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"There isn't many ghosts like ours, sir",
he assured me with mournful wide.

- William Hope Hodgson
"The Gateway of the Monster"

Extraordinary Powers

I have dealt thus far with the abilities common to most spirits. In this chapter, I will discuss the paranormal powers I have encountered only in specific ghosts.

Over the years, I have battled and researched more ghosts than I care to remember. These creatures were often unlike any others I had encountered. Thus, despite my attempts at classification, it certainly seems that every ghost is unique. One might encounter one hundred wolves in the forest, and although each is different from its brothers in coloration, size, and temperament, these differences are nothing when compared with the radical differences I have found among ghosts.

On the pages that follow, I have recorded twenty-one extraordinary powers and abilities known to the incorporeal dead. (The powers are arranged alphabetically.) I take heart in the idea that any single ghost usually has no more than one or two of these dreadful powers, but bear in mind that some ghosts have more. On one truly horrifying occasion, I was forced to confront a spirit who had no fewer than six of these extraordinary powers. I barely escaped that encounter. Four of my closest friends were not so lucky.

Accelerate Aging

Some ghosts are able to cause an unnatural accelerated aging of their victims. I have seen this process in action - watched as someone's hair turned from brown to gray to silver, saw wrinkles stretch across a previously taut face, heard the cries of pain as arthrid spread through now fragile bones - but cannot explain how it actually occurs.

This is, I believe, similar to an ability drain, but this unnatural aging affects the victim's entire physiology rather than some specific aspect of it.

Some ghosts seem able to manifest this destructive power by a simple touch.


Table 3: Magnitudes of Ghosts's Attacks

Ghost's
Magnitude
   Priest's
Level *
    Years
Aged **
First 5 5-20 (1d4x5)
Second 7 10-40 (1d4x10)
Third 9 15-60 (1d4x15)
Fourth 11 20-80 (1d4x20)
Fifth 13 25-100 (1d4x25)

* Priest's Level: A saving throw vs. spell is allowed for those affected by accelerate aging. Priests at or above the levels indicated are assumed to always make this saving throw successfully. Other heroes earn a +2 bonus on their saving throws if they are two or more levels above the level indicated for priests. Thus, if a 6th-level priest were immune to the aging attack of a given apparition, an 8th-level fighter would make a saving throw against it with a +2 bonus.

** Years Aged: This is the number years a victim is aged by the attacks is determined by the power of the attacking ghost. For ghosts who cause aging simply by being seen, number of years aged is Fixed at the minimum for that power category; thus, a fifth-magnitude ghost would cause anyone simply seeing it to age 25 years. Actually being touched by the ghost, however, causes variable damage, as noted in the column. In all cases, the aging is irreversible except by means of certain spells as described in the Dungeon Master Guide.


The general effect is a rapid acceleration of biological functions such that the victim instantly ages many years.

Accelerate aging is most dangerous to those of us who are further along in life than others. I myself have been cursed by a ghost's aging attack on one occasion, and I believe I was fortunate that the blow dealt was not more severe and the effects more deadly.

Very powerful ghosts are often able to induce this aging in those who merely look upon them. This effect is fiendishly lethal because the ghost projects this power at a distance, while it is still safe from many forms of attack. A mitigating factor is that sometimes this power requires the potential victim to make eye contact with the ghost. Thankfully, ghosts of this type are very rare!

Cause Despair

Some spirits are able to cause those near them to lose hope and become convinced that the cause for which they work is lost, whatever the truth of the situation. Persons under the effect of this aura generally become lethargic and depressed. In some cases, people affected by this power become frustrated and prone to violen outbursts. I have seen more than one party of adventurers fall to bickering and fail their quest, despite the fact that success was in their reach. In almost every case, this power functions as a simple aura that affects all those within a given radius of the ghost. Fortunately, removal from the proximity of the ghost mitigates this despair, and adventurers quickly return to normal stoutheartedness.


Alanik Ray raised his hand and called for us to stop. He turned slowly, looking around the inside of the crypt carefully, then turned his scrutiny on the members of our party. At last, he turned to face the young mortician, Bartonwood.

"We need explore this dark matter no further", he announced. "The murderer is among us is he not, Bartonwood?"

I was shocked by Alanik's accusation. I had known the worthy Bartonwood for many years. He was no more capable of so brutal an act than I was.

I turned to speak on his behalf, but Bartonwood had collapsed. A thin stream of white vapor poured from his open mouth, rising up to take a misty human form. It was clear now that Ray had been correct, but I knew nothing of the peril now before us.


Table 4: Magnitudes of Created Despair

Ghost's
Magnitude
   Radius
of Aura *
   Negative
Modifier **
First 25 feet -1
Second 50 feet -1
Third 100 feet -2
Fourth 200 feet -3
Fifth 300 feet -4

* Radius of Aura: This indicates the maximum distance at which the cause despair power operates. Any person within that area rciust save vs. spell in order to avoid succumbing to the color surrounding the ghost. If the save is made, the ghost has no effect upon that hero. If the saying throw is not made, the victim suffers a negative modifier, as noted below.

