Magick Jar
(Possession)
(Enchantment/Charm)
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Effect: Magic jar is a very unusual spell.
It enables the magic-user
to take over the mind of the victim and thus control the creature's body.
In fact, if the body is
human or humanoid, the magic-user can even use the spells he or she knows.
The possessor can call upon
rudimentary knowledge of the possessed,
but not
upon the real knowledge, i.e. a possessor will not know the language or
spells of the possessed.
A. The spell caster transfers
his or her life force to a special container (a large gem or crystal),
and from this magic jar
the life force can sense and attack any creature within the spell range
radius,
but what the creature is,
is not determinable from the magic jar.
The special life force receptacle
must be within spell range of the magic-user's body at the time of spell
casting.
B. Possession takes place
only if the victim fails to make the required saving throw.
Failure to possess a victim
leaves the life force of the magic-user in the magic jar.
Possession attempts require
1 round each.
If the body of the spell
caster is destroyed, the life force in the magic jar is not harmed.
If the magic jar is destroyed,
the life force is snuffed out.
Returning to the real body
requires 1 round, and can only be done from a magic jar in spell range
of the body.
Saving
Throw: Possession takes place only if the victim fails to make the
required saving throw.
Failure to possess a victim
leaves the life force of the magic-user in the magic jar.
The saving throw versus a
magic jar spell is modified by comparing combined intelligence and wisdom
scores
(intelligence only in non-human
or non-humanoid creatures) of the magic-user and victim.
Difference | Die Adjustment |
Negative 9 or + | *R*, +4 |
Negative 8 to 6 | *R*, +3 |
Negative 5 to 3 | *R*, +2 |
Negative 2 to 0 | *R*, +1 |
Positive 1 to 4 | *R*, 0 |
Positive 5 to 8 | *T*, -1 |
Positive 9 to 12 | *D*, -2 |
Positive 13+ | *W*, -3 |
A negative score indicates
the magic-user has a lower score than does his or her intended victim;
thus,
the victim has a saving throw bonus.
*R*
Note that a possessed creature with any negative difference or a positive
difference less than 5
is entitled to a saving
throw each round to determine if it is able to displace the possessor's
mind,
*T*
a positive difference of 5 to 8 gains a saving throw each turn,
*D*
a positive difference of 9 to 12 gains a saving throw each day,
*W*
and a positive difference of 13 or better gains a saving throw each week.
If the magic jarred creature
regains control of its mind,
the magic-user is trapped
until he or she can take over the mind for control or escape.
MC: The "magic jar" (a special container : a large gem or crystal) is the spell's material component.
Quote:
Originally Posted by Gray
Mouser
So, my questions are these:
1) What happens when someone is possessed? Should I just treat the effect as a "Magic Jar" spell?
Yes, that is basically what
happens to the possessed individual.
Quote:
Originally Posted by Gray
Mouser
4) The DMG mentions that
a "Protection from Possession" scroll works even for dead bodies. I'm assuming
that a possessed dead body would be animated and function under the influence
of said possessing creature (and be able to be turned by a Cleric as a
"special" on the turning table).
your assumption regarding
dead bodies, and animals for that matter, is correct. they can be turned
by clerics as "special." I'd vary chances depending on the strength of
the possessing entity, but all will be difficult to turn.
Quote:
Originally Posted by Gray
Mouser
5) Just out of curiosity,
would you think it owuld be possible to possess an intelligent sword since
it has its own poersonality?
No, the sword is possessed
by a spirit.
that spirit would have to
be dislodged/destroyed, and then the possessing entity would be stuck in
the weapon...not a desirable thing for any demon
or devil.