Magic Jar

Class and level Magic-User 5
Duration Special
Range The caster

The caster's body enters a comatose trance as his or her life-force is transferred into a receptacle (any inanimate object within 30'), known as a magic jar. From there, the caster may attempt to possess the bodies of other creatures.

The following stipulations apply, when the caster's life-force is in the magic jar:

  • The caster may attempt to possess the body of another creature within 120'. The victim may save versus spells to resist possession. If the save is successful, the caster may not make another attempt to possess that victim for one turn. If the save fails, the caster's life-force leaves the magic jar and enters the victim, possessing it.
  • The caster may choose to return to his or her own body at any time, ending the spell.
  • If the magic jar is destroyed, the caster dies.
  • If the caster's own body is destroyed, his or her life-force is stranded in the magic jar.

The following stipulations apply, when the caster's life-force is possessing a victim:

  • The caster gains full control over the victim's body, but is not able to make the victim cast spells.
  • If the magic jar is destroyed, the spell ends and the caster's life-force is trapped in the possessed body.
  • If the possessed victim is killed, the caster's life-force returns to the magic jar.
  • Dispel evil also forces the caster's life-force back into the magic jar.
  • If the caster's own body is destroyed, his or her life-force is stranded in the body of the creature being possessed.

Fumble! You lose your grip on your weapon and reality.