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.
Let's look back at the original text. Emphasis mine:
That suggests some edits. First, we should probably allow some other spells to break the connection to the phylactery. The DC = HD is probably ok, though, since it shouldn't be too hard.
Next, we should probably have turning affect the aura the whole time turning works. And blood drain should only work on one victim at a time; maybe it should be split out after all. If we can all agree on that, I guess it's about done.
Except exorcism isn't core. We currently have dispel evil, but maybe we should just say "or similar spells" to "break" the phylactery.
I don't know how to avoid having freedom of movement affect it, unless we call it out specifically as not working. I'm fine with leaving it ambiguous if we can't agree, though.![]()
Oh, actually, the dispel evil is in the Stone Phylactery SQ as a way to break the phylactery away from the ghost and prevent rejuvenation. So no need to add it to the aura bit. Though we may want to specify that breaking the connection of ghost to stone either does or does not turn off the aura.
Also, let's not make the blood drain a ranged touch. The ghost is free to move within the aura, so it can just be a normal melee incorporeal touch.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.