Magic Jar
Magic Jar is a level 6 necromancy spell in D&D 5e (2024 rules), available to the Wizard. Casting time: 1 minute. Range: Self. Duration: Until dispelled.
- Level
- Level 6
- School
- Necromancy
- Casting Time
- 1 minute
- Range
- Self
- Components
- V, S, M
- Duration
- Until dispelled
M (worth 500+ gp)
Description
Your body falls into a catatonic state as your soul enters a container you use for the spell. While your soul inhabits the container, you can attempt to possess the body of any Humanoid within 100 feet of the container. The target must make a Charisma saving throw. On a failed save, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists, and you can't try to possess it again for 24 hours. Once you possess a creature, you control it. Your game statistics are replaced by the creature's statistics, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. If the possessed body is slain, the target's soul returns to its body if within 100 feet, and you return to the container. If the container is destroyed while your soul is in it, you die. While your soul is in the container, you can return to your body as an action, ending the spell.
Classes that can cast Magic Jar
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