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