|4||+2 Concentration||Combat Casting|
|5||+2 Mental Stat Bonus A||Aura Against Flame 1/day|
|6||–||Phantasmal Assailants 1/day|
|7||–||Aura Against Flame 3/day|
|8||+2 Concentration, Perception||Dehydrate 1/day|
|9||+2 Mental Stat Bonus A, B||Divination 1/day|
|10||–||Ghost Spell 3/day|
|12||+2 Concentration, Perception, Survival||Dinosaur Stampede 1/day|
|13||+2 Mental Stat Bonus A, B, C||Wall of Sand 1/day|
|14||–||Dinosaur Stampede 3/day|
|15||–||Faster Ghost Spell|
|16||+2 Concentration, Perception, Survival||Aura of Vitality 1/day|
|17||+2 Mental Stat Bonus B, C||Ghost Form 1/day|
|18||–||Aura of Vitality 3/day|
|19||–||Phantom Bear 1/day|
|20||+2 Concentration, Perception, Survival||Ghost Form|
Mental Stat Bonus: The bearer of the Dagger gains an enhancement bonus to one mental stat (Int, Wis, Cha) at the indicated levels. The owner decides which stat is A, B and C.
Ghost Spell: Any spell with a damage descriptor prepared as a ghost spell is fully effective against corporeal and incorporeal opponents. An incorporeal creature struck by a ghost spell suffers the normal damage inflicted by the spell and does not have a 50% change to ignore this damage. When this is added the spell requires a full round action to cast. At 20th level the master can add this ability any number of times per day to his spells.
Faster Ghost Spell: The spirit gives the ability to its master to add the Ghost Spell ability as a normal part of casting.
Ghost Form: At 20th level the spirit allows the bearer to enter the spirit world at any time. As a move action the master can activate or deactive the ‘Ghost Form’ spell.