CR is used for HD when necessary any saving throws use the CR as HD and uses the undead progression for saving throws with no ability adjustment. Normally to use a spell on a haunt requires the haunt to manifest or be perceived using other magic such as Detect Undead. A haunt that is attacked before its trigger is acted on will retaliate and may in these circumstances act outside its normal area. Each haunt may be acted on using positive energy to disperse it. To hit Haunts with non area affect positive energy abilities or holy and blessed weapons (such as holy water) requires an attack roll against an AC of 10 + the haunts CR. A haunt may be difficult to target with holy and blessed weapons (such as holy water) due to their incorporeal states. Positive energy attacks as well as any particular item that the haunt is specifically weak to are not subject to this restriction. To permanently put a Haunt to rest usually but not always requires a particular set of circumstances to be enacted while it manifests. That knowledge can be gleaned in several ways. A Haunt may be communicated with and its wishes may provide clues on how it may be laid to rest. Also Knowledge Religion and Knowledge local may provide information on how to permanently lay a particular haunt to rest. While a haunt normally manifests regularly powerful negative emotions or actions in an area may cause a haunt to recover more quickly. This is especially true of an area that is filled with negative energy.
Disrupt Undead: Deals damage to haunts
Protection from Chaos/Evil/Good/Law: Can provide the normal AC bonus and can prevent mental control
Detect Undead: Reveals haunts to include the area they affect. Perceiving the exact location of a haunt still requires a perception check at a -4 but determining the existence of the haunt and the limits of its area can be perceived with the spell.
Chill Touch: can drive a haunt that takes physical form away as a normal undead.
See Invisibility: May allow a person to see a haunt at the -4 perception but not perceive the haunts area.
Detect Thoughts: May permit a caster to determine a haunts presence and even offer a clue to its needs however it opens the user to danger by peering into the thoughts of the tortured minds of the undead.
Command Undead: quiets the haunt for the length of the spell unless the caster wishes other wise and the caster may demand to know how to end the spirits existence with a check. The haunt will use the best means of communication available to answer such a question.
Halt Undead: stops a haunt from fully manifesting until the spell ends
True Seeing: Allows a person to see haunts clearly without perception checks as well as their area of influence
Control Undead: same as command undead
Ethereal Jaunt: allows the PCs to travel to the ethereal plane and deal with a haunt on a more equal footing.
Trap the Soul: Can be used to remove the haunt by trapping the creature. The gems value needed is based on the CR of the haunt
Discern Location: can be used to determine where a haunt is located
Create Greater Undead: Is able to create haunts using the spell
Wish: can permanently destroy all haunts in an area. May also be used to create haunts
Detect Chaos/Evil/Good/Law: can be used to locate haunts of the particular alignment. Most tend to be CE
Hide from Undead: haunts can’t perceive creatures affected
Consecrate: While an area is consecrated a haunt may not manifest even if their normal trigger is activated but it does not destroy the haunt.
Invisibility Purge: makes the haunt perceptible to everyone before manifestation if the range is long enough to see them before being triggered
Hallow: An area affected by the hallow spell may not manifest a haunt until the hallow spell is removed.
Unhallow: the +4 bonus is added to the level of a haunts affect and increases the save
Forbiddance: deals the damage indicated to the haunt when it manifests. If the damage is enough to destroy the haunt, it does not manifest. If it is not enough to destroy the haunt it manifests with the damage indicated. While an area is under forbiddance the haunt cannot be communicated with until the forbiddance is removed
Miracle: can permanently destroy all haunts in an area. May also be used to create haunts