Difference between revisions of "Magic Jar (spell)"

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(Created page with " '''Magic Jar''' is a spell that transfers the life force of a designated creature into a physical vessel — made of glass, ceramic or metal—holding at least eight fluid ou...")
 
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{{Spelltable
 
{{Spelltable
| name = Charm Person
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| name = Magic Jar
| range = 30 ft.
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| range = 10 ft. per [[Experience Level|level]]
| duration = 15 +5 [[Combat Round|rounds]] per [[Experience Level|level]]
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| duration = 15 +5 [[Combat Round|rounds]] per  
 
| area of effect = 1 humanoid; see text
 
| area of effect = 1 humanoid; see text
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Mage 5th Level Spells|mage (5th)]]
 
| level = [[Mage 5th Level Spells|mage (5th)]]
 
}}
 
}}
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__TOC__
 
If the save fails, the creature’s soul, or atman, is pulled from its body and transferred into the vessel. The soul remains trapped only if the vessel is sealed at the moment of transference; otherwise, it may return to the body immediately. If the vessel is later unsealed or broken, the soul is released and begins traveling back to its body at a speed of 60 miles per hour. If vessel and body are in the same room, the return is nearly instantaneous, but over great distances, the journey may take hours or even days.
 
If the save fails, the creature’s soul, or atman, is pulled from its body and transferred into the vessel. The soul remains trapped only if the vessel is sealed at the moment of transference; otherwise, it may return to the body immediately. If the vessel is later unsealed or broken, the soul is released and begins traveling back to its body at a speed of 60 miles per hour. If vessel and body are in the same room, the return is nearly instantaneous, but over great distances, the journey may take hours or even days.
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A soul trapped within the Magic Jar remains there indefinitely; it is not possible to transfer it to another vessel.  The integrity of the jar is not permanent — time, wear and damage will inevitably weaken the seal or crack the container. Once the vessel is compromised, the soul is released and begins its return to its original body at a speed of 60 miles per hour. Only one soul may be stored per vessel.
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== Control ==
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While the soul remains imprisoned, the caster gains complete control over the body, which includes its brain and the knowledge within it. However, bereft of its soul, the body has no resolve; it cannot concentrate, seek answers, puzzle out or make decisions.  On those counts, it's thinking process is inert.  Therefore the knowledge it has cannot be applied, except by the caster.
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This knowledge that continues to exist includes those spells emplaced in the body's memory; while the body cannot cast these spells, the caster controlling the body CAN... by simply repeating the knowledge as it is comprehended.  Once the spell is cast, however, it is lost to the body's consciousness, as explained according to [[Spellcasting|spellcasting]].  The body could not then concentrate to re-memorise the spell, so it remains lost until the body's soul returns.
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obtained includes spells that were emplaced in the body's memory, as well as its sage ability.  Cast spells, however, are lost to the consciousness according to the rules under  Therefore, once the controlled body casts a spell, this knowledge is lost.
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The caster gains access to the body's knowledge, including its capacity to perform spells that are in its mind at the moment of being controlled, along with its sage abilities.  This knowledge is only retained, however, if the caster remains within the spell's range.  Thus, a 9th level caster could retain this knowledge within 90 feet — but not at 91 feet.

Revision as of 00:13, 27 February 2025

Magic Jar is a spell that transfers the life force of a designated creature into a physical vessel — made of glass, ceramic or metal—holding at least eight fluid ounces. Upon casting, the spell targets any creature within range, whether intelligent or not. The creature is entitled to a saving throw against the effect. If the save succeeds, the spell fails, and the target gains a +2 bonus to all subsequent saving throws against the same caster’s attempts.

Magic Jar
Range 10 ft. per level
Duration 15 +5 rounds per
Area of Effect 1 humanoid; see text
Casting Time 1 round
Saving Throw negates
Level mage (5th)

Contents

If the save fails, the creature’s soul, or atman, is pulled from its body and transferred into the vessel. The soul remains trapped only if the vessel is sealed at the moment of transference; otherwise, it may return to the body immediately. If the vessel is later unsealed or broken, the soul is released and begins traveling back to its body at a speed of 60 miles per hour. If vessel and body are in the same room, the return is nearly instantaneous, but over great distances, the journey may take hours or even days.

A soul trapped within the Magic Jar remains there indefinitely; it is not possible to transfer it to another vessel. The integrity of the jar is not permanent — time, wear and damage will inevitably weaken the seal or crack the container. Once the vessel is compromised, the soul is released and begins its return to its original body at a speed of 60 miles per hour. Only one soul may be stored per vessel.

Control

While the soul remains imprisoned, the caster gains complete control over the body, which includes its brain and the knowledge within it. However, bereft of its soul, the body has no resolve; it cannot concentrate, seek answers, puzzle out or make decisions. On those counts, it's thinking process is inert. Therefore the knowledge it has cannot be applied, except by the caster.

This knowledge that continues to exist includes those spells emplaced in the body's memory; while the body cannot cast these spells, the caster controlling the body CAN... by simply repeating the knowledge as it is comprehended. Once the spell is cast, however, it is lost to the body's consciousness, as explained according to spellcasting. The body could not then concentrate to re-memorise the spell, so it remains lost until the body's soul returns.


obtained includes spells that were emplaced in the body's memory, as well as its sage ability. Cast spells, however, are lost to the consciousness according to the rules under Therefore, once the controlled body casts a spell, this knowledge is lost.


The caster gains access to the body's knowledge, including its capacity to perform spells that are in its mind at the moment of being controlled, along with its sage abilities.  This knowledge is only retained, however, if the caster remains within the spell's range.  Thus, a 9th level caster could retain this knowledge within 90 feet — but not at 91 feet.