
John Turner 736 |

Ghostbane Dirge seems to be useful.
A Banshee (+18 Will save) will probably only fail that on a roll of a 1.

Kain Darkwind |

Kain Darkwind wrote:Ghostbane Dirge seems to be useful.A Banshee (+18 Will save) will probably only fail that on a roll of a 1.
You asked for a spell. That's the spell, specifically negates the incorporeal ability. The fact that she can save against it is unfortunately not something I can control. Perhaps you can curse her, or something of that sort, before casting the spell? Or set some trap so that the spell keeps going off each round?

Charender |

Charender wrote:Unfortunately, we are all 9th Level. We can negate the threat with Death Ward, but Crushing Hand is a bit above our abilities.Multiple walls of force, you would need 6.
Crushing hand is a evocation(force) effect and thus you cannot escape the grapple by going ethereal.
A level 17 scroll, so buy two and try to get lucky level check? I think a 9th level wizard needs to roll a 9+ to activate a level 17 scroll(DC 18).
The DC for a UMD check would be 37, so A rogue with 16 cha, and 9 ranks in UMD would have a +15 UMD couldn't activate the scroll.

Charender |

I don't know that crushing hand would work (despite being a force effect) since incorporeal creatures are immune to grapple.
Yeah, it is a grey area. They are immune to grapples, but they are specifically vulnerable to evocation(force) effects.
Incoporeal creatures are amorphous(like elementals) and ethereal.
Forces effects counter the ethereal part. So against a crushing fist, a ghost is merely amorphorous like an elemental and elementals are not immune to grapple.

Blueluck |

Summon some [url=http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/xill]xill to help.[/url] They take two rounds to become completely ethereal, but your spell will last 9 rounds. Given that you know you're about to go fight a banshee, you'll probably have some prep time, right?
Or am I conflating ethereal and incorporeal incorrectly?

Dreaming Psion |

Antimagic fields can cause an incorporeal undead to "wink out" of existence if it enters it. If you can somehow bars its path with one or several antimagic fields (perhaps mixed with walls of force?), you may be able to pin it down. The only off hand way I can see of getting multiple antimagic fields going though is on the off chance you have a high enough level arcane archer who can use the imbue arrow special ability. So perhaps using antimagic field combined with walls of force would be your best option.
The various force spells aside from wall of force (resilient sphere, force cage) all allow reflex saves, so against a creature with a high reflex save, they probably won't help you too much.
The only other way I can see of making sure it doesn't get away is to make it so that the banshee won't want to get away or that it won't matter. If you can find a way for the party to chase after it (did a wraith form like spell make it into pathfinder?), then fleeing is a moot point. Same for if you can overwhelm it in one round with damage (heal, damaging quickened force spells, etc). If you can get the fight near sunlight, that can really ruin its day (or at least slow it down) as well.
Depending upon your dm, it may be possible to "psyche out" the banshee. Banshees are bitter and emotional creatures by nature, so you might get away with confronting the creature with something it hates so much it won't want to run. Some kind of bait it hates so much that it overrules any sense of rationality or self-preservation.

hogarth |

Summon some xill to help. They take two rounds to become completely ethereal, but your spell will last 9 rounds. Given that you know you're about to go fight a banshee, you'll probably have some prep time, right?
Or am I conflating ethereal and incorporeal incorrectly?
Yes, and on top of that, summoned creatures can't teleport or use planar travel:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.