Previous   Next   Contents   Cover   Ghosts

We do it wrong, being so majestical,
To offer it the show of violence;
For it is, as the air, invulnerable,
And our vain blow malicious mockery.

- William Shakespeare
Hamlet
(Marcellus, speaking of the
ghost of Hamlet's father)

Vulnerabilities

Ghosts often have special weaknesses or vulnerabilities that, if exploited properly, can be used against them when attempting to return them to eternal rest. These vulnerabilities are usually tied to the ghosts' origins or their nature. In this chapter, I discuss certain weaknesses I have uncovered in ghosts through travel and research; in addition, I elaborate on weapons that may be useful against them.

I must remind the reader that this information should be considered neither absolute nor binding. Irrational adherence to the techniques described herein invariably leads to the destruction of the ghost hunter, for it will not be long before an exception to the rules occurs.

One cannot discuss the subject of ghosts without considering their place in the universal scheme of things. For instance, spirits are mentioned in every culture and religion known to me. Indeed, in some religions ghosts or apparitions are a crucial component - a component without which the very fabric of the people's faith would be greatly frayed, if not simply torn apart.

As such, ghosts are susceptible to the power inherent in simple faith and not necessarily the physical manifestation of that faith. That is, a person who sincerely believes in the sanctity of a holy place has a far greater chance of holding off a spirit using that belief alone than a person who forcefully presents a holy symbol in an effort to ward off the ghost.

This idea offers no immediate practical application when hunting ghosts, but the true hunter must remember that the power of faith is very strong. Indeed, one day it might be all that stands between a ghost hunter and death.

Ordinary Vulnerabilities

I shall begin my discussion of ghosts' weaknesses with information about those vulnerabilities that seem, for the most part, general or ordinary. Just as the ghostly undead possess ordinary and extraordinary powers, so too do they possess both ordinary and extraordinary weaknesses or vulnerabilities. Such vulnerabilities are sometimes the only restraint that checks these creatures. Often, the very unholiness that makes ghosts dangerous is also the key to their destruction.

As a general rule, all ghosts - regardless of magnitude - are vulnerable in varying degrees to holy water, priestly turning, and holy symbols. However, among ghosts exceptions do exist, particularly with more powerful spirits.

Holy Water

Perhaps the most useful weapon for the destruction of ghosts is a vial of holy water. No ghost hunter should be without a ready supply of this valuable liquid. The numinous properties of this wonderful fluid enable it to inflict damage upon the undead even in an intangible state.

Unfortunately, some powerful spirits seem to develop immunity over time to the effects of holy water. Thus, a newly formed fourth-magnitude ghost may be vulnerable to holy water, but a ghost of the same magnitude that has existed for more than 200 years might not be. A ghost of the fifth magnitude, regardless of its age, is immune to holy water.

It is important to note that holy water must be splashed upon a ghost for it to be effective. In most cases, this means the vial must be opened and the contents hurled at the target. Simply tossing a stoppered vial at a spirit will not harm it; the vial will pass without resistance through the body of the ghost and shatter harmlessly on the ground behind it.

It is possible to splash a ghost with holy water by hurling a vial at its feet or base, breaking the glass upon impact with the ground. The resulting splash usually brings the ghost into contact with the holy water. However, the chance exists that the vial will not break. The seconds needed to throw another vial - this time unstoppered - may be all that is left of your life.


Table 16: Magnitudes of Holy Water Damage

Ghost's
Magnitude
   Damage Per Vial
First 1d10
Second 1d8
Third 1d6
Fourth 1d4
Fifth 0

An attack roll is required in order to strike a ghost with a spray of holy water. In such attacks, the ghost's corporeal Armor Class is always used.


Turning Undead

Only the most faithful of priests and paladins hold any sway over ghosts. Holy symbols alone, held by lay persons such as warriors or wizards, pose little threat to these creatures, but strong displays of religious faith often will.

Like other forms of undead, ghost can be turned away or even destroyed by a priest. The spiritual energy of a cleric's faith can be so overwhelming that it causes the apparition intense pain and anguish. The ghost is force flee from the area or risk annihilation some cases, the surge of holy radiance a powerful cleric sends forth is enough to destroy a ghost instantly.

Sadly, only the weakest of ghosts can be destroyed this way. Further, the more powerful the ghost, the less effective attempts to turn it away. The most powerful of all ghosts, in fact, are almost immune to turning, though even they will be unable to attack a cleric who might normally be able to drive them off.


