hardness and hit points of a wall and add up to 20 to the break DC. a magically treated wall also gains a saving throw against spells that could affect it, with the save bonus equaling 2 + 1/2 the caster level of the magic reinforcing the wall. Creating a magic wall requires the Craft Wondrous Item feat and the expenditure of 1,500 gp for each 10-foot-by-10-foot wall section."
Currently my group is locked in a discusion about weather you can give the wall special properties like a weapon or armor (in this case ghost touch).
Can you use these rules in this way? If not is there any way to give walls magic abilities?

zza ni |

force and abjuration effects go into the ethereal plane. the problem starts with the pathfinder making incorporeal and ethereal beings 2 separate things.
i for one would allow any abjuration, that would effect if it was on the same plane, to also ward incorporeal creatures (a barrier of sort if you will).
also if your talking about warding out ghosts and other incorporeal undead - holy water effect them - so a holy water-fall made into a wall would also work (and be totally awesome!)
on the other hand ghost touch specifically work for whoever is using it as ether physical or incorporeal. if the wall is untended then nothing stop a ghost to consider a 'ghost-touch wall' as a normal wall and pass through it. (same as it could use ghost touch weapon and armor as they want to)

applecat144 |
I'd say no. You can magically enhance a wall but nowhere it is said that you can give it specific weapon properties, so why could you (excluding homebrew ofc) ?
Besides that, the cost of a magic property is for a single weapon, but I guess even a modest 3-feet long wall would be much, much more expansive to enhance than a weapon.

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I don't think pathfinder has much on it as part of the usual dearth of non-adventurer specific magic. However 3rd ed had a stronghold builder book with all sorts of magical architecture you can build. I don't think there was ghost proofing but there were other magical architecture and building rules.

dragonhunterq |

Gorgon blood mixed in mortar stops "magical travel" through walls (scroll to uses) - again GM fiat whether that works at all or stops ghosts

zza ni |

How about hanging up a Gargantuan-sized +1 Ghost Touch Net on said wall? Then they can move through the wall, but not through the net.
Might need multiple nets depending on how big a place you're trying to defend.
won't work, see my note on unattended armor\weapon with ghost touch.(once they interact with it they decide if it is physical or incorporeal)

ErichAD |

There's ghost powder, though it only lasts 8 hours. There's also the spell from which it's derived, anti-incorporeal shell. And then there's holy ice, which is wall of ice but with holy water, though it doesn't explicitly prevent incorporeal undead from passing through it.
But for the actual question, magic walls aren't the same as magic armor and magic weapons, and wouldn't use the same rules. You'd be making a custom magic item derived from one of the above 3 spells.
There's also the option of using a ghost castle ontop of the real castle, as ghosts can bring items with them. It's also possible that cryptstone and spiresteel are meant to function as walls against incorporeal creatures. Reading only Archives of Nethys, I don't know if that is discussed in their respective source material.