I'm planning ahead a little in my campaign, and am probably about to have a few villains who use living NPCs as catspaws and spies. They pick a living innocuous humanoid (a washerwoman, an orphan, a traveler, a beggar), put a loyal ghost in their head, and then the ghost comes back later with new information -- and usually brings the ridden NPC back, too, never to be seen alive again.
I know how I want to describe these creatures and their interactions, I know how I want to resolve using Wisdom (Insight) and roleplaying to uncover them, but I want to make sure I get the high-tech no-chance magical interactions right, too.
So: how does ghostly possession interact with various divinatory abilities, RAW and/or RAI (... and or RAF
)?
From the SRD, some relevant rules text:
My take is obviously ambivalent:
Because the ghost's possession ability causes the ghost to "disappear", you might rule it's not physically there for detect evil and good to find while it's possessing a humanoid.
Because the ghost's possession ability specifies the ghost can only be targeted by certain spells -- and doesn't include detection powers -- you could rule it's undetectable by detect evil and good while possessing a humanoid.
Contrariwise, you might decide that the ghost has to be located inside of the humanoid host (see the text on "forced out by an effect"), and the humanoid host isn't a thin sheet of lead -- and so detect evil and good can find it.
You might decide the ghost can't be detected by detect evil and good -- but that the possessed humanoid "bears magic" with respect to the detect magic spell! If you did that, would this be enchantment magic, or necromancy magic?
So: Let me know your thoughts!
I know how I want to describe these creatures and their interactions, I know how I want to resolve using Wisdom (Insight) and roleplaying to uncover them, but I want to make sure I get the high-tech no-chance magical interactions right, too.
So: how does ghostly possession interact with various divinatory abilities, RAW and/or RAI (... and or RAF

From the SRD, some relevant rules text:
And, for instance, the Ghost's possession ability:Detect Evil and Good
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
My take is obviously ambivalent:
Because the ghost's possession ability causes the ghost to "disappear", you might rule it's not physically there for detect evil and good to find while it's possessing a humanoid.
Because the ghost's possession ability specifies the ghost can only be targeted by certain spells -- and doesn't include detection powers -- you could rule it's undetectable by detect evil and good while possessing a humanoid.
Contrariwise, you might decide that the ghost has to be located inside of the humanoid host (see the text on "forced out by an effect"), and the humanoid host isn't a thin sheet of lead -- and so detect evil and good can find it.
You might decide the ghost can't be detected by detect evil and good -- but that the possessed humanoid "bears magic" with respect to the detect magic spell! If you did that, would this be enchantment magic, or necromancy magic?
So: Let me know your thoughts!