[RPG] What spells or class abilities can prevent possession by a Ghost


What spells or class abilities can prevent multiple Ghosts from possessing a character?

To set the scene:

You find yourself drifting on a raft and can't believe your luck as
you come across a rock formation with a an abandoned ship. You make
your way onto the rocks to check out the ship. Suddenly you find that
you are surrounded by unfriendly Ghosts. You have heard they can
possess people and try to quickly think about what you can spell or
class feature you can use to prevent being possessed by one.

Class abilities that could prevent approach or possession altogether:

  • a Cleric's Turn Undead
  • a Druid's Wildshape

Spells that prevent the Ghost from moving or approaching, like:

  • Magic Circle
  • Protection from Good and Evil
  • Darkness

I am trying to build an extended list of spells and class features, but please do not include strategies such as teleporting to another plane of existence or running into a pitch black cave.

This question is about spells and class abilities.

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. (MM p.147)

Best Answer

One spell exists specifically for this, Protection from Evil and Good. Here's the relevant part of its rules (emphasis added):

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. [...] The target also can't be charmed, frightened, or possessed by them.