| Raven |
My questions concern the abilities and qualities that ghosts have::
Under special qualities of a ghost they have the ability to rejuvenate; where they make a level check to come back after they are ‘destroyed’.
What constitutes a ghost being destroyed and what stops them (besides the completion of their goal) from coming back?
What happens if the ghost’s hit points are not just depleted? Say there is a wish spell being used, a turn check with a cleric that is twice the ghost’s HD eradicating them, a successful ray of disintegration, a weapon of diruption, a successfull ressurection, or an undeath to death spell cast, would those be able to keep the ghost from coming back?
Would a trap the soul or magic jar work on a ghost?
What about a temporal stasis?
The HD used in their DC ability checks are they the total ghost’s HD with all classes or only the initial HD (like the stunning attack from the devil used in a previous sage example – using only racial HD instead of total)?
‘Returning to their old haunts’ does that mean that they appear next to them like the way a lich does to its phylactery? Would that also mean that a ghost is bound to this area (usually where it died at or some place equally high on the emotional scale for it) the way a dryad is bound to her tree?
Also, the fly speed they have. Can they do a double movement in a round flying for 60’ or is that 30’ total for any one given round?
What about on the ethereal, would they have to walk there as they are no longer incorporeal? Can they choose to take a double walk action for 60’?
| christian mazel |
My questions concern the abilities and qualities that ghosts have::
Under special qualities of a ghost they have the ability to rejuvenate; where they make a level check to come back after they are ‘destroyed’.
What constitutes a ghost being destroyed and what stops them (besides the completion of their goal) from coming back?
What happens if the ghost’s hit points are not just depleted? Say there is a wish spell being used, a turn check with a cleric that is twice the ghost’s HD eradicating them, a successful ray of disintegration, a weapon of diruption, a successfull ressurection, or an undeath to death spell cast, would those be able to keep the ghost from coming back?
Would a trap the soul or magic jar work on a ghost?
What about a temporal stasis?
The HD used in their DC ability checks are they the total ghost’s HD with all classes or only the initial HD (like the stunning attack from the devil used in a previous sage example – using only racial HD instead of total)?
‘Returning to their old haunts’ does that mean that they appear next to them like the way a lich does to its phylactery? Would that also mean that a ghost is bound to this area (usually where it died at or some place equally high on the emotional scale for it) the way a dryad is bound to her tree?
Also, the fly speed they have. Can they do a double movement in a round flying for 60’ or is that 30’ total for any one given round?
What about on the ethereal, would they have to walk there as they are no longer incorporeal? Can they choose to take a double walk action for 60’?
Read the description of the ghost in the MM, all is pretty clear, unless they miss the rejuvenation save they will be back (. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace.)
A fly speed is a fly speed.You don't really walk on the ethereal plane, see the special condition there but his base move is the same.
Undeads have no racial and class hd (all d12), it's always total hd to determine DC.
Magic jar specifies that you possess the body...so....
Trap the soul catches the soul and the body, more possibility there.
Temporal stasis will not work because there is a fortitude save and undead are immune to effects requiring fortitude save unless they work on object (not the case, target creatures).
They come back near their remains or the place where they are linked by emotion.