SRD5:Magic Jar: Difference between revisions

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'''{{Title Only|{{BASEPAGENAME}}}}''' is a [[SRD5:Spell|spell]] in 5th edition.
'''Magic Jar''' is a {{srd5lc|Spell}} in [[5e|5th edition]].
{{5e Spell
{{5e Spell
|name=Magic Jar <!-- name of spell-->
|name=Magic Jar <!-- name of spell-->
|sorttext=
|sorttext=
|refs={{SRD5ref}}
|level=6 <!-- level of spell, 0-9. please use 0 for cantrips.  -->
|level=6 <!-- level of spell, 0-9. please use 0 for cantrips.  -->
|school=Necromancy <!-- spell school name only; ex: Transmutation -->
|school=Necromancy <!-- spell school name only; ex: Transmutation -->
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|range=Self <!-- range -->
|range=Self <!-- range -->
|comp=V, S, M
|comp=V, S, M
|material=a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp <!-- material components -->
|material=a gem, crystal, reliquary, or some other ornamental container worth at least 500 {{SRD5|gp}} <!-- material components -->
|vcomp=true
|vcomp=true
|ccomp=true
|ccomp=true
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|summary= <!-- summary for nav pages -->
|summary= <!-- summary for nav pages -->
|fluff= <!-- not used-->
|fluff= <!-- not used-->
|rules=Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t [[SRD5:Movement|move]] or use {{srd5lc|Reaction}}s. The only {{srd5lc|Action}} you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a {{srd5lc|Humanoid}}'s body.  
|rules=Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s {{srd5lc|Material Component}}. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t {{srd5lc|Move}} or use {{srd5lc|Reaction}}s. The only {{srd5lc|Action}} you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a {{srd5lc|Humanoid}}'s body.  


You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a ''{{srd5lc|Protection from Evil and Good}}'' or ''{{srd5lc|Magic Circle}}'' spell can’t be possessed). The target must make a {{SRD5|Charisma}} {{srd5lc|Saving Throw}}. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.  
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a {{5espell|Protection from Evil and Good}} or {{5espell|Magic Circle}} spell can’t be possessed). The target must make a {{SRD5|Charisma}} {{srd5lc|Saving Throw}}. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.  


Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your {{srd5lc|Alignment}} and your {{SRD5|Intelligence}}, {{SRD5|Wisdom}}, and {{SRD5|Charisma}} scores. You retain the benefit of your own {{srd5lc|Class}} features. If the target has any class levels, you can’t use any of its class features.  
Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your {{srd5lc|Alignment}} and your {{SRD5|Intelligence}}, {{SRD5|Wisdom}}, and {{SRD5|Charisma}} scores. You retain the benefit of your own {{srd5lc|Class}} features. If the target has any class levels, you can’t use any of its class features.  
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Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.  
Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.  


While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own {{SRD5|Spellcasting DC|spellcasting DC}}. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.  
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own {{SRD5|Spell Save|spellcasting DC}}. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.  


If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.  
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.  
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==Sources==
==Sources and Notes==
* [[SRD-OGL v5.1]] - 5th ed. [[SRD5|SRD]]
<references />


{{SRD5 Footer|Spell}}
{{SRD5 Footer|Spell}}
{{5e Spell Data}}
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[[Category:SRD5 Spells]]
[[Category:SRD5 Spells]]

Latest revision as of 20:02, 29 September 2021

D&D 5e SRD5 OGL CC-BY ʰ 

Magic Jar is a spell in 5th edition.

5e Spell Magic Jar [SRD5 OGL/CC-BY] [1]
6th-level necromancy
Casting Time: 1 minute
Range:  Self
Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
Duration: Until dispelled
Scales: No
Casters: Wizard

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.

Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

Sources and Notes

  1. Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY.

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  CC-BY
This is article is covered by the Creative Commons Attributed 4.0 license, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains CC-BY material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

Spell data +

Spell Level School Casting Range VSM VC CC Casters Canon Sources
Magic Jar 6 Necromancy minute Self V S M Yes Yes Wizard Yes SRD-OGL v5.1
SRD-OGL v5.1 Contrigubtions +

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