Table 17: Magnitude of Resistance to Turning

Ghost's Magnitude    Turning Penalty *
First 0
Second 0
Third -1
Fourth -2
Fifth -4

* Turning Penalty: This modifier is applied not only to the cleric's 1 dice roll to see if a particular type of ghost is turned, but also to the roll that determines how many Hit Dice of undead creatures are affected. If the attempt to turn is successful, but the number of Hit Dice affected is below that of the ghost, the attempt is fails. In such cases, however, the ghost is unable to directly attack the cleric because of the cleric's power of faith.


January 15th

We began our ascent of the rocky slope today. The wind was cold, cutting into us during the whole of the climb. In mid-morning, however, we had reached the first plateau and paused to rest.

We had not been there for more than a few minutes when one of the guides cried out. We all turned to see what alarmed him - and found he was dead. His face was drawn up in an expression of terror such as I cannot describe. His dark skin was dry and wrinkled, his hair shot with white, and his fingers clenched as if in pain.

While the others searched for signs of some bizarre attack, I did not. I knew in my heart that they would find nothing. Instead, I turned my gaze to the slender lighthouse that stood atop this barren, mountainous island. We would find our answers there.


Holy Symbols

In my previous work on vampires, I discussed the possibility of holding certain types of undead at bay by the mere presentation of a holy symbol or some manner of blessed object. Unfortunately, this usually does not work with ghosts and similar apparitions.

As a rule, symbols or objects hold no great sway over the ranks of the incorporeal undead. Although they are often harmed by contact with holy water, ghosts are generally not repelled by holy symbols, restricted from passing through sanctified lands, or harmed by contact with holy objects.

I cannot say for certain why this is, but my belief is that it has to do with the connections a ghost retains to its former life. In the case of vampires and other corporeal undead, the physical body remains intact; thus, the physical ties to the past life remain strong. Ghosts, who have no such bodily link, are less affected by the physical manifestations of man's faith. It may be that the ethereal creatures are so removed from the physical realm of humanity that the symbols of our faith no longer have power over them.

I believe this theory has merit. For example, it explains why the presence of a holy symbol keeps few spirits at bay, but a faithful priest or devout paladin can still turn away apparitions through an effort of will, perhaps while using holy symbols as a part of a great display of faith.

It must be pointed out here that it possible (though rare) for a ghost to be kept at bay or repulsed by a holy symbol, but not because the object is holy. In such cases, the effect is similar to that of an allergen, an extraordinary vulnerability described in the following section. If a ghost is vulnerable to holy symbols, I have found that it is almost always burned by contact with them, just as if the ghost had been splashed with holy water. In such very rare cases, holy symbols can strike the apparition even when it is incorporeal.

Extraordinary Vulnerabilities

By definition, "extraordinary" means uncommon or exceptional. The vulnerabilities I describe in the next few pages (allergens, spells, and personal effects) are quite rare and specific. While many can be grouped together in certain categories, such as allergens, exact nature of a given special weakness differs from ghost to ghost.

Look upon the examples I present here as guidelines only. Be aware that these types of vulnerabilities exist, but never assume a ghost has one of these specific weaknesses until careful research supports the hypothesis.

Allergens

In my previous work on vampires, I discussed the importance of various items in battling the undead. Just as with the dread vampire, there are item that an ethereal phantom cannot bear see or touch. Called allergens, these items are useful when fighting ghosts, though seldom are the items as effective against ghosts as are the allergens used against vampires.

Unlike the vampire, which is almost always strongly repulsed by items such as garlic and mirrors, the ghost is a subtler creature. One cannot apply a steadfast rule in using allergens to keep spirits at bay, because each ghost is absolutely unique. For example, one ghost might not be able to enter a room that contains a blooming rose, but most other ghosts would not be so restricted.

What constitutes one ghost's allergen will almost assuredly not be another's. Because allergens are so closely related to either a ghost's origin or its nature, they can be nearly anything imaginable and as such are truly difficult to quantify. The ghost hunter must research his prospective prey's past so that he can identify a suitable allergen. I myself have used items as varied as dove oil, pheasant feathers, a teacup, and a continuously chiming clock as allergens. In each instance, the allergen held special significance to a particular ghost.

