Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.
Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.
* - (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
So this is just casually the most op spell in dnd
I think Sequester might be better than Imprisonment.
If your soul goes into your own body the spell ends. (The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.)
Is there any way to end someone's possession by a non-undead humanoid from this spell? Every spell I've read so far (Protection from Evil and Good, Dispel Evil and Good, Magic Circle, Hallow) can only end possession against "celestials, elementals, fey, fiends, or undead."
The only thing I see is destroying the container, but if it is held somewhere far away, this quickly turns into a hostage situation as soon as it is realized.
How do hit points work do you add your own hit points to the original creatures, are the original creatures hit points replaced with yours, or are you stuck with the creatures hit points
"You retain the benefit of your own class features" would indicate that you would gain your hit points as they are also a class feature but I would like to know for certain before I take the spell
You would have their hit points now, not yours. That's explained in the previous sentence: "Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores."
My understanding is class features include things such as Spellcasting, Extra Attack, Necromancy Savant, etc. These are the things that on DnDBeyond you can look at in Features and Traits tab under Class Features specifically. Statistics would be most other things.
Edit: Clarification in the first sentence.
If you anyways have that many clones why not make them of yourself and use clone instead?
Couldn’t you become statistically immortal like this?
unless they had dispell magic?
now just use the money to make clones apiont you as next king die once clone reachers amturite (yay no need for a puppet)
think clone is better
yeay semms much better idea as you have your stats rather than who ever you are possesing
be 20 level wizard
Get ruby of the war mage
cast magic jar using the ruby
cast imprisonment on body and chose the gem option using the ruby
find sword of Kas and attach ruby to it
kidnap a bunch of humanoids with good strength, dex, and con
profit
Filthy jarman
Burn through a Great Wyrms legendary saves, have an ally polymorph it into a crippled blind man, magic jar into the "man", release the polymorph on the Great Wyrm, Wish that this is now your original body which will not react to anti magic or reversal effects.
Over CR 20 Great Wyrm with 17+ Mage levels. Thank your DM for being a creativity positive enabler.
Now go kill a god or something.
One thing to note from this spell:
If you're a barbarian, you probably have a very high Strength score and at least an average Constitution and Dexterity. Then, when your party just reached level 11, watch out for your wizard teammate.
I mean, the way I read it, you get the target's hit points, right? Anyone willing to trade D6 for D12, and to get an increase in Strength? You could also probably end up improving your Con and Dex and maybe even getting Relentless Endurance if you target a half-orc, although this may be up to interpretation by the DM as to whether this trait is part of the creature's statistics.
Either way, you can upgrade your body in a minute. You'll just need to make sure that the container is hidden somewhere safe, or keep it on you and retreat back into it just before dying.
Very important question about this spell: do you retain your proficiency bonus, or do you use the proficiency bonus of the creature you turned into?
If no, then using this spell essentially nerfs your own spell save DC
If yes, then you could have a lot of fun in possessing a sahuagin baron and casting tenser's transformation
So it seems like the spell will not end if the reliquary/soul is more than 100 feet away from the original body. So in theory, this could be a way to trap your soul for eternity if the soul box is moved away from your body, you have no humanoids to possess and the box is never destroyed. In theory, you could use suggestion on a powerful wizard to make them cast this spell, then take the box and lock it away in another box to eliminate line of sight and bam! infinite soul prison. Quite an awful fate.
I think this spell is a little too powerful if it allows someone to permanently discard their own body and steal someone else's. Here are two (non-exclusive) ways I think of homebrewing it.
"If the spell's duration reach 24 hours, and every 24 hours after that, roll a D6. A result of 1-2 reduce your Intelligence score by one, a 3-4 reduce your Wisdom score by one, and a 5-6 reduces your Charisma score by one. Every ability or feature using these scores is affected, including your spell DC for the current Magic Jar spell. These reductions cease when the spell ends."
"If your original body dies, the spell ends and you die."
The proficiency bonus is part of your class features, so you retain yours.
As for proficiencies, I would probably follow the same rules as a druid's wildshape ability: "You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them."