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An Electro-Magnetic Field (short: EMF) is emitted whenever the ghost interacts with its environment.

EMF can be read by the EMF Reader, allowing players to deduce the ghost's activities from the EMF Level indicated by the reader.

EMF emissions[]

When the ghost performs certain interactions or enters a certain state, it will generate an EMF reading at a certain location depending on the type of action performed.

There are four types of EMF emissions: interaction, throwing, manifestations, and evidence.

EMF Level Ghost Activity
1 None, default state
2 Interacting with an object
Using an ability
3 Throwing an object
4 Manifestation
5 Evidence (25% chance)

Level 1: Default State[]

EMF Level 1 is the default level indicated as soon as the EMF Reader is turned on. It has no further significance.

Level 2: Interaction[]

EMF Level 2 generally indicates that the ghost recently interacted with an object in the surrounding environment:

  • Interacted with a door
  • Interacted with the fuse box
  • Interacted with a Ghost Writing Book (writing, not throwing)
  • Interacted with a light switch
  • Interacted with an appliance or electronic device such as phones or radios
  • Interacted with a sink
  • Interacted with a shower
  • Interacted with a rocking chair
  • Interacted with a painting
  • Knocked on a window
  • Replied to the Ouija Board
  • Teleported an object
  • Triggered a Car Alarm
  • Used a crucifix

For the above interactions, the EMF reading will be tied to where the object is.

The ghost blowing out a firelight will also give off EMF Level 2, though this does not count as a true interaction.

EMF Level 2 can also indicate that any of the following ghosts used their ability:

  • Jinn (lowered sanity of nearby players; read from the fuse box)
  • Phantom (walking to player; read from the ghost's targeted location when it used its ability)
  • Poltergeist (multiple item throw)
  • Wraith (teleporting to player; read from where the ghost teleported to when it used its ability)

Level 3: Object throw[]

EMF Level 3 indicates that a prop was recently thrown by the ghost or knocked a painting off of the wall. The EMF reading will be tied to where the object is.

Level 4: Manifestation[]

EMF Level 4 indicates that the ghost initiated a ghost event or a hunt (the latter is not usually discovered, as the ghost's electronic disturbance generally masks it, but it can be detected if the ghost either moves far enough away or the hunt happens to end before the reading expires). The EMF reading will be fixed to where the ghost was when the event or hunt started.

Level 5: Evidence[]

Each EMF Level 2 or 3 occurrence from any source (except interference) has a 25% chance to show up as Level 5 instead if the ghost has the evidence and it is not hidden. It does not necessarily indicate strong activity or immediate danger to the player.

While hunting, the ghost will still produce EMF readings when it interacts with the environment (i.e. touching doors, throwing props), although the malfunctioning caused by its presence will usually prevent reading it. This means that EMF Level 5 readings can be observed if the ghost interacts with something, then moves far enough away for the EMF Reader to stop malfunctioning. While malfunctioning, the EMF Reader cannot show up as EMF Level 5.


Evidence
D.O.T.S. ProjectorEMF Level 5Freezing TemperaturesGhost OrbGhost WritingSpirit BoxUltraviolet
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