While it is true that almost every spirit is repelled or held at bay by some allergen, the discovery of the allergen may be difficult if not nearly impossible. The blooming rose in the example above might well be effective against the ghost of a rosarian or the spirit of a young woman betrayed by a lover who sent her roses. Against the pilot of a ghost ship, however, the rose is likely to be useless. One might find that sea salt or the ringing of a ship's bell can keep this spirit at bay.

Presenting an Allergen
In general, a spirit is unable to approach someone who presents an allergen. Mind you, the key here is presentation. In the case of the blooming rose, for example, it is generally not enough for the victim to simply hold the flower - it must be held toward the apparition in a clear, direct, and courageous fashion.

The effect of an allergen is to keep a spirit from approaching. In general, the distance at which a spirit will be kept at bay is based on its magnitude. The least of spirits seem to be held back a distance of 50 or 60 feet. More robust spirits are able to move closer to an allergen, with a few powerful spirits being wholly unaffected by any form of award.

Those who hunt ghosts must keep in mind that it is impossible for a spirit to take direct action against the holder of an allergen. Be forewarned: If confronting a dangerous ghost, make certain your research is comprehensive enough to ensure that you have discovered the correct allergen, the ghost's one weakness. Many a party has come to grief upon discovering that the ghost they confront is not in the least deterred by the chosen allergen.

Using Allergens as Barriers
It is possible to protect an entire room or other area with an allergen. When doing so, the item is spread about the perimeter of the room, and its protective nature forms a barrier through which the spirit cannot pass. In some rare cases, the mere presence of the object is enough to keep a spirit out a room. For example, a ghost that enjoyed the warmth of a fire when it was alive might be unable to enter a room where a fire has been kindled, because the memory of the enjoyment and the loss of it are too painful for the ghost to bear.

In most cases, however, the presence of the allergen alone is not enough to ensure complete protection. Special steps must be taken to extract the full potency of the allergen. This is best explained through example.

Consider a ghost I encountered some three or four years ago, the Valachan Miser. This spirit was all that remained of a large and powerful man who had, over the course of his life, brought great suffering to many people. He was a merchant noted for his greed and treachery in business practices. When he died, his tortured spirit continued to stand by the counting house where he had conducted his business in life. So strong were his ties to this establishment that no magical force seemed able to expel him from it.

In the course of my investigations, however, I was able to uncover some crucial facts. Among the most important of these was the power of money to this spirit. Not only was the creature fascinated (a term I describe later) by a newly minted coin, it was unable to cross a line of such objects. To protect myself from attack by the spirit while I researched its origins, 1 would seal every door, window, and vent with a line of coins. Three times this spirit appeared, once at the door and twice beyond the windows, only to cry out in rage when it found it could not reach me.

Using Allergens to Cause Fascination
On the whole, allergens are repulsive to spirits. In some cases, however, they can create a sense of fascination in the ghost, an effect likened to the effect a flame has on a moth. In the case of the Valachan Miser, for example, I found he was unable to look away from a newly minted coin.

Indeed, coins seemed to have so pronounced an effect on this being that I was able to use this fascination to my advantage in the ghost's destruction. Through my research, I surmised the creature could be slain by the smoke created from burning the countless volumes of fiscal records the spirit possessed in life. In order to ensure its exposure to these vapors, I lured the spirit into the basement of the counting house and held out to it a gleaming platinum coin. Instantly, the spirit froze. Its eyes,, smoldering pinpoints of silver light, fixed upon the coin and would not turn away. Past experience had shown me that this effect was transient, and that I had but a few seconds to do my work.

In the end, I barely escaped the blazing counting house myself, but the spirit was consumed along with its ledgers. I later recovered the half-melted coin and had it fashioned into an amulet, which I made a gift to a young assistant, Claudia, who had been instrumental in the solving of this problem.


January 16th

I write this beside a small fire that does little to drive off the fears of the night.

Our climb is at last complete. We scaled through the night, anxious to escape the thing that killed our guide on the plateau. Our efforts were costly, for two more of our company died during the ascent. I can only take heart in the belief that we all would have perished if we had remained on the cliff during the night.

Seeing the dread tower from its own leuel was an unsettling experience. It seems bent and twisted in an impossible manner. I stood in the darkness trying to make sense of this impossibly tilted structure. No mortal architect could have built it, for the hand of evil shows in its every stone.

