Everything is in the title really. I'm playing the game for the first time with a group of online friends and we are playing curse of strahd.
My character is a lvl 2 wizard. I failed a charisma saving throw and got posessed by the ghost of a little girl (Rosavalda) who "doesn't want to be alone".
I got posessed while i was lvl 1 so when i reached lvl 2 (like 15 min after the possession 😭) I chose to learn the spell "Protection from Evil and Good" to try and get rid of that pesky ghost.
The problem is the spell doesn't end a charm/ frightened/posessed condition. It just gives me advantage on saving throws against the condition. But i don't get to make other saving throws. I'm just posessed, end of the line.
I talked to my DM about it (it's her first campaign and she is, just as I am, quite inexperienced) and she told me that I could try an intimidation check to intimidate the ghost out of me...
I don't find that very RP. My character is an abjuration wizard after all and dealing with posessions and spirits is supposed to be his deal.
What is your opinion on the spell "Protection from Evil and Good" in this situation please ?
Assume it is a plot device, cause there is no way a Level 1 party, much less character would have any chance of defeating a ghost. Otherwise, you'll need to find a 9th level or higher cleric to cast Dispel Evil and Good for a "non-harmful" exorcism. Else you have to wait til you make a death save for the ghost to leave. For the RP part, take the DM's suggestion and try intimidate or persuade the Ghost out, since you are an "expert in defense" your character would know of some non-combat ways of dealing with situations.
Even with it being a plot device, it is bad form/a mistake by the DM. it essentially turns your character into a DMNPC, keeping you aware of what the character is doing, but not having control of the characters actions or interactions. So really, the DM wouldn't allow you to learn spells to protect yourself from the ghost possessing you, nor seek out a cleric, nor put yourself in a suicide situation. Basically in video game terms, you are in a cutscene, your character is doing stuff, experiencing stuff, but you have no control over anything that happens in the cutscene.
Talk to the DM, have her reread the Ghost possession ability, and ask what does teh ghost really want. "Not be alone" may be to find her family, their tomb, or she needs help getting through the shadowfell.
Well my DM is following the directions from the Curse of Strahd campaign so far as she's told me.
I've retained my control (for now) over my character but I've gained traits I don't like (basically behaving like a child when things don't go my way) and the fact that the ghost can just take over me whenever it wants.
My DM told me that she could take control of my character whenever she wanted when the story demanded it from now on. And the fact that the ghost can take over me and that I am helpless against that is what bugs me the most.
But I will try that persuasion thing and with luck (and a protection from evil and good) i hope all goes well in the end.
Actually, yes, this is part of the adventure, in a way. A Ghost is a possible encounter of chapter 2 while the party is still Level 1 and has the ability to possess the adventurers. Normally the ghost will control a character, lead it to the chasm and jump off to kill the character. However, your DM is actually being easy on you by having a ghost not inclined to kill you and letting you have some control. So, she's doing a fine job as far as I can tell.
Ghost possession is difficult to remove because you don't get more saving throws. Without spells like Dispel Good and Evil or features like Turn Undead the ghost stays until it chooses to leave or you drop to 0 hit points.
Curse of Strahd is a difficult and punishing adventure if you don't have ways to protect against the undead. This is intended - despair, fear, and struggling are the themes so the encounters and story will reflect that.
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That feels practically like those save or die effects from early editions. Nowadays, you should get more chances to throw out the ghost. Like, at the end of a long rest, or whenever the ghost tries to take control of you. If it was just in there whispering things to you, sure, that could be fun actually. But taking control of you or forcing you to act a certain way it’s almost like a geas spell or a cursed item, but even stricter. Way too harsh for a level 1/2 character. And you should at least be able to use a remove curse to get rid of her. It’s a 3rd level spell, might be easier to come by.
That feels practically like those save or die effects from early editions. Nowadays, you should get more chances to throw out the ghost. Like, at the end of a long rest, or whenever the ghost tries to take control of you. If it was just in there whispering things to you, sure, that could be fun actually. But taking control of you or forcing you to act a certain way it’s almost like a geas spell or a cursed item, but even stricter. Way too harsh for a level 1/2 character. And you should at least be able to use a remove curse to get rid of her. It’s a 3rd level spell, might be easier to come by.