** Negative Modifier: The number noted is applied, to a character who late a saving throw; the negative modifier applies to all attack rolls, saving throws and proficiency checks. The modifier is in effect until the victim moves beyond the radtus of the ghost's aura. A spell that boosts morale (including remove fear) that is in effect before heroes enter the aura of despair provides a +4 bonus to the initial saving throw, or (if cast within tie radius of cause despair) entitles affected heroes to make new saving throws, with no bonus, to escape the effects of the aura.


Cause Fear

Some ghosts have the power to inspire a supernatural fear in those who see them. I have felt this chilling horror myself and cannot find words to describe how all consuming it is. I shall say only that, although several years have passed since the dark night when this power was used against me, on its anniversary I wake up screaming.

In most cases, ghosts who cause fear radiate it as a magical aura. They need not touch the victim, look into his eyes, or even know of his presence - the mere sight of the creature is enough to trigger the effect in the victim.


Table 5: Magnitudes of Created Fear

Ghost's
Magnitude
   Fear Check
Penalty *
First -1
Second -1
Third -2
Fourth -3
Fifth -4

* Fear Check Penalty: Those who see a ghost who has this ability must make a fear check, modified as noted above (in addition to all other modifiers). The fear check is treated exactly as described in Domains of Dread (Chapter Six).


Cause Paralysis

Some ghosts are able to render their victims immobile. Whether this is due to some creature supernatural manipulation of the victim's nervous system or the generation of an aura of magical terror, I cannot say.

The paralysis induced by these creatures is generally of a temporary nature. Those affected by it are unable to move even slightly for a brief period of time. When the paralysis wears off, it generally does so quite quickly, although the muscles and nerves of the victim might tingle or ache for a long time afterward.

Generally, the ghost must lash out and strike its victim in order to induce this effect. Some apparitions, however, are said to radiate an aura that causes all those who look upon them to become frozen in motion. In either case, this debilitating power is dangerous in the extreme, for it leaves the victim vulnerable to any other form of attack the spirit might employ.


Table 6: Magnitudes of Created Paralysis

Ghost's
Magnitude
   Saving Throw
Adjustment *
    Paralysis
Duration **
First 0 2d4 rounds
Second -1 2d4 turns
Third -2 2d4 hours
Fourth -3 2d4 days
Fifth -4 Permanent

* Saving Throw Adjustment: Anyone subjected to the attack of a ghost that can cause paralysis must make a saving throw vs. paralysis or be rendered immobile. The saving throw is modified as indicated by the ghost magnitude.

** Paralysis Duration: This varies depending upon the magnitude of the ghost. In the case of a fifth-magnitude ghost, the victim is unable to move until such time as dispel magic or a similar spell or power is employed to remove the magical effects of the paralysis.


Cause Revulsion

Some spirits, particularly those of corrupted appearance, are able to induce a feeling of disgust and revulsion in the living. Often this is so powerful as to cause the victim to become physically ill.

I encountered a spirit of this nature while traveling aboard the Wailing Maid, a small merchant vessel that ran from Martira Bay to Mordentshire. We were just out of port when night fell. With the rising of the moon, there came a cry of pain from below deck. Dashing to investigate, I found that one of the sailors had been crushed by the fall of a heavy crate in the hold. The crew was certain the cargo had been well secured and was at a loss to explain the tragedy, claiming it must have been an accident. I, however, suspected it was not.

My suspicions were confirmed when, the next night, another "accident" occurred. This time, a fire broke out near several barrels of black powder in the cargo hold. Had I not been on hand to smother the blaze, the entire ship might have been destroyed.

As I dampened the last flame, I found myself in the company of a bowlyn, a dread spirit of the seas [MC10 Monstrous Compendium Ravenloft Appendix I, TSR #2722]. Upon seeing that I had thwarted its plan to destroy the ship, the creature swept toward me with a cry. I raised an open vial of holy water and splashed the contents upon the ghost. To my surprise, this did not harm it.

The creature swept past - no, through - me. As soon as its misty form came in contact with my flesh, I staggered backward. A wave of intense nausea swept through me. So intense was this feeling that I fell to my knees. When the crew heard the noise and found me, they had to carry me back to my cabin.

I dare say that, had another accident not occurred the next night while I was still incapacitated, I might have been blamed for the mishaps and forced to face the angry captain's justice.


The misty apparition rose into the air and flew about, twisting and contorting as it went. The entire room became deathly cold, and an eerie wailing clawed at our hearts. Suddenly, I saw the earthen floor of the tomb shift and bubble.

Decayed, skeletal bands broke through the soil to grab at us. Even as I scrambled to avoid this new menace, a host of ghastly, animated corpses pulled free of the soil. We were outnumbered three to one by the walking dead.

Then, as if from a great distance, I heard Alanik Ray call out. "These creatures are not real!" he cried. "Pay them no heed, for they are only illusions!"

I heard his words, and - knowing him to be as reliable a source as one is likely to find - I bent my will to the task of Ignoring these hideous images. Within seconds, they faded until I could no longer see them.


