Ghosts aren’t going to listen to you unless you actually do something to make them want to listen to you, like promise them a permanent and peaceful rest. Even then, they still might not be obliged to do as you ask. Ghosts are similar to Vampyres in the fact that they are resistant to some of the normal weapons, with exceptions being magical objects, consecrated artifacts, spells or silver. While game mechanics leave the impression that ghosts can be hurt by these things, that’s in-game. In roleplay, ghosts are ethereal, meaning they’ll be having different properties. One ideal use for ghosts is spying, as they are the most coherent at speech if you happen to be adept enough at the language of the dead, or are going to use a ghostspeak amulet. Due to their partial intangibility, you don’t need to worry about what kind of ground you’re summoning a ghost from, unless it’s from a holy spot such as the monastery or citharede.
Skeletons are a mix between the corporeal zombie and the ethereal ghost. They don’t have much physical strength, but are rather accurate with their attacks and are capable of holding and using weapons. Skeletons are also incapable of speaking, although they can understand it, and give nods of things such as yes and no. For summoning your own skeleton, you’ll need to lose a sufficient amount of blood. Once you lose the right amount, a magical incantation is then needed to pull up the skeleton. As the dirt and so on is tossed aside, the skeleton will exist briefly before the spirit that once had that skeleton when it was once living leaves. To remedy this, gathering magic in your fingers and writing the appropriate glyph will seal the spirit in place, animating the skeleton for you. The glyph will also bring the skeleton under your command, unlike a zombie.--
22-Jul-2012 21:22:55
- Last edited on
25-Jul-2012 03:21:02
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heretic hary