Combat: If the shadow of a character falls upon a ghost-stone, that person is trapped. The individual can still fight and cast spells, but is unable to move more than 10. away from the stone. The ghoststone uses the shadowy connection to drain the victim.s blood, doing 1-20 hp damage per round automatically.
There are two ways to destroy a ghoststone. If the stone holding the evil ghost is completely hacked apart, the spirit is forced to depart and undertake its long delayed journey to the netherworld. An exorcism spell has the same effect. The ghost in the stone can be pacified if its name is known. A simple command of: .[Ghost.s true name] be still, and at peace. calms the angry spirit even if its treasure is taken. In a campaign, the DM has the option of revealing the ghost.s name to the PCs, perhaps making the answer a puzzle or riddle.
Since ghost-stones look like any other stones, they normally attack with surprise. The first indication of trouble is when a character.s shadow gets automatically trapped. If the characters have some reason to be suspicious of that particular stone, the DM should allow a saving throw vs. wands to the PC. Any character who strikes the ghoststone physically, without first choosing an attack angle that guarantees that his shadow will not fall upon the stone, could end up trapped also. Each person in addition to the first gains a saving throw vs. wands to avoid entrapment. Only one person at a time will be drained of blood, however. Other trapped individuals are simply unable to move away. If the ghoststone survives attacks against it, it eventually drains all of its victims of blood.
A cleric has the same chance to turn away the spirit in a ghost-stone as he has to turn a ghost. If turning is successful, the ghost-stone releases all victims currently being held. It will not attack unless it is itself attacked, or if a character tries to steal the treasure the ghost-stone is guarding.