A priest can turn a resident as a wraith; any result of turning or destruction causes the resident to flee or be dispersed for 2d6 days, after which it will return (see later).
A resident can be temporarily exorcised by defeating it in combat (including the use of holy water) or by a remove curse spell. Once all its hit points are gone or the spell is cast, the resident disperses or flees for 2d6 days.
There is a 25% chance if remove curse is cast that the resident instead becomes enraged and attacks to kill the spellcaster and all other party members except the surrogate (50% chance), or else emits a keening wail of despair that will paralyze all within 60 feet of it for 1d6 rounds (save vs. paralyzation allowed) before it flees for 2d6 days (50% chance).
Only if the resident is confronted with evidence that its surrogate does not wish it around, and an atonement spell is cast on it, will the resident permanently removed from the world.

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