Infuse

The Ghostly Praxis of Infuse is one of the most easily learned tricks in a ghost's arsenal. In fact, its basic use is essential for any ghost who wishes to remain Tethered to the Shadelands and able to observe the physical world. Infuse enables ghosts to insert their essence into inert physical objects, allowing them to be possessed, or to create new Tethers for themselves as a safeguard against destruction. The mechanisms of such possessed objects can be manipulated with sufficient skill, and even be made to perform actions beyond their normal abilities, such as making a gun hover about or spew heat itself up. Infuse more commonly manifests with ghosts who worked with certain objects in life, such as carpenters, gunsmiths or mechanics.

## Mechanics

Infuse functions by ghosts psychically projecting their will and essence into an inanimate object (doing so with living beings involves another ability). With such an Infusion complete, the ghost can then utilize their connection with the object for a variety of effects. Depending on what sort of connection the Infused object has with the ghost, its destruction might have severe negative consequences for them.

## Powers

### Tether Binding

Every ghost in existence has crafted a Tether at least once. At the moment of their death, every ghost has Bound themselves to at least one physical object to give them a foothold within the Shadelands, as close to the living world as they can usually come. The act of Binding a Tether strengthens the object with the ghost's will and spirit, making it quite difficult to destroy. Fire is the most reliable way of destroying a Tether, especially Wraithfire. Should all their Tethers be destroyed, a ghost will immediately be pulled to the Underworld.

After their first Binding, it is possible for a ghost to create new Tethers for themselves. This is no easy process, especially for weaker ghosts, as it involves them pouring a vast amount of psychic energy into an object to form even a weak Tether. It is easiest to for a ghost to Bind themselves to objects that they are already familiar with, as these will already have a psychic imprint they left in life. Still, any object will do, though larger objects require more effort to Bind.

Bonds with Tethers can be strengthened over time through continuous effort from a ghost. A stronger Tether is more resistant to damage, and being more suffused with a ghosts psychic presence means that it offers a broader area range in which the ghost can manifest in the Shadelands. However, this also means that should the Tether be destroyed, the ghost will suffer greater harm. Whilst the destruction of weak Tethers might merely be painful, losing a strong Tether might send them into a deep Halcyon.

#### Dislocation

Ghosts with multiple Tethers can, with practice, instantly travel from Tether to Tether, allowing them a form of teleportation. Many ghosts who have created multiple Tethers for themselves will therefore try to spread them out to multiple locations or give them to multiple living acquaintances, enabling them to travel between them in an instant.

### Shellriding

Shellriding is the act of a ghost completely Infusing their essence into an object, allowing them to possess it. When Shellriding into an object, a ghost is able to travel away from their tethers without issue, so long as the Ride continues.

Basic Shellriding allows a ghost to simply inhabit an object, though they cannot make it do anything. However, even at this stage, they are capable of psychically communicating with any being who touches the object they are inhabiting. More skilled Shellriders can control the object, and with greater power, can possess larger Shells. A competent Shade might Shellride in a cellphone and use its speakers to talk, while a Wraith might Shellride an entire car, causing it to drive around.

It is also possible for a very powerful ghost to cause the object they have Infused themselves into to behave in unnatural manners, such as causing a gun they are possessing to float around and point at someone. Elsewise, the ghost is confined to the ordinary capabilities of their chosen Shell.

Furthermore, no ghost is capable of Shellriding an object that contains pure iron. Conversely, a ghost's Tethers are extremely easy to Shellride.

If an object a Ghost is Shellriding is destroyed with them still in it (especially by fire) the ghost will be violently ejected, and often forced into a Halcyon.

Lastly, a ghost engaged in Shellriding is usually incapable of using their other magical abilities. Only Specters and above are powerful enough to do so.

### Entropy

By sending out psychic tendrils of their will into objects around them, a ghost can force them to break down. Complicated machines, fragile and temperamental as they are, can be most easily subjected to Entropy, spluttering and sparking to a halt. Simpler objects are harder, but door hinges can be made to rust, or glass to shatter. More potent manifestations of Entropy can cause objects to completely disintegrate. Entropy can even be used on magical objects that are resistant to harm by more conventional means, including the Tethers of other ghosts, if the ghost wielding Entropy has enough power. Repeated exposure to Entropic energies can cause the magical qualities of such items to slowly weaken, until they eventually become mundane and break down.