Table 7: Magnitudes of Created Revulsion

Ghost's
Magnitude
   Nausea
Duration *
    Negative
Modifier **
First 1 turn -1
Second 1 hour -2
Third 1 day -4
Fourth 1 week -6
Fifth 1 month -8

* Nausea Duration: Apparitions that can cause revulsion automatically induce a state of nausea in their vctims for the duration noted as per the ghost's magnitude. In general, the ghost is required to physically touch someone in order for this power to manifest itself.

** Negative Modifier: Those attacked suffer a negative modifier to all attack rolls, saving throws (including fear and horror checks), and proficiency checks. Any healing spell, even one as minor such as goodberry, cancels the effects of this nausea, regardless of the magnitude of the ghost that created the condition.


Cause Wounds

Some ghosts have the ability to wound at a touch, for the power is a simple manifestation of the deadly energies that seethe within them. In order to cause wounds, the ghost simply strikes at someone in the same way it would have in its past, when it was alive. If the blow lands, the ghost dissipates a portion of the target's life essence. In effect, the victim dies just a bit. It seems to matter little if the ghost is corporeal or incorporeal, for this ability crosses the line between our world and the border ethereal.

The stronger the karmic resonance of a ghost, the more powerful its ability to wound. In the most powerful of ghosts, this attack can be lethal. People injured by a ghost employing this attack find themselves singularly marked by it. The supernatural power of the ghost leaves a blazing red welt upon its victim, harming the skin and deeper tissues. In time, the color of the wound will fade, but a wicked scar will remain. I myself bear these marks of violence upon me.


Table 8: Magnitudes of Attack Damage

Ghost's
Magnitude
   Damage
Done *
First 1d4
Second 1d6
Third 1d8
Fourth 2d6
Fifth 3d6

* Damage Done: In addition to damage, any wound has a percentage chance equal to the points of damage inflicted of reducing the victim's Charisma by one point. This reflects both the disfiguring nature of cause wounds attacks and the darnage it does to a person's karmic strength and psychological health. A victim reduced to zero Charisma is assumed to be consumed by despair and without the will to live. Such a victim must make a saving throw vs. death magic. Failure indicates that the victim collapses and dies. Success means that he is transformed into a "broken one", as described in the Monstrous Manual tome.


Charm Animals

Some spirits are able to exert considerable influence over the beasts of the living world. The nature of this dark talent is such that most lowly creatures are unable to resist the ghost's will; they must obey its every command.


This power functions similarly to a charm person spell, except that it affects only animals (not monsters) and can be used at will. The total Hit Dice of animals that can be charmed at any one time by a ghost is generally equal to three times the Hit Dice of the ghost. Some apparitions may have lower or higher limits.

Charm Persons

Similar to the ability to charm animals, this power can exert control over human and kindred races when used by ghosts.


This ability functions in the same way as a charm person spell. The total Hit Dice of persons who can be charmed at any one time by a ghost is generally equal to two times the Hit Dice of the ghost. However, some apparitions may have lower or higher limits.

Command Undead

Some spirits have the ability to command other undead creatures to do their bidding. Thus, it is possible for a ghost to surround itself with a legion of lesser horrors that will act on its behalf. These lesser undead are slaves to the creature that commands them, and they are freed from their bond only upon the destruction of their master.


A ghost that can can lead undead creatures as if it were an evil cleric of a level equal to its own Hit Dice, using the chances for success outlined in Table 47 in the Dungeon Master Guide. The number of undead that can be commanded at any one time is usually equal to three tines the ghost's Hit Dice, although exceptions are not uncommon as the Dunpeon Master decides. This Iteteri does not include undead created by the ghost itself, as described in Chapter Two.

Create Illusions

The power to shape images out of nothing dangerous indeed. Just as some wizards are capable of making others believe in illusory visions and sounds, so too can some spirits alter the perceptions of their victims and fill the senses with lies.

The power of illusion ranges greatly in scope and intensity. At its weakest, it is the ability to make simple sounds echo from nowhere or lights flicker hauntingly in the night. At its greatest, however, it can drive victims to the edge of madness as the conviction grows in them that nothing they see is real or trustworthy.

For the most part, ghosts who have the power of illusion are able to produce effects that mimic the spells cast by wizards. There are important indifferences worth noting, however. For example, these spirits have no need to invoke the magical rituals magicians often must use, and thus can cause the effects they desire to spring instantly into being. As one might expect, the more powerful the ghost, the more convincing the illusions it creates.

It is important that the reader understand the difference between illusions, which are manifested by actual (if insubstantial) images and sound that can be verified by any number of onlookers, and phantasms, which are physically nonexistent and occur only in the mind of the victim. Fortunately, I have heard tell of only one ghost that was able to manifest the latter power, so this entry defines only the former.


The number of senses (sight, sound, smell, touch, and taste) that an illusion can affect is directly related to the power of the ghost. For each magnitude that the ghost has attained, its illusion may appeal to one sense. The senses affected are determined by the Dungeon Master when defining the ghost's powers.

For example, a first-magnitude ghost might only be able to create illusionary sounds or lights. A third-magnitude ghost could manufacture an illusion that is visible, creates sounds, and gives off a certain odor. The illusions created by a fifth-magnitude ghost can be seen, heard, smelled, touched, and even tasted. A fifth-magnitude ghost, like a higher level wizard, is able to tap into extradimensional energies in the creation of its illusions, making them quasi-real.