Our quest will end there, I am certain.I pray my life shall not end as well.


Spells

The power of a wizard's incantation or a priest's invocation cannot be discounted in matters of the supernatural. Many spells were created for the express purpose of battling the undead. The majority of these spells were designed for use against corporeal undead, but many are effective against apparitions as well.

I will now discuss selected spells that function (or fail to do so) in unusual ways when employed against ghosts. In most cases, spells specifically intended for use in the presence of all undead function normally on ghosts. Thus, spells such as detect undead are not listed here.

Wizard Spells
In the past I associated with many a wizard under many circumstances. The material that follows is a collection of all that I learned from my sorcerous allies and enemies. It is my hope that this wisdom will aid in the fight against all undead.

Alarm: Even the most minor of wizards is often able to erect a magical barrier around some area that sends an alert in the presence of intruders. Such wards will not function, however, if the trespasser is ethereal or incorporeal. A ghost triggers such wards only if it is in a corporeal or semicorporeal state.

Antimagic shell: Although apparitions are not truly magical in nature, this spell creates a barrier that ghosts of any sort cannot (or will not) cross.

Avoidance: This spell (or its reverse) cannot be used to repel (or attract) the incorporeal undead. It depends upon life energies and physical mass to function, making it useless when insubstantial beings are involved.

Banishment: Ghosts are affected by this spell, though they are not extraplanar fiends like demons or devils. A successful abjuration on the part of spellcaster utterly destroys the spirit rather than forcing it to flee to the netherworld.

Binding: This spell can be employed against the undead, with mixed results. Care must be taken, for only certain versions of this enchantment will function. Spirits attacked with this spell may be chained or hedged only. Any attempt to use the spell's other powers results in absolute failure.

Blindness: This spell has no effect upon the undead, which perceive the world by means unrelated to our own senses. (However, see light, below.)

Cloudkill: This spell is useless in combating the unliving, which are immune to toxins that affect living processes.

Contagion: This spell, like cloudkill, presents no danger to the undead, as it affects only living victims.

Continual light: My comments about the light spell (below) apply here.

Deafness: This spell has no effect on ghosts; see blindness above.

Death fog: As with cloudkill, this spell cannot poison those who are already dead. Further, it does not slow incorporeal or semicorporeal ghosts who attempt to pass through it.

Death spell: This magic is useless against spirits who are already dead.

Detect magic: This spell does not detect the presence of ghosts, which are not inherently magical.

Disintegrate: Unless a ghost is in a corporeal or semicorporeal state, this spell has no effect upon it. Indeed, even a ghost that can be affected by it is usually not even dispelled. A corporeal spirit who is disintegrated often returns as a wholly incorporeal ghost an unpleasant surprise for a wizard who thinks he has cleverly destroyed a spirit.

Energy drain: All types of undead are, unfortunately, immune to this spell.

Finger of death: This spell has no effect on the undead (see death spell).

Forcecage: Incorporeal spirits are fully contained by this spell. Those who possess magic resistance, however, might break free of the cage with effort, occasionally with spectacular results. A companion of mine once caged a spirit who escaped - but returned in triplicate.

Haste: This spell, which speeds the metabolism only of living targets, has no effect on ghosts.

Hold animal, hold monster, hold person: Undead, even those that resemble the lowest of beasts, are not affected by magic that is meant to affect the living.

Hold portal: While a physical barrier is generally no obstacle to the passing of an ethereal ghost, this spell prevents a spirit from passing through an enchanted door. This does not, however, prevent a ghost from slipping through the wall in which the door is set. Furthermore, very powerful ghosts can shatter this spell.

Imprisonment: This spell works only on corporeal spirits, for the wizard using it must physically touch the target. If used by an ethereal wizard on an ethereal ghost, the spell functions normally, but the spirit is imprisoned on the Ethereal Plane.

Infravislon: Ghosts radiate no heat and thus are not detectable by means of this spell. Normal infravision, such as that possessed by elves, does not reveal the presence of the incorporeal undead, either.

Irritation: This spell has no effect upon ghosts.

Legend lore: This spell is a wonderful divination! It has often revealed the secret weakness of a ghost I was hunting. I urge all who battle the incorporeal undead to seek a wizard who knows such a spell. It is invaluable in learning the history of a spirit, determining what items may serve as specific allergens, and discovering what actions, if any, can be taken to return the restless spirit to the quiet of its grave.

