Magic Jar
- Arcane: 5
- Divine: 0
- Duration: special
- Range: 30'
By casting magic jar, the caster places his soul into an inanimate object within spell range (known as the magic jar), leaving the body lifeless. The caster may then attempt to take control of a nearby living creature within 120' of the magic jar, forcing its soul into the magic jar. The caster may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when the caster's soul returns to his own body, leaving the receptacle empty.
To cast the spell, the magic jar must be within spell range and the caster must know where it is, though he does not need to be able to see it. When the caster transfers his soul upon casting, the caster's body is, as near as anyone can tell, dead, but does not undergo decay as a normal dead body would.
Possession of a creature by means of this spell is blocked by protection from evil or a similar ward. The creature is allowed a save versus Death to resist. If the save is successful, the caster's life force remains in the magic jar, and that target creature is immune to further attempts for one game turn.
If the creature fails its saving throw, its body is possessed by the caster's life force, and the creature's life force is imprisoned in the magic jar. The caster keeps his or her Intelligence, Wisdom, Charisma, level, class, attack bonus, saving throws, and mental abilities (including spellcasting ability). The body retains its Strength, Dexterity, Constitution, hit points, and natural abilities. A body with extra limbs does not allow the caster to make more attacks than normal. The caster does not have access to any special abilities of the body.
If the caster's spirit is in the magic jar, and the jar is broken (whether by dispel magic or physical damage) then there are two possible outcomes. If the jar is within 120' of the caster's body, then the caster's spirit returns to its body. Otherwise, the caster's spirit departs, and the caster dies. In either case, the spell ends.
If the caster's spirit is driven from the host body by dispel evil there are also two possibilities. If the magic jar is within 120' of the host body, then the caster's spirit returns to the jar, and the host's spirit returns to its body. The caster will not be able to possess the same host again for one full turn. If the magic jar is not in range of the host body, then the host's spirit is freed from the jar, both the caster's and the host's spirits depart, and the host's body dies. In either case, the spell ends.
If the host's spirit is in the magic jar, and the jar is broken then one of the following may happen. If the jar is in range of the host's body, then the caster's spirit departs, the host's spirit returns to its body, and the spell ends. Otherwise, the host's spirit departs, and the caster's spirit is stranded in the host body. Note here that the spell has not ended. Dispel evil can still be used to drive the caster's spirit from the body, which departs as noted, ending the spell.
In any case where the spell ends with the caster's body unoccupied by a spirit, that body does truly die.