5th edition does have save or die features for some monsters.
It is harsh, but it's part of the adventure.
Remove curse has no effect on Ghost possession.
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Hi! I think I may have found the relevant ghosts in CoS. I am guessing it was in the Death House that you encountered them.
I'm also guessing that you are still in the Death House :)
You are actually lucky, there are far worse ghost possession encounters in CoS.
In this case, you may want to listen to your DMs advice.
Rose and Thorn : CoS p217
You might be able to make the ghost leave via intimidation. The other option is to put their spirits to rest. However, the children do not know how to do this so you need to figure it out.
You will want to be free of the ghost before you try to leave the death house.
That feels practically like those save or die effects from early editions. Nowadays, you should get more chances to throw out the ghost. Like, at the end of a long rest, or whenever the ghost tries to take control of you. If it was just in there whispering things to you, sure, that could be fun actually. But taking control of you or forcing you to act a certain way it’s almost like a geas spell or a cursed item, but even stricter. Way too harsh for a level 1/2 character. And you should at least be able to use a remove curse to get rid of her. It’s a 3rd level spell, might be easier to come by.
5th edition does have save or die features for some monsters.
It is harsh, but it's part of the adventure.
Remove curse has no effect on Ghost possession.
Does it at first level, though? Not trying to start an argument, genuinely curious.
You’re right that RAW remove curse doesn’t work, but RAW, it was an unrealistic enemy (CR 4) to throw at level 1 characters. Not that the DM can’t, but they shouldn’t. It’s basic attack will one shot anyone in the party, and they surely don’t have magic weapons to overcome its resistance. I’m just looking for solutions.
To the OP, you do have an out where it leaves if you drop to 0 hp. Have someone smack you around a bit, and have a heal potion at the ready. Or charge into the front line at your next fight.
That feels practically like those save or die effects from early editions. Nowadays, you should get more chances to throw out the ghost. Like, at the end of a long rest, or whenever the ghost tries to take control of you. If it was just in there whispering things to you, sure, that could be fun actually. But taking control of you or forcing you to act a certain way it’s almost like a geas spell or a cursed item, but even stricter. Way too harsh for a level 1/2 character. And you should at least be able to use a remove curse to get rid of her. It’s a 3rd level spell, might be easier to come by.
5th edition does have save or die features for some monsters.
It is harsh, but it's part of the adventure.
Remove curse has no effect on Ghost possession.
Does it at first level, though? Not trying to start an argument, genuinely curious.
You’re right that RAW remove curse doesn’t work, but RAW, it was an unrealistic enemy (CR 4) to throw at level 1 characters. Not that the DM can’t, but they shouldn’t. It’s basic attack will one shot anyone in the party, and they surely don’t have magic weapons to overcome its resistance. I’m just looking for solutions.
To the OP, you do have an out where it leaves if you drop to 0 hp. Have someone smack you around a bit, and have a heal potion at the ready. Or charge into the front line at your next fight.
-
Curse of Strahd is intended for characers starting as Level 1 and should be around level 10 by the end of the adventure. It seems the OP is in the Death House bit, which is an optional pre-adventure mini-chapter. The Death House is optional and will help level the characters from 1 to 3, but still features a Ghost - including Rose who is the ghost possessing the OP. These are ghosts but attacks are very slightly nerfed to make them CR 3. Because of the open-plan of this mini-chapter you could encounter these child ghosts earlier at level 1 or later on. However, their posession trait remains unchanged. As David above points out there is an option to intimidate the ghost to leave, as you can with any ghost really.
There is no level up in the first chapter as it just has info for the DM and some hooks to get the adventure started.
In Chapter 2 there are options for random encounters and one of these is a Ghost. So you can start CoS main adventure and encounter this Ghost as early as level 1, or Level 3 if you went through Death House.
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Thank you all so much for your responses it has helped me so much and I've talked this through with my DM and I'm hoping to try and deal with this situation next session 😁
Just a random thought given the lack of normal mechanical alternatives.
This would require an RP reason, but an interesting twist might be that while the ghost possesses you, it doesn't always control you. Just acts as a second conscience (that you can converse with internally) and sometimes takes control during certain situations. How hostile or friendly this ghost is would be whatever is most suited, of course.
