Magic Jar
Action - Self - 6th Level (Necromancy) - VSM - Permanentanent
Utility
Your body becomes catatonic as your soul enters the container. While inside, you perceive from its space but cannot move or take reactions. You may project your soul up to 100 ft., either returning to your body (ending the spell) or attempting to possess a humanoid you can see, forcing it to make a Charisma saving throw.
If the container is destroyed or the spell ends, your soul attempts to return to your body. If your body is dead or more than 100 ft. away, you die. If another soul is trapped when the container is destroyed, that soul returns to its body if alive and within 100 ft.; otherwise, it dies.
Dispel Magic or a similar effect cast on the container ends this spell. When the spell ends, the container is destroyed.
Charisma Save
Creatures warded by Protection from Evil and Good, Magic Circle, or creatures that are intangible cannot be possessed.
Failure: You possess the target, trapping its soul in the container. The trapped soul can perceive from the container but cannot act. While possessing a creature, you gain the following effects:
You control the host body. Replace your statistics with the creature's, but you retain your alignment and your Intelligence, Wisdom, and Charisma. You also keep your class features, but cannot use the host's class features.
As an Action, if the container is within 100 ft., you may return to it, restoring the host's soul to its body.
If the host body dies while you possess it, the host dies and you must succeed on a Charisma Save against your spell DC to return to the container (if within 100 ft.). On a failure, you die.
Success: No effect, and you cannot attempt to possess that creature again for 24 hours.
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