Magic Jar: How to remove the infection

krazykid

First Post
An issue came up last week in our session with Magic Jar & I am looking for some suggestions:

A ghost manifested in a character and the issue was how can the character be un-possessed.

With Magic Jar it seems that only way to remove the domination would be a dispel magic or anti-magic field. Are there any other ways?

But with a ghost it seems harder. Dispel magic would not work. We came up with a turning check or prehaps destroy the object (if any) that bound the ghost to the area? Once again are there any other ways? Do people think that these ideas should work?
 

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Protection from Evil could work, considering, that it suppresses the magic, it could very well drive the invading mind from the body as well.

EDIT: Ah, no, that doesn't seem to work. :)

Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.
Bye
Thanee
 
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Anti-Magic Field should shut the ghost's malevolence down pretty well . Dispel Magic, being valid only against spells, should fail.

Turn Undead should work to drive the undead out of the body and away, as it is "merged" with the corporeal victim, hence, its essence/body is present.

Go ethereal (via Ghostform etc ) and fight it on the ethereal plane (where your buddy should be safe from being struck by you ), although depending upon the original ghost's capability, that might be a tough fight

Restrain the poor sod's body for 10 hours ( Malevolence works like "Magic Jar" sans the receptable, at 10th level that would mean it lasts 10 hours ), then hit the ghost with everything you have when it has to scoot. Poison use ( a paralyzing or knock out agent like blue or Grey whinnis, drow poison etc comes to mind ) looks like one way to go here, unless we are talking an extremly beefy fighter as the "host". Alternately, some wrestling/grappling action may be called for

Dispel Evil should work, too - that is the expulsion power might work in driving the ghost out, if it fails the save. Problem is that might depend upon the ghost's alignment - because "Magic Jar" isn't [evil] magic per se.

Laying the ghost to rest (by fulfilling its binding need or destroying the object of its imprisonment in the living world ) but that usually is the hardest thing to do, especially figuring out how to resolve this, without having the ghost remanifest some days later.
 
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Bauglir said:
How about Break Enchantment?

Break enchantment frees the victim from enchanments, transmutation and curses. "Magic Jar", the effect duplicated by the ghost's malevolence supernatural power is a necromancy, hence cannot be broken by "Break Enchantment" under the current rules, sorry to say
 

Last time this came up, it involved undead. I grabbed the victim and plane shifted to a minor positive dominant plane. I'm still not sure *exactly* how that ought to work, but I figured it would heal the PC and damage the badguy at the same time. DM ruled that the badguy mysteriously disapeared in transit, probably to simplify life.
 

I dunno. The last couple of times my PC's encountered a ghost, one of the PC's was a Sacred Exorcist. Those guys are perfect for handling these kinds of situations!

The only mundane means of expelling ghosts is to immobilize the possessed character and keep him that way. The ghost must choose between keeping that body and not doing much, or leaving the body to try to get someone else. Once the ghost leaves, THEN cast that Magic Circle vs Evil!
 

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