Spells / Magic Jar
Magic Jar
necromancy
LevelAlchemist 5, Arcanist 5, Sorcerer 5, Summoner 4, Witch 5, Wizard 5Casting time1 standard actionRangemedium (100 ft. + 10 ft./level)Targetsone creatureDuration1 hour/level or until you return to your bodySaving throwWill negates; see textComponentsV, S, F (a gem or crystal worth at least 100 gp)
Engine mechanics - what the game actually does
DispelWill save negates
dispel check: d20 + CL vs 11 + target CL
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
By casting magic jar , you place your soul in a gem or large crystal (known as the magic jar ), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar . You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar , you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Atte...