How does a Cleric Exorcise Ghosts


Pathfinder First Edition General Discussion


How does a Cleric banish Ghosts? Like an Exorcism spell?

I know Cleric spells like Banishment and Dismissal work on outsiders like Demons and Devils, but how does a Cleric get rid of Incorporeal Undead?

Are you limited to Channeling Positive Energy, Ectoplasmic Metamagic and Ghost Touch Weapons?


1. If its a ghost, finding the reason it refuses to move on is one way.

2. Holy water can damage it too.

3. The Bless Weapon spell can help people without magic weapons hit ghosts.

4. Ghost Salt weapon blanch is similar to Bless Weapon, but harder to use since you need a fire to heat up the weapon with.

5. The Searing Light spell does a lot of damage to undead if you're high enough level for it.

6. Aside from those and what you've already listed, whacking it with normal spells and magic weapons is all I can think of. I don't know of any banishment-like spells for undead.


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Best way is to get a Proton Pack.

Or just make a call....


The only way to really make it go away is to find the reason why it is still around. Otherwise it will just come back.


I'm pretty sure they usually just hire a group of adventurers who are passing through town ... =D


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Crossfit.


Just send it over the road.
Once it crosses to the other side your job is done =D


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Kazaan wrote:
Crossfit.

Please note that this is the only fad workout that is effective.

For example, Jazzercise just strengthens the ghostie because Jazz is the devil's music.


He prepares a few castings of ghostbane dirge, then hires some guys with big swords to go beat it to death.


With a ghost touch hammer.


Channel Positive Energy?


The Guy With A Face wrote:

1. If its a ghost, finding the reason it refuses to move on is one way.

2. Holy water can damage it too.

3. The Bless Weapon spell can help people without magic weapons hit ghosts.

4. Ghost Salt weapon blanch is similar to Bless Weapon, but harder to use since you need a fire to heat up the weapon with.

5. The Searing Light spell does a lot of damage to undead if you're high enough level for it.

6. Aside from those and what you've already listed, whacking it with normal spells and magic weapons is all I can think of. I don't know of any banishment-like spells for undead.

Of all the ideas listed in this thread, Number 1 is the only one which takes care of it for good.


I think it boils down to that Clerics have the tools to temporarily "deal with" Ghost/Haunts,
and permanent resolution will be aided by spells like Speak with Dead, Legend Lore, other Divinations.
There probably could be a specific spell to learn the Ghost/Haunts' reason for existence/termination conditions,
but then it somewhat undercuts the use of those other spells for the same purpose... /shrug


Could the Cleric buy the ghost a membership for 24 fitness and hint it looks fat?


I liked 3.5 ghosts better: they only had a chance to rejuvenate. Now they auto succeed, but the books do say Ghost should never be encountered out of the blue.

"More than most of the monsters in this book, a ghost benefits from a strong and detailed backstory. Why did this character become a ghost? What are the legends surrounding the ghost? An encounter with a ghost should never happen completely out of the blue—there are plenty of other incorporeal undead like wraiths and spectres to fill that role. A proper encounter with a ghost should be a climactic scene after a lengthy period of tension building with lesser minions or manifestations of the undead spirit. The sample ghost above is that of a human princess who was murdered by an unfaithful lover—after she confronted him, he murdered her by wrapping her in chains and throwing her into the castle well, where she drowned."

You can also wish/miracle it back to life.

For Haunts just use those siphons to trap it inside.


Starbuck_II wrote:


You can also wish/miracle it back to life.

For Haunts just use those siphons to trap it inside.

That doesn't work because haunts aren't undead the way ghosts are... they're more like spectral afterimages.

Although a properly worded wish, or wish used to emulate an appropriate spell, might get rid of it anyway.


Off topic of clerics, but Occult Adventures provided the Purge Spirit spell to enable psychic and arcane casters to hurt haunts (as well as incorporeal targets) and the Entrap Spirit spell to allow psychic casters to trap incorporeal or haunts for hour/level. Haunts don't even get a save.

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