Light: Unless a ghost has some direct aversion to light, this spell will not drive it off or keep it at bay. Further, it is impossible to blind a ghost with this spell unless it is in a corporeal state.

Limited wish: It is not possible to destroy a ghost using this spell, but it possible to greatly hamper it for a time. For example, a mutable spirit might be forced to remain fully corporeal for a period of time, rendering it an easy target.

Magic jar: While it is true that a goodly number of spirits are able to employ a similar power when inhabiting bodies, most are immune to the effects of this particular spell themselves.

Mordenkainen's disjunction: This spell has no effect upon spirits.

Otiluke's resilient sphere: Ghosts and other incorporeal beings can be trapped within or kept out of this globe.

Otto's irresistible dance: Not only is this spell from the Enchantment school (a type of magic to which all ghosts are immune), it depends upon living functions and is thus useless against ghosts.

Polymorph any object, polymorph other: These spells cannot be employed against ghosts with any success, as they can become insubstantial then change shapes at will.

Power word blind, power word kill, power word stun: The undead are immune to these mighty spells.

Prismatic sphere: Ghosts and other incorporeal undead are prevented from passing through this sphere, even in an ethereal state.

Protection from evil, protection evil, 10' radius: These spells keep ghosts at bay, for they cannot pass through these magical barriers even while ethereal. However, many spirits might have special abilities that enable them to attack those behind these shields.

Ray of enfeeblement: This spell cannot affect incorporeal ghosts. It is sometimes possible to use it against semicorporeal spirits, and fully corporeal ghosts are subject to its effects.

Reincarnation: If the corpse from which a specific ghost has risen can be found, this spell can eliminate the ghost by restoring its body to life. However, this spell is useless against an anchored spirit, as it is too strongly tied to its anchoring object for this spell to override its newfound purpose. Even if reincarnate is successful, the reincarnated creature is always psychotic. The shock of its sudden transformation to undeath, then its odd revivification, is too much for a rational mind to bear.

Remove curse: Only in the rarest cases can this spell destroy a spirit or allow it to rest in its grave. Generally, this happens only when it is cast upon a minor ghost, say one of first or second magnitude, by a powerful spellcaster.

Sink: This spell cannot affect ghosts or spirits that can become incorporeal and escape entrapment.

Sleep: This spell is useless against the undead, for they neither tire nor sleep.

Slow: Just as the metabolism of the undead is resistant to the casting of a haste spell, so too is a ghost immune to the effects of this wizardry.

Solid fog: This spell does not slow an incorporeal or semicorporeal ghost.

Symbol: None of the magical symbols I have encountered have proven effective against ghosts. I believe the reason for this is simply a ghost's basic resistance to all mind-affecting spells. The unliving nature of the ghost's mind protects it from these spells as surely as it does against charm or sleep.

Telekinesis: It is impossible to manipulate an incorporeal spirit with this spell. Telekinesis can be used on semicorporeal ghosts with haphazard results. It is generally effective only against those spirits who are fully corporeal.

Trap the soul: This spell can be used with great effectiveness against ghosts of all types. In more than one case, I have seen it used to contain a spirit who was too powerful to destroy, so that Information could be uncovered that would allow it to be dealt with permanently.

Wall of force: This barrier is so potent that no spirit can pass through it. To a ghost, the wall of force is every bit as solid as a similar construction of stone would be to you or me.

Wish: This powerful spell can, if carefully invoked, be used to wish a ghost out of existence. It can also be of tremendous value in deducing the vulnerabilities of a given spirit. Care must be taken, of course, for this spell is notoriously dangerous.

Wizard lock: This spell makes an effective barrier against ghosts, just as hold portal does. Unlike the latter spell, however, wizard lock cannot be broken by powerful spirits.

Wraithform: A person under the influence of this spell is able to fight a ghost that is in an ethereal state. However, the attacker can also be directly attacked by the ghost.


January 17th

There was only one entrance to the tower, a stout wooden door. We gave it our shoulders and it splintered inward, rotten and brittle after years of exposure to the elements. As soon the portal was clear, a vile odor poured out upon us. The air in the tower was heavy with the smell of death and decay. I cannot say I looked forward to exploring the building, but I knew that we must.

The six of us entered and lit our lanterns. As the darkness faded away, I thought I detected an unnatural movement among the shadows. I approached, but my examination convinced me that it was nothing more than a trick of the light.

