or, How to Kill Malevolent Spirits and Demons When All You’ve Got is a Sword.
Many creatures on Kirth have vulnerabilities or are limited by certain materials.
- Spirits can be repelled or damaged by pure iron (not steel). To approach closer than 5’ to a piece of iron, a spirit must make a DC 15 fortitude save. The DC of this save is increased by 1 for every full pound of iron present. Spirits also take extra damage from being struck with iron, at a rate of 1 point per pound of iron.
Spirits (and corporeal fiends) can also be repelled or damaged by salt. A continuous ring of salt, or a line of salt across an opening, can deny access to a spirit (DC 15 Fort save to cross). This can form a barrier to protect against spirits, or trap them. If the line is broken in anyway, the spirit is not bound by it and can cross. Spirits cannot directly break the line, but may try to cause things which will ultimately break it, such as using telekinetic ability to knock a lamp off a shelf, which in turn may knock over a coat rack such that it falls across the line and disrupts it. If it comes up, assume a minimum 1/4" of line width required.
Salt can be used to torture corporeal spirits and fiends, forcing a DC 20 Will save to resist breaking. Each round of salt application increases the save by 1.
Finally, salt can be used to make an incorporeal spirit temporarily dissipate. When used as a weapon, such as a salt infused sword or arrow head, a struck spirit must make a DC 20 Fortitude save or flee, and cannot re-manifest for 3d20 minutes.
(spirits include fey, elementals, incorporeal undead and outsiders, astral creatures, [spirit] subtype creatures [oriental adventures], spirit folk and telthors [unapproachable east], creatures created by dream sight or wood wose)
- Undead: Many undead can be harmed by silver. A silver weapon, or any weapon which counts as silver, deals 1d4 extra points of damage per hit to an undead creature. Undead which this is not effective against are exceptions rather than the rules.
Incorporeal Undead can be defeated a number of ways, but beating on them until they discorporate permanently is often untenable, save to the most powerful or well equipped characters. Burning the bones and other physical remains of the spirit can also end the threat. All physical remains must be burned. They are often hidden, seemingly by malevolent fate, and finding them can be an adventure subplot all it’s own. It’s possible that a would be demon-hunter burns the bones of the spirit, only to find that it is still around, and very dangerous, because the person’s hair was used in a doll. Those who aspire to become such a malevolent spirit will often take complex and esoteric precautions to avoid their earthly remains being discovered and destroyed so easily.