And then, abruptly, once more I thought I heard the sound
of that huge, soft tread on the aisle, find this time closer to me.
There was an awful little silence, during which I had the feeling that
something enormous was bending over towards me, from the aisle.... I
had the lantern ready in my left hand, and now I snapped it on,
desperately, and shone it straight above me, for I had a conviction
that something was there. But I saw nothing.
- William Hope Hodgson
"The Thing Invisible"
Ordinary Powers
Calling any aspect of a
supernatural being's abilities
"ordinary" is deceiving.
After all, even the most
rudimentary apparition, the
lowest of first-magnitude ghosts, can do
things beyond the ken of mortals. Thus,
the reader must understand that powers I call
ordinary are common or typical for
ghosts as a whole, as opposed to the
extraordinary or unique powers I discuss
in the next chapter.
Before I discuss these ordinary
powers, I must describe a fundamental
truth about our world that will act as a
frame of reference for the reader.
It seems our whole world is
immediately surrounded by a belt that
learned ones call the border ethereal.
This border is a transient thing that
permeates our land. It is, in fact, as
much a state of being as it is a place of
existence. It functions as an intermediary
between our world and the vast,
mysterious, unseen realm called the
Ethereal Plane.
Ghosts and other incorporeal beings
become nonsolid by entering the border
ethereal. Curiously, however, they are
unable to take the step from the border
ethereal into the Ethereal Plane itself. It
seems that some mystical force is at
work that prevents them from moving
beyond the border. I cannot account for
this effect nor even define it clearly.
But enough discourse on the
conjectures of sages. The background
the reader now has should provide a
reference point for the following "ordinary" powers of ghosts:
insubstantiality, invisibility,
rejuvenation, immunity, racial abilities,
class abilities, and creation of undead.
Although all ghosts have the first four
ordinary powers, the remaining three a
dependent upon the individual ghost.
Insubstantiality
A ghost's best known power is, without
doubt, its ethereal nature. Being
insubstantial, the ghost is not restricted
by physical barriers and can come and
go as it pleases. Its movement may be
limited in some cases by an anchor or a
magical border it cannot cross, but for
the most part a ghost cannot be
constrained physically.
In its insubstantial form, a ghost is
immune to harm from normal weapons.
Even the mightiest dwarven ax or the
finest elven sword will not cleave that
which is ethereal. No, only magical
weapons can harm the ethereal
creature. In addition, those enchanted
weapons effective against a lesser ghost
may have no power against a greater one, for the spirit's resistance to attack is directly based upon its magnitude.
I must warn the reader, however, that I have encountered some spirits who seem
more resistant to harm than I would have expected from their apparent magnitude.
Either these ghosts had some sort of
additional protection, or their true
magnitude was cleverly concealed.
The ghost's intangible state is, I believe, proof that it exists primarily in
the border ethereal. If one were able to
enter that mysterious realm and confront
a ghost on its own territory, I speculate
that it would be as solid as you or I. It might even be possible to battle the
creature with nonmagical weapons and
destroy it just as one would a mad dog.
As the young woman moved toward
Alanik, I raised my crossbow to warn
her off. The light of the fireplace danced
on the quarrel's silver head. I felt
confident in its power and deadliness.
To be sure, it was very nearly
impossible for me to believe that so fair
and innocent a girl could be responsible
for all the deaths in town, but the
evidence was conclusive. Then, as she
moved nearer my companion, I saw the
girl's true nature plainly in the way the
moonlight streamed through her body -
she was utterly ethereal, a ghost. She
reached out in anticipation of taking
Alanik in her vile embrace. I tightened
my grip on the weapon's trigger and
fired. The quarrel cut cleanly through
the air, plunged into her breast, and
emerged without slowing from her
back. As it buried itself in the far wall,
my confidence in the silver quarrel was
shattered. I knew that no earthly
weapon could protect us.
Mutable and Semicorporeal Spirits
Mutable spirits are able to become
ethereal or tangible at will. As soon as
these creatures assume a corporeal state,
they become vulnerable to attacks using
nonmagical, physical weapons.
I would be remiss in my charge to
instruct would-be ghost hunters,
however, if I did not warn the reader that
this is not always the case. On more
than one occasion, I have heard of the
death of someone who found that his
nonmagical blade was useless against a
truly corporeal spirit. Similarly, those
mutable or semicorporeal spirits - who
seem able to become partly corporeal
while retaining a primarily incorporeal
state - do not become vulnerable to
mundane weapons.
As I described earlier in Chapter One,
these spirits do not actually become
partially solid. Rather, they seem able to focus their energies in such a way that
they can affect their physical
surroundings without becoming a part
of them.
Invisibility
Another power of a typical ghost is its
ability to become invisible at will.
Creatures moving about in the border
ethereal are not readily visible to those
who dwell in our world, as invisibility
seems to be a side effect, if you will,
the ghost's existence in this "realm".
There are numerous ways to detect
ghost that is not yet visible, although
they are almost all magical. The most
common means employed is the use of
a detect invisibility or similar spell. I am
also told that some persons are able to
sense the presence of ethereal creature
by means of innate psionic abilities. It is
said that the Vistani always sense the
presence of the incorporeal, although
this may be an old wives' tale.