I was relieved by this discovery. When I turned back to my companions, however, all feeling of relief left me. Every one of my friends was dead - slain in moments by an unknown force of evil.


Priest Spells
I am not a spellcaster, though I confess if I were to become one I would most likely be a priest. Although I have felt the calling, I believe it is my duty to continue to battle the evil undead with such powers as I already possess; things have moved too far along to change them now. To this end, I have found the companionship of good clerics both helpful and heartening. Without these faithful companions and the power of their faith, I would not have survived many an encounter.

The reader may rest assured that the following notes on spells of the priests, as used against the undead, are based on the diligent research of trusted allies.

Abjure: This very useful spell can force a mutable spirit into its corporeal or semicorporeal state.

Animal growth: This spell and its reverse have no affect upon ghosts, even if in animal form. It works on the live minions of ghosts, however, so they may be shrunk in size and made less harmful.

Atonement: This powerful spell is sometimes able to bring peace to a restless spirit willing to undergo the spell. It is difficult to tell if this spell will be effective unless a thorough investigation of the ghost's origins has been undertaken before the spell is cast on the spirit.

Continual light: See my comments about the light spell for details.

Cure critical wounds, cure light wounds, cure serious wounds: These spells are ineffective, but their reversed harmful forms function normally as long as the priest using them is able to physically touch the ghost. With corporeal spirits, this is easy enough to | do. With incorporeal or semicorporeal apparitions, however, this is typically impossible.

Detect magic: As noted earlier in the discussion of wizard spells, this spell does not reveal the presence of undead.

Dispel evil: This spell can sometime be used to drive a ghost from an area and force it into its corporeal state. Further, it can act as an excellent ward, keeping the spirit from entering or returning to the area in which the spell was cast as long as the spell's power remains in effect. In rare cases, this spell is actually powerful enough to destroy a minor ghost.

Forbiddance: This spell functions normally when applied to the undead, even those of incorporeal or ethereal nature.

Glyph of warding: It is possible for a priest to craft a glyph that is specifically designed to ward off the undead. If the approaching ghost meets the conditions on the glyph, the glyph of warding will function normally. Of course, a glyph that is triggered might not affect a ghost if the spirit can ignore the type of damage the glyph causes.

Heal: This spell is similar in its application to the various cure spells described earlier.

Hold animal, hold person: Undead animals are as immune to hold spells as are undead humans, making these spells useless except possibly against animals or persons under the control of an undead being.

Holy word: The power of a holy word is indeed great. In fact, this spell can sometimes be used to destroy a ghost. As with the atonement spell, this power might not work in some cases. In order to ensure the spell's effectiveness, the priest must carefully research the origin of the ghost.

Light: Unless the ghost has some direct aversion to light, this spell will not drive it away. Furthermore, it is impossible to blind a ghost with this spell unless it is in a corporeal state.

Moonbeam: Just as this spell's lunar radiance can cause lycanthropes to transform into their bestial selves, so too can this radiance affect those ghosts who are tied to the moon. For example, a spirit who rises on the battlements of a castle whenever the moon is full and bright might well manifest itself if this beam were to shine upon the keep it haunts.

Plane shift: This spell can be used to enter the border ethereal and combat ghosts on their own ground. It can also be used to force a ghost to enter that plane if it is a mutable spirit capable of entering an incorporeal state.

Protection from evil, protection from evil 10' radius: These spells keep ghosts at bay, for ghosts cannot pass through the magical barriers. However, many spirits may have special abilities that enable them to reach those hiding behind these shields.

Raise dead: This spell might be used to destroy an undead creature if the being's corpse is available. It is a potent weapon in the war against evil.

Regenerate: This spell and its reverse cannot affect any undead.

Reincarnate: If the corpse from which a specific ghost has risen can be found, this spell can eliminate the ghost by restoring its body to life. However, this spell is useless against an anchored spirit, as it is too strongly tied to its anchoring object for this spell to override its newfound purpose. Even if reincarnate is successful, the reincarnated creature is always psychotic. The shock of its sudden transformation to undeath, then its odd revivification, is too much for a rational mind to bear.

Remove curse: Only in the rarest of cases can this spell destroy a spirit or allow it to rest in its grave. Generally, this happens only when it is cast upon a minor ghost, say of first or second magnitude, by a powerful spellcaster. 1 am told it is as difficult to lift the curse of unlife from a ghost as it is to cure a lycanthrope of his affliction.