I'm just going to point out that a resolution is offered in the adventure and the possession can be resolved as part of it. The DM has the key to this.
Your options are:
Attempt to intimidate.
Drop to 0 Hit Points.
Continue the adventure. More options will be presented to you in time.
You will be de-possessed before you leave the Death House, regardless of your choice.
I can't say more without spoiling the adventure, so trust in the DM (who is following it well).
Sorry but most of the people suggesting stuff here evidently haven't read the adventure (and in some cases, haven't read the thread before posting...) and are suggesting redundant things.
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Normally, being possessed makes you unable to take deliberate actions, so this is a special case ghost. In any case, being an abjurer means you're more likely to have a spell that can do the job; however, there simply aren't any level 1 spells that can do it.
Alternately, it's reasonable to ask the DM to let you make a skill check for a clue about how to end the condition. I might as a house rule say that you can apply your proficiency bonus to rolls to know about topics in your speciality.
Everything is in the title really. I'm playing the game for the first time with a group of online friends and we are playing curse of strahd.
My character is a lvl 2 wizard. I failed a charisma saving throw and got posessed by the ghost of a little girl (Rosavalda) who "doesn't want to be alone".
I got posessed while i was lvl 1 so when i reached lvl 2 (like 15 min after the possession 😭) I chose to learn the spell "Protection from Evil and Good" to try and get rid of that pesky ghost.
The problem is the spell doesn't end a charm/ frightened/posessed condition. It just gives me advantage on saving throws against the condition. But i don't get to make other saving throws. I'm just posessed, end of the line.
I talked to my DM about it (it's her first campaign and she is, just as I am, quite inexperienced) and she told me that I could try an intimidation check to intimidate the ghost out of me...
I don't find that very RP. My character is an abjuration wizard after all and dealing with posessions and spirits is supposed to be his deal.
What is your opinion on the spell "Protection from Evil and Good" in this situation please ?
Thank you for your answer ^^
Assume it is a plot device, cause there is no way a Level 1 party, much less character would have any chance of defeating a ghost. Otherwise, you'll need to find a 9th level or higher cleric to cast Dispel Evil and Good for a "non-harmful" exorcism. Else you have to wait til you make a death save for the ghost to leave. For the RP part, take the DM's suggestion and try intimidate or persuade the Ghost out, since you are an "expert in defense" your character would know of some non-combat ways of dealing with situations.
Even with it being a plot device, it is bad form/a mistake by the DM. it essentially turns your character into a DMNPC, keeping you aware of what the character is doing, but not having control of the characters actions or interactions. So really, the DM wouldn't allow you to learn spells to protect yourself from the ghost possessing you, nor seek out a cleric, nor put yourself in a suicide situation. Basically in video game terms, you are in a cutscene, your character is doing stuff, experiencing stuff, but you have no control over anything that happens in the cutscene.
Talk to the DM, have her reread the Ghost possession ability, and ask what does teh ghost really want. "Not be alone" may be to find her family, their tomb, or she needs help getting through the shadowfell.
Well my DM is following the directions from the Curse of Strahd campaign so far as she's told me.
I've retained my control (for now) over my character but I've gained traits I don't like (basically behaving like a child when things don't go my way) and the fact that the ghost can just take over me whenever it wants.
My DM told me that she could take control of my character whenever she wanted when the story demanded it from now on. And the fact that the ghost can take over me and that I am helpless against that is what bugs me the most.
But I will try that persuasion thing and with luck (and a protection from evil and good) i hope all goes well in the end.
Thank you for your answer though :)
Actually, yes, this is part of the adventure, in a way. A Ghost is a possible encounter of chapter 2 while the party is still Level 1 and has the ability to possess the adventurers. Normally the ghost will control a character, lead it to the chasm and jump off to kill the character. However, your DM is actually being easy on you by having a ghost not inclined to kill you and letting you have some control. So, she's doing a fine job as far as I can tell.
Ghost possession is difficult to remove because you don't get more saving throws. Without spells like Dispel Good and Evil or features like Turn Undead the ghost stays until it chooses to leave or you drop to 0 hit points.