Adjudicating the use of illusions in AD&D game scenarios can be challenging. Dungeon Masters are encouraged to refer to the various spells of the Illusion/Phantasm school for guidelines.


Dominate Victims

This power is similar in nature to the ghostly ability to inhabit bodies (see later). It is, however, less vile, for it does not mandate the destruction of the target. It is possible for the victim of such an attack to be subdued and the dominating spirit driven from his body.

Use of the domination ability enables a spirit to assume complete control over the actions of its host. In general, however, some special condition must be met before a ghost can dominate a person.

For example, some ghosts may have the ability to slowly paralyze a mortal. Gradually, the ghost's victim becomes less and less agile, his Dexterity impaired. After several attacks, he is no longer able to move at all. With the victim utterly helpless from the insidic nature of the ghost's paralysis, the spirit slips into the body and dominates it. For a ghost to dominate a person, the victim must often be in a state of reduced physical and mental ability. Only the most powerful of ghosts can seize control of a fully healthy and completely alert victim.

Initial control of a body is attained whenever the dominating ghost comes in direct physical contact with a victim who is in the required physical state. However, a number of spells are able to drive a dominating spirit from the body of its host. When this happens, or when the ghost abandons control of the body for whatever reason, the host is generally able to recover fully from the trauma. Thus, a paralyzed victim would probably recover her ability to move over the course of time.

Do not misunderstand: Dominated individuals are able to move and act normally. I have found it next to impossible to tell from a brief surface examination whether a person is under the control of a spirit. The dominating spirit does not, however, have access to the memories of its victim. Thus, a simple set of questions about the date, current surroundings, and past events can often reveal the presence of a dominating spirit. Of course, no ghost will take this discovery lightly.


With the illusory dead no longer a threat to us, Alanik Ray sprang to aid Korrigan, the priest. He helped the woman to her feet and told her something I could not hear above the howling and shrieking of the misty spirit before us.

As they set about preparing for what I could only assume would be an attack upon this evil specter, my attention was drawn to young Barton wood. The mortician was beginning to stir. Despite the presence of that wll spirit above him, I was abruptly consumed with the desire to aid him. I went to his side, ignoring calls from Alanik and Korrigan to stay back.

No sooner had I reached the young man than an incredible flash of light erupted in the air above me. Korrigan had unleashed some powerful spell at the apparition. I have a dim memory of Alanik's cry of triumph - a sound cut short when I fell forward, unconscious.


Table 9: Magnitudes of Ghost Domination

Ghost's Magnitude    Hosts's Condition *    Duration of Control **    Saving Throw Adjustment ***
First Dead 1 turn +4
Second Dying 1 hour +2
Third Debilitated 1 day   0
Fourth Asleep 1 week - 2
Fifth Any 1 month - 4

* Host's Condition: This column gives a general description of the condition the victim must be in before the ghost can dominate him. In the case of a first-magnitude ghost dominating a victim dead no longer than one day, the victim acts in all ways as a zombile, though an intelligent one; once control ends, the "zombie" returns to a dead state.

** Duration of Control: This column lists the amount of time the spirit will have unchallenged control over its host. At the end of this time, however, the victim is allowed to make a saving throw vs, paralysis in order to drive off the spirit. This save is modified as indicated in the saving throw adjustment column.

The length of time before a ghost can attempt to dominate the same victim again is found by inverting this column. Thus, a first-magnitude ghost could not regain; domination of a victim from which it had been driven for one month (the time a fifth-magnitude ghost could originally dominate a victim). A fifth-magnitude ghost could regain control of its victim after only one turn (the: time inversely noted under the first magnitude).

*** Saving Throw Adjustment: As indicated in this column, the saving throw is modified per the ghost's magnitude. A successful saving throw drives the spirit from the body and prevents it from regaining immediate control. Failure to save indicates that the victim remains under control of the spirit for the full amount of time listed in the "duration of control" column.


Drain Abilities

Some spirits have the power to siphon off a person's life force. This is manifested in several ways, but one of the most crippling can be the loss of physical and mental abilities. Generally speaking, a ghost's ability to bleed off a person's Strength, Intelligence, and the like requires that the spirit touch the victim.

The sensation of this drain has been likened to a chill that causes the victim's bones to ache as if he or she had been immersed in ice-cold water. Although the effects of the ghost's touch may begin with minimal loss in physical ability, repeated attacks by the apparition can be crippling or even fatal.


Table 10: Magnitudes of Ability Draining

Ghost's
Magnitude
   Points
Drained *
    Duration
of Loss **
First 1 1 day/point
Second 1 1 week/point
Third 2 1 month/point
Fourth 3 1 year/point
Fifth 4 Permanent

* Points Drained: Ability draining takes this many points from a victim, based on the magnitude of the spirit. Since all ghosts are different, the Dungeon Master should decide which ability a particular ghost drains. Reductions to an ability score are Immediately reflected in the victim's related characteristics. For example, a loss of Strength might immediately reduce the victim's attack and damage rolls.

