A ghost appears solid and wears similar clothes to when it was a live person, but empty eyes show it as a wandering spirit. Ghosts have gaps in their memories, and it’s difficult for them to learn new tasks. They have intellect instead of emotions, so an empath cannot sense their feelings in the usual way. A Sciomancer can bewitch a ghost to tell secrets from its life, and also make it report the ghost’s conversations with others.
Although the practice was banned by the Church’s head magician, a talented Sciomancer can call a specific ghost and compel it to stay inside a Ghost Amulet. Constructing elaborate amulets is a popular magic craft with Magic Guild workers; avid amulet makers hold competitions to display their non-inhabited Ghost Amulets containing dozens of elaborate rooms.
Inhabited Ghost Amulets are dangerous. An amulet keeper must not wear the occupied amulet near the heart, or the keeper risks madness induced by the resident ghost.
Most Sye residents do not have the native magical talent to see and converse with ghosts. Church magicians, especially Priests and senior Sciomancers, construct charms to allow the wearer to interact with ghosts. The typical spells in a Ghost Charm include calling and banishing a ghost by name, plus the ability to see and talk with the ghost. The better-made Ghost Charms have a Glamour Spell that will attract nearby ghosts to the charm’s wearer.