Restoration: This spell and its reverse (energy drain) are useless in battling the undead.

Resurrection: This spell might destroy a ghost under the conditions outlined for the reincarnate spell.

Speak with dead: Like the priceless legend lore spell, this bit of necromancy is a wonderful tool when dealing with ghosts. If the body from which a spirit has sprung can be found, this spell often enables a ghost hunter to learn much about the nature of the apparition. 1 have been able to use information acquired in this way to drive ghosts back to the grave, to sleep in peace thereafter.

Speak with monsters: This spell does not permit the caster to speak with the undead. However, the speak with dead spell allows such communication.

Spell immunity: This spell can be used to protect against special attacks from ghosts and similar undead creatures. In order for the spell to be effective, however, the priest using it must clearly identify the type of attack the ghost will employ. Furthermore, the priest must have been affected by this attack earlier in life.

Sunray: This powerful spell is a devastating weapon when employed against the undead. Even ghosts who are not normally vulnerable to sunlight are often wounded or even destroyed by this powerful demonstration of faith.

Symbol: None of the normal symbol spells for priests is effective against ghosts. It may be that a special symbol spell could be researched and created that is of special potency against certain apparitions, so this spell would be useful only on a case-by-case basis.

Wyvern watch: This spell will not function as a ward against the approach of a ghost unless cast by a priest who is ethereal at the time of casting. When so cast, the spell will detect the presence of a looming apparition, but not that of a corporeal menace such as a wolf, a bandit, or a zombie.

Personal Effects

As I have said at numerous points in this chronicle, it is vitally important to carefully research the background of the ghost one confronts. A group of heroes who charge into combat with their weapons drawn and their wits sheathed is likely to meet a horrible fate. While the final resolution of any haunting often involves the judicious use of enchanted or holy steel, steadfast devotion to such tactics is foolish in the extreme. Only an understanding of the origins and motivations of a spirit supplies the important edge needed for victory.

My research into an individual spirit has often left me with evidence indicating the need for a weapon unique to that spirit. Because these objects are almost always things that were of great importance to the ghost when it was alive, I group them under the broad heading of personal effects. Although they are much like allergens (described above), personal effects may be used to destroy and not merely ward off a ghost.

Let me recall an example. I was once called upon to join the detective Alanik Ray in an investigation of no fewer than a dozen brutal murders. The string of killings was identical in even respect to a series of crimes committed less than a year earlier. It became clear that we were dealing with the ghost or the man who had committed the earlier series of murders.

Because the man had been hung for his crimes, we suspected the gallows might have power over him. Indeed, when we confronted the apparition, Alanik's assistant, one Arthur Sedgwick, was able to toss a noose over the ghost's head. Despite the fact that the creature was semicorporeal in nature, the sturdy hemp bound it securely. From the instant the loop touched it, the creature began to choke and claw at it. Its eyes rolled back in its head, a bloated tongue slipped from between its lips and its body melted away in a cloud of inky black mist. It was never seen again.

I can offer but one guideline when deciding to hunt the ghostly dead: Begin the investigation with an examination into the being's original death. That traumatic moment was perhaps the most important of the ghost's existence. Surely, an event so charged with karmic resonance as to create a ghost cannot help but be a good starting point. From there, the hunter will be led down an often twisted path to the true means of a ghost's destruction.

Special Weapons

In this section I examine the use of physical weapons against ghosts. As one might imagine, this is generally a futile endeavor. The mightiest dwarf wielding his family's centuries-old ax will probably not harm the most minor ghost. The weapon will pass harmlessly through the spirit, leaving the dwarf vulnerable to whatever foul attacks the ghost might wish to employ. Truly, a grim predicament.

The reader should take heart, however, for it is often possible to use weapons against the incorporeal unead. Indeed, it is even possible to destroy them if the skill of the wielder and the power of the weapon are equal to the task.

In general, there are three ways in which a weapon can be made useful against ghosts. The first, and least reliable, is to forge it from a special metal or material that is deadly to a specific spirit. The second, surer method is to have the blade enchanted in some way. (Even the most powerful apparition fears a magical weapon, for it cean often injure or even destroy a ghost. Still, some of the most powerful spirits are so resistant to harm - even by magical arms - that they look with disdain upon would-be heroes who wield any weapons.) The final method is through special construction, explained later.