** Duration of Loss: This indicates the general length of time before a single lost ability point is regained. Thus, the victim of a fourth-magnitude spirit will regain lost points at a rate of one per year, and if he lost three points it will be three years before his ability is fully restored. Magic can often quicken this pace, as determined by Dungeon Masters, for individual spirits.

A saving throw vs. death magic is allowed whenever a ghost with ability draining attacks a hero. A successful save indicates that the hero regains lost points after the time noted has passed. Failure to make the save, however, means that the ability-point loss is permanent. The attack of a fifth-magnitude ghost always results in permanent damage to the victim, so no saving throw is allowed.


Drain Energy

Without a doubt, the most horrible attack available to any undead creature is its ability to draw forth the life energy of a living being. Some say that ghosts feed upon such energies, but I find that theory implausible.

It is my belief that life energy is simply a result of the ghost's ties to the Negative Material Plane - a side effect of the creature's existence, as it were. In many cases, persons who die from a ghost's draining energy attack may become ghosts themselves.

In order to drain a person of his life energy, a ghost must touch him. Fortunately, ghosts who are unable to assume a corporeal or semicorporeal form are seldom able to employ this power.


Table 11: Magnitudes of Life Draining

Ghost's
Magnitude
   Levels
Lost *
First 1
Second 1
Third 1
Fourth 2
Fifth 3

* Levels Lost: The energy drain of a ghost causes a victim to lose experience levels, as noted in this column per the ghost's magnitude. A person affected by such a power is reduced in experience points to halfway between the minimum needed for his or her new (reduced) level and the minimum needed for the next level above the new level, as described in the section on Special Damage (Energy Drain) in the Combat chapter in the Dungeon Master Guide.


Drain Memories

Some spirits, though thankfully very few, are able to rob a person of his or her memories merely by touch. People have lost their recollections of the past few minutes, hours, or even days through such a hideous attack.

Fortunately, some individuals are able to regain their memories with the aid of magical or psionic healers, but I know of no mundane cure for so potent an attack. It is said that certain monsters and alien beings can restore a man's past to him if they can be persuaded to do so, but I think none are so foolish as to seek treatment from such horrors.


Table 12: Magnitudes of Created Memory Loss

Ghost's
Magnitude
   Period
Forgotten *
First 1d10x10 minutes
Second 1d10x10 days
Third 1d10x10 weeks
Fourth 1d10x10 months
Fifth 1d10x10 years

* Period Forgotten: Any hero attacked by a ghost with the drain memories power must make a saving throw vs. spell. A successful save indicates the memory loss is emporary. Recollection of "forgotten" events occurs gradually over the course of Id 10 days per magnitude of the ghost. Thus, a hero attacked by a second-magnitude ghost and who made her saving throw will regain her lost memories in 2dl0 days.

If the saving throw is unsuccessful, the memory loss is permanent. Only powerful spells, such as , or psychic surgery (if PHBR5 The Complete Psionics Handbook is being used) will restore the victim's memory. The period forgotten is the amount of time indicated prior to the attack. Take the example of an 80-year-old heroine who is attacked by a fifth-magnitude ghost; she fails her saving throw and loses 40 years of memory. She could not choose to forget the first 40 years of her life - she would have to forget the latter half of her life. In her memory, she would again be 40.


Entrance Victims

A spirit, especially one of a spectral nature, can cause those who look upon it to become entranced. A person in this state is helpless to defend himself against attacks by that ghost or its minions. This paralytic fascination with the ghost retains its hold over the victim until the ghost leaves his sight.

Some researchers claim that the trance is simply a hypnotic effect and is not truly magical. My research indicates this belief to be incorrect. I have found that the ghost is able to entrance its victims by tapping into their inner fascination with death. All creatures, whether they are aware of it, have a morbid interest in these matters, and the ghost, with its magical powers, is able to evoke that appeal.


Upon first sighting a ghost able to entrance its victims, each hero must make a saving throw vs. paralysis. Success indicates that the hero is able to avoid the ghost's magic and may Continue to act normally. A hero who fails this save, however, is unable to move or undertake any action, no matter how simple, for as long as he can see the ghost.

Additional saving throws are allowed to attempt to break the trance after a number of melee rounds equal to the magnitude of the ghost has passed. Thus, a hero facing a first-magnitude ghost who fails his saving throw on the first combat round would be able to attempt another saving throw in the second round. If he failed that save as well, he could try again on the third. On the other hand, if the ghost were of the fifth magnitude, the hero could not make a second saving throw until the fifth combat round (or the tenth round, if he failed the second save).


Inhabit Bodies

Many apparitions are able to lash out at victims and invade their bodies. This ability is similar, but not identical, to the physical effects manifested by the magical spell known as magic jar. I have discussed this similarity with a number of mages over the years, but they are unable to account for the differences. For example, when mages employ the magic jar spell, they are required to have a special crystal on hand to use as a container for the life energies to be "jarred", but ghosts do not. This receptacle, the mages insist, is crucial to the operation of the spell; without it, the spell cannot work. However, ghosts manage quite well without the crystal.