In most cases, a ghost must become
visible (if not tangible) to attack those in our real, solid world. Only the most
powerful and deadly of ghosts are able
to attack without revealing their
presence to their victims.
Table 1: Magnitudes of Ghost Defences
Ghost's
Magnitude |
|
Armor
Class* |
|
Bonus
To Hit** |
First |
|
0/8 |
|
+1/0 |
Second |
|
-1/6 |
|
+1/0 |
Third |
|
-2/4 |
|
+2/+1 |
Fourth |
|
-3/2 |
|
+3/+1 |
Fifth |
|
-5/0 |
|
+4/+2 |
* Armor Class: The first number is the Ghost's Armor Class when it is etherial and being attacked by nonetherial foes. The second number is Armor Class of the ghost when it is either corporeal or attacked by a foe that is also etherial.
** Bonus to Hit: The first number represents the minimum magical bonus a weapon must have in order to harm a ghost when it is etherial and attacked by nonetherial foes. The second number represents the enchantment needed when the ghost is either corporeal or attacked by a foe that is also etherial.
Nonmagical means of detecting
invisible and incorporeal creatures are
generally of no use. For example,
scattering a fine layer of dust or flour
across the floor of a room might well
cause an invisible corporeal being to
reveal itself through the making of
footprints. An incorporeal creature,
however, would leave no such sign of
its passage. Similarly, attempts to
discern the presence or location of an
incorporeal creature by making
sweeping passes with a weapon or
other object will generally fail. An
incorporeal spirit can be detected in
this manner only if the object or
weapon used to probe the area is
magical and its enchantment strong
enough to actually strike the ghost.
Rejuvenation
As strange as it may seem, it is possible
to drive off a ghost by physical combat.
Doing so, however, often requires a
magical weapon or spellcasting ability.
Those without such tools stand little
chance of harming, let alone destroying,
any ghost.
Even if one has the physical ability to
harm an incorporeal spirit, however, the
task is only half completed. Most ghosts
are able to strike down a mortal with
but a few blows, thanks to their special
powers. Conversely, it usually requires a
great effort on the part of many
individuals to inflict enough harm to one
ghost to drive it off or destroy it. I have
heard tell of apparitions that were beset
by teams of adventurers and managed
to not only survive the attacks, but
completely annihilate their mortal
opponents.
This resilience is partly due to a
ghost's ability to heal itself, though
ghosts do not regenerate in the way
that vampires and certain other
creatures do. This is not to say that a
ghost that is badly injured in a skirmish
today will be whole and hardy on the morrow. Rather, there is an important
difference in the ways in which a ghost
is able to heal itself of injury as
opposed to the ways in which other
creatures recover from harm.
To heal themselves, ghosts are able
to employ a process I call rejuvenation.
Unlike regeneration, which implies a
healing of wounds at a greatly
accelerated rate, rejuvenation allows the
ghost to absorb the essence of the
Ethereal Plane that surrounds it, thus
restoring itself to full vigor.
This process is taxing and demands
the ghost do nothing for some time after
the assumption of ethereal matter,
rendering it vulnerable should it be
forced to rejuvenate during a combat
situation. As a rule, a first-magnitude
ghost can heal any injuries sustained at
any time, but it is then helpless to act
for an hour afterward. The duration of
this "resting time" lessens with the
power of the ghost until, at the fifth
magnitude, a ghost need only rest for
10 minutes after rejuvenation.
As a word of caution, I must advise
the reader that I have, on rare
occasions, encountered ghosts that
seemed able to heal themselves more
rapidly, perhaps by a process I can only
liken to regeneration.
Table 2: Magnitudes of Ghosts's Strengths
Ghost's
Magnitude |
|
Hit
Dice * |
|
Rejuvenation
Rest ** |
First |
|
1-3 |
|
60 rounds |
Second |
|
4-6 |
|
45 rounds |
Third |
|
7-9 |
|
30 rounds |
Fourth |
|
10-12 |
|
20 rounds |
Fifth |
|
13+ |
|
10 rounds |
* Hit Dice: This lists the range of Hit Dice commonly available to ghost of a given magnitude. Exceptions to this range are not uncommon.
** Rejuvenation Rest: This gives the time following rejuvenation during which the ghost is forced to rest.
Immunity
Being undead, ghosts have a natural
resistance to many forms of magical
attack. As one might expect, this is a
characteristic that they share with many
other undead creatures. In the text that
follows, I shall examine each of the
most common spell immunities.
Magic Resistance
From time to time, a ghost hunter may
encounter spirits that are immune to all
forms of magic. As a rule, the more
powerful a ghost, the more resistant it is
to spells and spell-like powers. In general
this is manifested as a blanket resistance
to magic of all types. More information
on this broader, more powerful, type of
spell immunity is found in Chapter Three.
Biological Spells
The very nature of the ghost as an
unliving creature makes it immune to all
manner of spells that depend upon the
processes of life or life's own essence for
their effects. Perhaps the best known
example of this resistance is the natural
immunity that all undead have to every
form of sleep-causing spell.
