Originally Posted by
Thane of Fife
Spellcasting undead are mostly just not a thing in AD&D (except liches). The fear thing is supposed to be a ghost thing, not a spell. So it's mostly just a matter of taste on your part if you think he should have spells.
It doesn't look like there are that many magic weapons in that adventure, and only one is a +2 weapon, so I'm not sure what you mean by handing them out like candy (the adventure does try to ensure the PCs will have some so that they can fight the ju-ju zombie, which is immune to nonmagic weapons). But generally, I would say that the adventure tries to stick with low plus weapons so that the PCs can't fight the ghost, while including that one +2 as a hail mary.
I think that's supposed to be just generally spooky stuff, not magic. I think the adventure actually originated as a Ravenloft introduction, and those are supposed to be like little darklord abilities.
Having run this adventure in 3e, I'll note that it's pretty generous with healing items, because the PCs are trapped in the house and can't get out to rest. You may not need those in 5e, but it's something to consider.
The premise of the adventure is that the ghost is just way too powerful to fight, but it doesn't really attack until midnight, so the PCs have to figure it out before then. The "ghost abilities" are basically scripted attacks it makes before that.
I don't think that the adventure makes much sense with the wizard being anything but a necromancer.
The hands don't move. They just burst out of the floor, then try to grab someone and drag them under (to instant death).