Under normal circumstances, a magic jar spell forces its victim into some sort of receptacle (the aforementioned crystal, for example). Because ghosts do not employ this focus, there is no storage place for the victim's spirit, and it is forever cast out of its body to become a ghost or similar spirit on its own. Thus, a ghost able to successfully employ this power instantly slays the person that it is used upon. I am told there is no more painful way to die than having one's life force ripped free of one's body in this fashion. I learned this from a ghost who had been formed in just this way, so I cannot dispute it.

Once the ghost has cast out the spirit of its prey, it enters the now vacant shell of the body. It may do this by swooping toward the victim and merging with the still-living flesh. In some cases, however, the ghost simply fades away and no obvious contact is made between the ghost and the body. In either case, the ghost now controls the actions of the body, for good or evil.

It is possible to drive a ghost from a body it has inhabited. Some spells are said to be useful in this effort (dispel magic, for example). The most direct way, however, is simply to kill the host body. While this does not destroy the ghost, it does drive it back into the open, where it can be more easily identified and attacked.

I must say, however, that it is horrible indeed to wield your weapons against the body of someone you knew well. I have been in such a situation, and - despite the fact that I knew my friend to be dead and his body animated by a ghostly fiend - it was almost impossible to strike at him with my knife. When the deathblow landed, I watched helplessly as the apparition that had ruled my friend's body fled his corpse and my vengeance.


This power is handled as per the description of the 5th-level wizard spell, magic jar (in the Player's Handbook), though with special conditions. A ghost with this ability can freely target a specific individual for attack, unlike a mage casting the magic jar spell. Further, the range at which this power can be employed is 20 feet per magnitude of the ghost. Thus, a third magnitude ghost can attempt to inhabit a victim's body from up to 60 feet away.

This power allows the potential victim to make a saving throw vs. spell. A method for figuring a modifier to that saving throw is discussed in the Player's Handbook with the magic jar spell description. If the Dungeon Master prefers a simple method for determining the modifier, a -1 to -5 adjustment to the die can be applied, per the ghost's magnitude.


Inhabit Objects

This power is difficult to quantify, but simple to comprehend. In essence, it is the ability of some ghosts to enter a physical object and cause it to become mobile. The purported knight haunts told of in the realm of Sithicus are probably an example of this power, as is the living scarecrow of folklore, which might arise if a farmer returns to avenge his murder.

As a rule, I have found that most spirits tend to inhabit and animate objects that were important or familiar to them in life. Because of this, it is necessary to differentiate a spirit using this ability from a ghost who is anchored to an object. An anchored spirit, as described in Chapter Two, is a fixed and permanent resident of its chosen object; the object may move freely about, but the ghost will leave it at any time for any reason. However, a spirit who uses the power to inhabit objects is free to come and go as it pleases from its habitation, whatever that object might be. Generally, a spirit is restricted (or desires only) to inhabit a single type of object. For example, if a ghost inhabits a suit of plate mail and that armor is then battered into scrap metal by ghost-hunters, the spirit may flee to another suit of armor. An anchored ghost could not do that.

This power is most commonly encountered in ghosts who inhabit I humanoid-shaped objects (scarecrows, armor, or statues, for example) and cause them to come to life. Occasionally, however, a ghost may inhabit another type of object, turning something mundane into a deadly hazard. Examples that occur me include haunted carriages or ship houses or castles, and miscellaneous pieces of art such as portraits or statuary.

In almost every case of this type that I have encountered, the shape of the inhabited object slowly changes to give it the semblance of an evil face. Most people, however, seem to find this change too subtle to notice until the true nature of the haunting is revealed to them.


I was unconscious for several hours. My first recollection was a sensationin great pain in my chest and a pounds headache. I opened my eyes slowly, fearing I might still be in that horrible tomb. To my surprise, the grinning of Alanik Ray filled my vision.

"Excellent!" he cried, taking my hand in his. "You are awake and all is well. "

"You defeated that vile creature?" words came out in a croak, for my throat was sorely inflamed.

"Not I so much as our good friend Korrigan. Her magic was more than a match for that apparition, once its true nature was revealed to us. "

I sighed with relief and felt my eye close again. I remember hearing my companion urging me to sleep. I glad complied.

- From The Life of Alanik Ray
by Arthur Sedgwick, Physic


Table 13: Magnitudes of Object Inhabitation

Ghost's
Magnitude
   Typical Object Inhabited *
First Small objects only - tools, painting, weapons
Second Man-sized objects - suits of armor, statues, scarecrows
Third Large objects - carriages, rowboats, furniture
Fourth Very large objects - houses, bridges, long ships
Fifth Huge objects - castles, large sailing ships, cave complexes

* Typical Object Inhabited: This column gives the Dungeon Master an idea of size of object: that a ghost of a given magnitude can inhabit. These a merely guidelines; the Dungeon Master should feel free to make exceptions as dictated by the needs of the adventure.

This power is a difficult one to define. In general, Dungeon Masters should consider what the ghost might be able to do, then assign values to it based on its magnitude and the type of object inhabited. For example, an animated suit of armor that carries a long sword ought to be able to inflict the normal damage allotted to such a weapon. A ghost that has inhabited a carriage coutd try to run down someone, leaving the Dungeon Mastei to decide exactly how much damage such a mishap might cause.