Curse of Strahd is a difficult and punishing adventure if you don't have ways to protect against the undead. This is intended - despair, fear, and struggling are the themes so the encounters and story will reflect that.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
That feels practically like those save or die effects from early editions. Nowadays, you should get more chances to throw out the ghost. Like, at the end of a long rest, or whenever the ghost tries to take control of you.
If it was just in there whispering things to you, sure, that could be fun actually. But taking control of you or forcing you to act a certain way it’s almost like a geas spell or a cursed item, but even stricter. Way too harsh for a level 1/2 character. And you should at least be able to use a remove curse to get rid of her. It’s a 3rd level spell, might be easier to come by.
5th edition does have save or die features for some monsters.
It is harsh, but it's part of the adventure.
Remove curse has no effect on Ghost possession.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I was wondering if tracing a 3rd lvl Magic Circle would actually do anything ?
Worst case scenario I have to wait until lvl 5 to cast that spell.
Hi! I think I may have found the relevant ghosts in CoS. I am guessing it was in the Death House that you encountered them.
I'm also guessing that you are still in the Death House :)
You are actually lucky, there are far worse ghost possession encounters in CoS.
In this case, you may want to listen to your DMs advice.
Rose and Thorn : CoS p217
You might be able to make the ghost leave via intimidation. The other option is to put their spirits to rest. However, the children do not know how to do this so you need to figure it out.
You will want to be free of the ghost before you try to leave the death house.
Does it at first level, though? Not trying to start an argument, genuinely curious.
You’re right that RAW remove curse doesn’t work, but RAW, it was an unrealistic enemy (CR 4) to throw at level 1 characters. Not that the DM can’t, but they shouldn’t. It’s basic attack will one shot anyone in the party, and they surely don’t have magic weapons to overcome its resistance. I’m just looking for solutions.
To the OP, you do have an out where it leaves if you drop to 0 hp. Have someone smack you around a bit, and have a heal potion at the ready. Or charge into the front line at your next fight.
-
Curse of Strahd is intended for characers starting as Level 1 and should be around level 10 by the end of the adventure. It seems the OP is in the Death House bit, which is an optional pre-adventure mini-chapter. The Death House is optional and will help level the characters from 1 to 3, but still features a Ghost - including Rose who is the ghost possessing the OP. These are ghosts but attacks are very slightly nerfed to make them CR 3. Because of the open-plan of this mini-chapter you could encounter these child ghosts earlier at level 1 or later on. However, their posession trait remains unchanged. As David above points out there is an option to intimidate the ghost to leave, as you can with any ghost really.
There is no level up in the first chapter as it just has info for the DM and some hooks to get the adventure started.
In Chapter 2 there are options for random encounters and one of these is a Ghost. So you can start CoS main adventure and encounter this Ghost as early as level 1, or Level 3 if you went through Death House.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Thank you all so much for your responses it has helped me so much and I've talked this through with my DM and I'm hoping to try and deal with this situation next session 😁
Just a random thought given the lack of normal mechanical alternatives.
This would require an RP reason, but an interesting twist might be that while the ghost possesses you, it doesn't always control you. Just acts as a second conscience (that you can converse with internally) and sometimes takes control during certain situations. How hostile or friendly this ghost is would be whatever is most suited, of course.
I'm just going to point out that a resolution is offered in the adventure and the possession can be resolved as part of it. The DM has the key to this.
Your options are:
You will be de-possessed before you leave the Death House, regardless of your choice.
I can't say more without spoiling the adventure, so trust in the DM (who is following it well).
Sorry but most of the people suggesting stuff here evidently haven't read the adventure (and in some cases, haven't read the thread before posting...) and are suggesting redundant things.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Normally, being possessed makes you unable to take deliberate actions, so this is a special case ghost. In any case, being an abjurer means you're more likely to have a spell that can do the job; however, there simply aren't any level 1 spells that can do it.
Alternately, it's reasonable to ask the DM to let you make a skill check for a clue about how to end the condition. I might as a house rule say that you can apply your proficiency bonus to rolls to know about topics in your speciality.
I think Turn Undead might work. Do you have a cleric in the party?
No we don't
The party is made up of a fighter, a sorcerer, 2 rangers, a wizard (me) and a bard (who's currently not able to join the sessions).
Without spoilers - your possessing ghost is technically lawful good. Find out what they want. :)