"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.