A good rule of thumb, it no obvious answer presents itself, is to assume that the ghost eah cause maximum damage averaging 5 point per magnitude of the ghost. Thus, if a fifth magntlude ghost inhabits a castle, and it drops a large iron portcullis on an intruders this would inflict about 25 points of damage. If eight-sided dice are used, with 4.5 points of damage per die, then a value of 5d8 or 6d8 coutd be assiigned for portcullis damage. Saving throws for reduced damage are possible (and recommended), as decided by the Dungeon Master.

Other examples of ghosts using the power to inhabit objects exist in the AD&D game. See "Haunt, Knight", in MC4 Monstrous Compendium Dragonlance Appendix, TSR #2105; and "Scarecrow, Ravenloft", in MC10 Monstrous Compendium Raveloft Appendix TSR#2l22.


Keen

Some ghosts, commonly grouped together under the heading of groaning spirits or banshees, have the ability to release an unearthly howl, scream, or moan. This supernatural keening is so horrible that the mere sound of it can stop a man's heart. I have seen the faces of men who died In this way, and without exception each was twisted in a look of horror so dreadful as to cause my own heart to miss a beat.

Although the wailing of a banshee can be heard for many miles, its magical effect fades rapidly with increasing distance from the creature. Outside the radius in which the keening is deadly, the cry is still a chilling sound that gives rise to fear in even the bravest souls.

This great and terrible power has a weakness, however. While ghosts of this type often emit a constant cacophony of evil and dreadful sounds, their unearthly keening can only be employed a limited number of times in any given 24-hour period. Further, all but a very few of these spirits lose their keening ability while the sun is in the sky. Thus, they may be attacked without fear of their dreadful wailing from dawn to dusk.

I must caution those who would think these spirits defenseless when their power is unavailable to them, as these spirits are very dangerous even without keening. Further, in the case of the most powerful of these ghosts, daylight has no effect upon the keening ability at all. If a mistake is made about the magnitude of the spirit to be confronted, all is lost.


Table 14: Magnitudes of Ghost Keening

Ghost's
Magnitude
   Death
Radius *
    Saving Throw
Adjustment **
    Attacks
Per Day ***
First 10 feet +2 1
Second 20 feet +1 1
Third 30 feet 0 2
Fourth 40 feet -1/+4 2
Fifth 50 feet -2/+2 3

* Death Radius: This is the radius of a ghost's keening ability, the area of lethal effect. If a hero is within this area and fails his saving throw vs. death magic, he dies.

** Saving Throw Adjustment: Victims of this powerful attack are entitled to a saving throw vs. death magic in order to escape its effects, with the adjustment as noted per the ghost's magnitude. Any number of persons can be affected by a ghost's keening attack as long as all are within the area of effect. Fourth- and fifth-magnitude ghosts may also keen during the day. If such a spirit uses its power while the sun is up, however, potential victims have a +4 or +2 bonus to their saves (depending on the ghost) instead of the penalty indicated.

*** Attacks Per Day: This column notes the number of times a ghost of a given magnitude can keen per night. Those entries in bold italics (for fourth and fifth magnitudes) indicate the spirit is able to keen during the day as well.


Lure Victims

Some ghosts are able to send out a magical summons that draws potential victims to them. In most cases, playing an instrument or singing an entrancing song does this.

I know of at least one case, however, where the summons was of a very different nature. In Staunton Bluffs, a young child died tragically at the hands of a transient rogue. The child was so horrified by the attack and so ridden with anxiety over separation from her mother that her spirit returned to haunt the meadow where she had been slain.

Every year, on the anniversary of her death, the ghost child would send out a siren's song - a sobbing, pitiful cry. This sound was so mournful that those who heard it would approach the child. Seeking to find comfort, the tortured spirit would embrace its would-be rescuer and draw out his or her life force. Perhaps this attack did provide it with some manner of comfort, for the spirit was said to fade after slaying the first person who approached it.


As soon as I slipped the silver chain over my head, the world changed. Before this transformation, I was surrounded by the sound and fury of my companions locked in battle with horde of goblyns. Suddenly all this faded into soundless, ethereal images I was swathed in a grayness that dampened my heart and soul. Conversely, the grinning shade that had commanded these dark legions became suddenly clear and crisp in my sight. My eyes focused on him hungrily, for here was a source of light and vision to soothe my deprived senses.

My strange transformation drew his attention, for he turned to me, leaving his minions to battle my friends without his aid. "You have the amulet of ethereal travel!" he hissed.

I did not answer, for the creature was moving toward me with great speed. He seemed to walk through the shadowy bodies of the goblyns, caring little for the destruction he caused. The twisted creatures grabbed their chests and fell to the ground. Obviously, his pets meant nothing to him if he could gain possession of the silver talisman I wore about my neck.

As the shade drew close, I raised my sword. The gleam of its magical edge seemed to anger the apparition, for he stopped his approach and let out a low growl of rage. He stood motionless for moment with bis hand outstretched.To my horror, a sliver of blackness formed in his grip. In a moment, he held before him a sword of purest darkness.