Forged Weapons

The most common material used to make weapons designed to battle ghosts is silver. Indeed, almost every spirit of the first or second magnitude is vulnerable to such blades, so the use of silver weapons is much warranted. Why is it that silver is so deadly to ghosts? I cannot say. I believe, however, that this wonderful metal has some natural property that allows it to siphon off a portion of the ghost's energy. In essence, the weapon might be thought of as a lightning rod. I have heard other theories put forth concerning this topic, and I cannot disprove any of them; they are all as valid as mine. In rare cases, a ghost will be encountered who is vulnerable to some other metal. In most of these instances, the exact nature of the vulnerability is rooted in the origin of the ghost. I have enountered spirits vulnerable to iron, gold, and even platinum. Indeed, I once fought the spirit of a dwarf in Darkon who proved vulnerable only to mithral weapons. After a long search, we were able to gather enough of the metal to fashion an arrowhead that, I am glad to say, laid the ghost to rest.

It is also not unheard of for a spirit to be vulnerable to weapons fashioned from material other than metal. I have crossed swords, as it were, with at least two spirits who proved vulnerable only to weapons carved of yew wood and one apparition that could be harmed only by blades fashioned from seashells. Discovering the type of material to use when Grafting such weapons is a difficult and time-consuming endeavor, but it is often necessary if a ghost is to be battled effectively.

Enchanted Weapons

By far the preferred weapon of choice in any combat situation, an enchanted weapon can make all the difference in a fight when used against a ghost. The aura of power that surrounds and permeates these weapons enables them to strike directly at spirits that are wholly or partially ethereal.

The problem with magical weapons, however, is that it is often impossible to say whether a given blade has an enchantment strong enough to harm a specific ghost. Some spirits are so powerful that lesser blades pass through them as harmlessly as nonmagical ones.

I can offer no solid advice on this matter, except that it is better to underestimate the power of one's weapon than to overestimate it. To make the latter mistake may cost a hero his life.

Specially Constructed Weapons

It is sometimes possible to harm a ghost with a weapon that has unusual characteristics beyond those of its material composition or enchantments. This could include placing a specific rune pattern on the weapon's striking surface to having the weapon constructed at a certain location. For example, I researched a case in which the spirit of a blacksmith returned to haunt his wife, a woman who had abandoned him during a time of financial hardship.

When the time came to confront the vengeful spirit, we discovered we could harm him only with a weapon that he had manufactured in his shop. As luck would have it, we came into possession of just such an item and were able to destroy the ghost. I should not be surprised to find that other apparitions haunting the mortal world have similar weaknesses.

It is almost certain that, when such vulnerabilities exist, they are dictated by the origin of the ghost. In the above case, we experimented with several other weapons, each of which seemed a logical choice based upon the particulars of the blacksmith's life and death, before we happened upon the correct tool. No fewer than four of my companions were gravely injured in our research, a testimony to both the hazards and importance of such preliminary investigation.


Table 18: Magnitudes of Magical Weapon Resistance

Ghost's
Magnitude
   Bonus
To Hit *
First +1/0
Second +1/0
Third +2/+1
Fourth +3/+1
Fifth +4/+2

* Bonus To Hit: This column lists magical bonus a weapon must have in order to harm a ghost of a given magnitude. The number before the slash is the bonus required when the ghost is ethereal but attacked by nonethereal foes. The number after the slash shows the bonus needed when the ghost is either corporeal attacked by a nonethereal foe, or even ethereal and attacked by a foe who also ethereal.


January 18th

Praise be - the night is almost ended. My exploration of the tower is complete. I know now why so many ships have broken themselves on the rocks below. This place is in league with the darkest forces. It is a focus for all that is evil in the sea. At this very moment, the foul spirits of the damned are circling me, kept at bay only by the flickering light of my camp fire.

I know that I shall not leave this island alive. Once my stock of wood fails me, the shadows will claim me. I cannot make the descent alone, for the foul thing that killed Edjard on the slopes would surely have me, too.

I shall place the last few pages of that journal in a stoppered flask. At dawn, as the tide recedes, I shall hurl it over the cliff and into the sea.

Then, I shall follow it.

- Unsigned journal found by a sailor


Previous   Next   Up

Hosted by uCoz