AD&D Wraithform: The Spell That Makes You Ghost in the Dungeon
Now you see me... Now you don't?
Illusionists don’t get enough love. Everyone wants to sling fireballs or summon elementals. But the illusionist? They’re out here turning invisible, gaslighting guards, and walking through walls like it’s Tuesday.
Wraithform is one of those spells people overlook because it doesn’t blow anything up. But it should make every dungeon master pause. It’s third level. Cast it, and the illusionist becomes ghostly. Can’t be hit by normal weapons. Can’t be grabbed. Can’t be stopped.
The rules say the caster becomes insubstantial. That means you don’t just dodge swords... you bypass doors, slip through bars, float past traps, and panic commoners just by existing.
Now think about that in your campaign.
Sneaking into a noble’s bedroom undetected
Spying on a rival cult through their temple walls
Escaping prison with no key and no plan
Slipping into a locked vault because you saw a hairline crack in the floor
Wraithform makes you untouchable. But it also raises questions. Can you speak? Can you interact with objects? Can you drop the spell while inside a wall? How does it work if you’re carrying a cursed item?
That’s where the game gets interesting. You’re not just using the spell... you’re defining what it means to be a ghost without dying first.
In today’s podcast, I go into exactly how to use Wraithform at the table. I cover creative uses, edge cases, and how one player turned it into a custom version that could be cast on others. I also talk about how to rule the spell when players get clever, because they will.
If you like spells that change how the game is played... not just how damage is rolled... give this one a listen.
And ask yourself this...
Would your illusionist rather cast Wraithform... or be remembered as the guy who melted a goblin?
Exactly.