- From the private journal of
Anani Mahss


A hero who hears the call of a ghost with this ability must make a saving throw vs. spell or be drawn to the spirit. A hero's Wisdom-based defense adjustment is applied to this roll. A failed roll indicates that the victim moves toward the spirit at his normal walking rate but allows nothing to interfere with his progress. Fnyone who attempts to restrain the victim is attacked violently with whatever means are available to the lured victim.

A hero drawn to a spirit and forced to attack someone to reach the source of the summons will show no mercy, striking at friend or foe alike with equal fury. Once an obstacle is removed, it is instantly forgotten as the hero moves toward the lure again. A hero who makes a saving throw is immune to the lure of the ghost for the time being, but must make a saving throw at next encounter with it.

The range at which the magical summons can be heard is based upon the magnitude of the ghost. As a rule, the lure is effective to a distance of 100 feet per magnitude of the ghost. While the lure can still be heard at three times that distance, it has no magical effect beyond the initial limit. Persons outside the magical effect might hear the lure and move closer to investigate, thus becoming ensnared.


Perform Telekinesis

Some apparitions are able to focus their energy on objects and cause them to move. The amount of force that any spirit can exert in this way is limited, although I know of a few cases in which ghosts were able to lift men into the air and hurl them quite some distance. In many ways, this power is similar to the telekinesis spell employed by wizards. The arcane nature of the spirits who employ this power is such that the spirits are instantly able to manifest this effect and are not hindered by a lack of spell components.


It is not uncommon for an object moving under the influence of this power to be surrounded by an aura of pale blue electrical light, similar to the glowing phenomenon known as Saint Elmo's fire, seen on ships during electrical storms.

This power is used in the same manner as the 5th-level wizard spell telekinesis, with some exceptions. In the case of a sustained, manipulative force, the ghost can affect 5 pounds per Hit Die it has. Thus, a ghost that has 5 Hit Dice can manipulate up to 25 pounds. Furthermore, a ghost who has this power is better at fine manipulation than are wizards who perform the telekinesis spell. If this power is unleashed as a single, massive shock of impact energy, the maximum weight affected and the damage done are the same as those defined for the spell in the Player's Handbook.


Resist Magic

All spirits are immune to specific types of spells, as described in Chapter Two. In some cases, however, this magic resistance is even more powerful. For ghost hunters, nothing is so daunting as an apparition that turns aside spells as easily as it ignores arrows and daggers. In less powerful spirits, this is often little more than an annoyance. When one casts a spell upon a minor ghost, one is fairly certain the spell will function normally. More powerful ghosts, however, can be so resistant to spells that adventurers who depend solely upon wizardry in combat are more of a bane than a boon.


Table 15: Magnitudes of Magic Resistance

Ghost's
Magnitude
   Magic
Resistance *
    Class
Bonus **
First 10% +5%
Second 20% +10%
Third 30% +15%
Fourth 40% +20%
Fifth 50% +25%

* Magic Resistance: This percentage is based upon the ghosts magnitude.

** Class Bonus: If the ghost was a spellcaster of any type before its transformation, its magic resistance is increased by the amount indicated in this colurnn. For example, the spirit of a paladin below 8th level, would not receive the bonus, but the spirit of a paladin who was 8th level or higher would (the level at which paladins can become spellcasters). Thus, a fifth-magnitude ghost who was formerly a 10th-level paladin would be 75% resistant to magic.


Conclusion

One may turn pale at the thought of the many extraordinary powers available to ghosts. Indeed, perusing this chapter's information is enough to make even the bravest heart quake at the prospect of facing a ghost who might have, say, three or four of the abilities listed here. Fortunately, most ghosts (even those of high magnitude) usually only have a few of these powers. The ghost mentioned at the beginning of this chapter - the one with no less than six extraordinary powers - was a rare exception. I pray that those of you who read my text with the intent to hunt the undead never encounter such a creature.

The following is a short outline listing the many potential extraordinary powers of a ghost. I also list the four common, or ordinary, powers that each and every ghost possesses.

I. Ordinary Powers
  1. Insubstantiality
  2. Invisibility
  3. Rejuvenation
  4. Immunity

II. Extraordinary Powers
  1. Accelerate aging
  2. Cause despair
  3. Cause fear
  4. Cause paralysis
  5. Cause revulsion
  6. Cause wounds
  7. Create illusions
  8. Dominate victims
  9. Drain abilities
  10. Drain life energy
  11. Drain memories
  12. Entrance victims
  13. Inhabits bodies
  14. Inhabit objects
  15. Keen
  16. Lure victims
  17. Perform telekinesis
  18. Resist magic


For game purposes, the Dungeon Master can either randomly generate the extraordinary powers a ghost may have, or can simply choose the powers best suited for the adventure. As a rule of thumb, the Dungeon Master can assign as many extraordinary powers as the generated ghost's magnitude. If the Dungeon Master planned to use a fourth-magnitude ghost for an adventure, it would have up to four extraordinary powers in addition to the four ordinary powers each ghost possesses.

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