Pathfinder When Can I Try to Posess Someone With Magic Jar Again?
This textile is published under the OGL
Necromancy | |
Level: | Sor/Wiz five |
---|---|
Components: | V, S, F |
Casting time: | 1 action |
Range: | Medium (100 ft.+10 ft./level) |
Target: | One creature |
Elapsing: | 1 hour/level or until the graphic symbol returns to the grapheme's body |
Saving Throw: | Volition negates (run into text) |
Spell Resistance: | Yes |
By casting magic jar, the grapheme places the character's own soul in a jewel or large crystal (known as the magic jar), leaving the character'due south body lifeless. Then the character tin can attempt to accept command of a nearby body, forcing its soul into the magic jar. The character may motion back to the jar (returning the trapped soul to its body) and try to possess another body. The spell ends when the character sends the character's soul back to the character's own body (leaving the receptacle empty).
To cast the spell, the magic jar must be within spell range and the character must know where it is, though the character does not need line of sight or effect to it. When the graphic symbol transfers the grapheme's soul upon casting, the character's body is, as nearly as anyone tin tell, expressionless.
While in the magic jar, the character can sense and attack any life force within 10 feet per caster level (on the same plane). The character does need line of effect from the jar to the creatures. The character, nevertheless, cannot determine the verbal fauna types or positions of these creatures. In a group of life forces, the grapheme can sense a difference of four or more HD and can determine whether a life force is positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures take, or are, souls.)
Attempting to possess a body is a total-circular action. Information technology is blocked by protection from evil or a similar ward. The character possesses the body and forces the creatures soul into the magic jar unless the subject succeeds at a Will relieve. Failure to accept over the host leaves the character's life force in the magic jar, and the target automatically succeeds at further saving throws if the character attempts to possess its body once again.
If successful, the graphic symbol's life force occupies the host trunk, and the hosts life force is imprisoned in the magic jar. The character keeps his or her Intelligence, Wisdom, Charisma, level, class, base of operations attack bonus, base salvage bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, striking points, natural abilities, and mental abilities, such every bit water breathing or regeneration. A body with extra limbs does not allow the graphic symbol to make more attacks (or more than advantageous two-weapon attacks) than normal. The character cant choose to activate the bodies extraordinary or supernatural abilities. The creatures spells and spell-similar abilities practise not stay with the body.
As a standard action, the character can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when the character shifts from the jar to the character'south ain body.
If the host trunk is slain, the character returns to the magic jar, if within range, and the life force of the host departs (that is, information technology is dead). If the host torso is slain beyond the range of the spell, both the character and the host die. Whatsoever life strength with nowhere to go is treated as slain.
If the spell ends while the graphic symbol is in the magic jar, the character returns to the character's body (or dies if the character's trunk is out of range or destroyed). If the spell ends while the character is in a host, the character returns to the character'due south trunk (or dies, if it is out of range of the character's current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host.
Incorporeal creatures with the magic jar power tin can use a handy, nearby object (non just a precious stone or crystal) every bit the magic jar.
Focus: Worth at least 100 gp.
Back to Master Page → 3e Open Game Content → System Reference Document → Spells
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Source: https://www.dandwiki.com/wiki/3e_SRD:Magic_Jar
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