The list that follows was compiled
with the aid of an anonymous ally of
mine, a powerful magician in the land
of Barovia. The reader will find all other
spells she has ascertained are useless
against the undead because of their
unliving nature.
Wizard Spells Useless Against Ghosts
Avoidance/attraction *
Blindness
Cloudkill
Contagion
Deafness
Death
Death fog
Energy drain
Hold animal
Hold monster
Hold person
Irritation
Magic jar
Otto's irresistible dance
Polymorph any object
Polymorph others
Power word, blind
Power word, kill
Power word, stun
Sink
Sleep
Slow
Vampiric touch
Priest Spells Useless Against Ghosts
Animal growth/shrink animal *
Cause blindness
Haste
Cause deafness
Cause disease
Finger of death
Hold animal
Hold person
Regenerate/wither *
Restoration/energy drain *
Speak with monsters
* These spells are the reversed versions of
their more common counterparts.
Ghosts are immune to all spells of the
Enchantment/Charm variety
(including sleep, charm, and hold
magic), death magic, cold, and
poison of any sort.
If psionics are used in the
campaign (as per PHBR5 The
Complete Psionics Handbook), certain
psionic powers could be declared
useless against ghosts. Powers in this
class might include: aging, attraction,
aura sight, aversion, awe, control
body, daydream, death field,
detonate, domination, double pain,
false sensory input, id insinuation,
inflict pain, invincible foes, life
draining, mass domination, mind
thrust, mind wipe, phobia
amplification, posthypnotic
suggestion, psychic crush, psychic
drain, psychic surgery, repugnance,
switch personality, telempathic
projection, and teleport other. Certain
other powers, if used, would cause the
user to make a madness check: contact, empathy, ESP, and mindlink.
Any psionic power that closely
resembles a particular spell in effect
should operate like that spell, such as
disintegrate. Psionic blast and
ultrablast should affect a ghost
normally; wrench should force a
ghost into corporeal form. Spirit sense
can detect a ghost, but a fourth- or
fifth-magnitude ghost can save vs.
spell to avoid detection, unless it is
anchored. The Dungeon Master can
adjudicate other psionic effects.
Unique Immunities
In some cases, a spirit's resistance to
magic is based upon its origins. For
example, I have heard tell of the ghost
of a young woman who died when an
avalanche of snow swept away her mountain
chalet. This ghost was immune to harm from
all spells that do not employ cold, ice, or
the like as a part of their magic. Normally,
spirits who are immune to some type of magic
are more vulnerable to others. In the example
presented above, the apparition of the alpine
girl was more greatly affected by a spell such as
cone of cold than would normally be
expected. In extreme cases, it might be impossible
to drive off or destroy the spirit unless magic to
which it is vulnerable is employed.
Seeing that my quarrel had not slowed
the phantom, Alanik Ray backed away
pulled his leather satchel to him, and he
began to rummage through it in search
of something unbeknownst to me. The
phantom beauty turned toward me,
confident in the impotence of our
attacks and defenses. Its slender, pale
hands reached out for my throat, and I found myself unable to look away from
that angelic face.
Suddenly, Alanik Ray shoved me
roughly aside. I slipped and fell. As I watched from the floor In stunned silence,
the ghost spread its arms and took my
companion into its deadly embrace.
To my surprise, the great detective
seemed unharmed. Indeed, it was the
ghost who threw back her head and let
out a scream of agony. Alanik Ray had
impaled her on a shaft of gleaming
crystal.
- From The Life of Alanik Ray,
by Arthur Sedgwick, Physician
Racial Abilities
Although ghosts acquire new abilities
from their undead status, a number of
spirits also retain the natural abilities of
their racial origin. The ghost of a dwarf,
for example, might retain its natural
infravision as well as its resistance to
spells. Not all spirits retain such racial
abilities, but enough do so that it is
important to note this possibility. Racial
abilities most likely retained seem to be
those intrinsic to an apparition's new life.
Class Abilities
The knowledge that a ghost possessed
when it was a living being is seldom lost
to it in the transformation from life to
unlife. Thus, many ghosts retain the
abilities of whatever profession they
pursued in life. In the least of these
cases, this might include such common
skills as cooking or carpentry, both of
which have little importance to the
incorporeal apparition. Far worse,
however, are spirits that retain their
knowledge of formidable magic,
innovative battle tactics, or the
mysterious powers of the psionic mind.
Creation of Undead
In approximately half of all cases of
ghostly haunting, the apparition has the
ability to cause a person it kills to rise
up again as some form of undead,
though not necessarily in the form of
another ghost.
If the ghost also has the ability to
command undead, these newly created assistants fall instantly and totally under
its control. The type of undead spawned
by a given ghost differs from ghost to
ghost, but the new undead almost
always shares something of its creator,
notably certain of its considerable
powers and abilities.
In general, a ghost is able to employ
this power only when it slays a person
using its primary special attack ability.
Thus, a ghost capable of draining life
energy might be able to bring to unlife
anyone who died from having his or her
life energy drained away, rising again as
a lesser form of undead.