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)
No, you add your hit points to the host's, as you retain class features and hit points are class features. Since you have both, you add them.
Im pretty sure a jar made of pure adamantium would be worth at least 500
My whole party now has pseudo-immortality.What can go wrong? :(
Also.A question - can you cast Magic Jar and return to your original body
1. So as the caster I should try to keep the Container within 100' of the host body I occupy *and* within 100' of MY catatonic body?
2. there are a couple ways to return to container but the only way for me to return to my body is if container is destroyed or spell is dispelled (and of course my body is still alive and within 100' of container)? No way to go back to my body without destroying/dispelling container?
If I cast Clone & Simulacrum of myself and then have the Simulacrum cast Magic Jar to possess the Clone that then carries the soul container, what would be the mechanics for the Simulacrum?
- if I cast Simulacrum again, the previous Simulacrum is destroyed: only the body, or also the 'soul'?
- since the Simulacrum possesses a flesh-and-bone body of itself, could it now regain hit points and spell slots?
- if the Clone dies and the Simulacrum succeeds on the CHA saving throw to return to the soul container, could the Simulacrum then re-possess the Clone after some resurrection spell was cast on the Clone?
I want to use this idea for an NPC, but only stretch the definitions by a reasonable amount.
Edit: it is also intended for only 1 "super-clone", not multiple