Magic
Jar
Level: 5
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 hour/level or until you return to your body
Saving Throw Will negates; see text; Spell Resistance yes
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.
Attempting to possess a body is a full-round action. It is blocked by
protection from evil or a similar ward. You possess the body and force the
creature’s soul into the magic jar unless the subject succeeds on a Will
save. Failure to take over the host leaves your life force in the magic
jar, and the target automatically succeeds on further saving throws if you
attempt to possess its body again.
If you are successful, your life force occupies the host body, and the
host’s life force is imprisoned in the magic jar. You keep your
Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save
bonuses, alignment, and mental abilities. The body retains its Strength,
Dexterity, Constitution, hit points, natural abilities, and automatic
abilities. A body with extra limbs does not allow you to make more attacks
(or more advantageous two-weapon attacks) than normal. You can’t choose to
activate the body’s extraordinary or supernatural abilities. The
creature’s spells and spell-like abilities do not stay with the body.
As a standard action, you 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 you shift from the jar to your own body.
If the host body is slain, you return to the magic jar, if within range,
and the life force of the host departs (it is dead). If the host body is
slain beyond the range of the spell, both you and the host die. Any life
force with nowhere to go is treated as slain.
If the spell ends while you are in the magic jar, you return to your
body (or die if your body is out of range or destroyed). If the spell ends
while you are in a host, you return to your body (or die, if it is out of
range of your 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’s location.