MAGIC JAR

Necromancy level 6

STANDARD

Casting Time 1 minute
Range Self
Components V, S, M
Duration Until dispelled

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 humanoids 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.
Components. A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp.

Spell Variants & Exotic Components – level 6
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 minute
Range Self
Components V, S, M
Duration Until dispelled

This spell variant employs and consumes the magical item known as Mirror of Life Trapping to enhance the standard effects of the spell.

  • The spellcaster can hide its body inside one of the dimensional pocket of the Mirror of Life Trapping instead of leaving the body somewhere outside.
  • If the target is in front of the mirror and within 5 feet, then the target must make a Charisma saving throw with disadvantage. If the saving throw fails, then the spellcaster takes control of the body and the target’s soul remains trapped inside the mirror. The trapped soul is not able to perceive the surrounding environment, because it is trapped in a dimensional pocket.
  • When the spellcaster abandons the target’s body, the target’s soul doesn’t return to its body unless the spellcaster wants so. If the target’s body remains without soul for more than 24 hours, then the body raises an undead. It is up to the Dungeon Master to decide what undead it is, or if he or she prefers to create a special undead.
  • Retaining a soul inside the Mirror grants power to the spellcaster. The soul can be traded, or consumed to cast spells. The spellcaster may cast a spell among those she knows, even if not memorized. If the spell is not memorized, then the trapped soul loses the equivalent of 1 hit die/level he had while corporeal for each spell level. The spellcaster must consume a new diamond worth 5,000 gp anytime he permanently traps a soul inside the Mirror.
  • If the spellcaster dies due to any of the cases presented in the standard spell, then he cannot be resurrected.

Once the Mirror of Life Trapping is consumed during the spellcasting, it actually becomes the phylactery that contains the spellcaster’s soul. It loses any magical power it once had but it retains its aspect of mirror and can be destroyed only by magical means.
Components. Diamond worth 5,000 gp, Mirror of Life Trapping.

SPELL VARIANT #2

Casting Time 1 minute
Range Self
Components V, S, M
Duration Until dispelled

This spell variant employs and consumes the magical item known as Efreeti Bottle to enhance the standard effects of the spell.

  • The spellcaster can hide its body inside the Efreeti Bottle instead of leaving the body somewhere outside.
  • When the spellcaster attempts to possesses a humanoid within 100 feet, the spell works as the standard version. However, if the target touch or tries to activate the Efreeti Bottle, then the target must make a Charisma saving throw with disadvantage.
    If the saving throw fails, then the spellcaster takes control of the body and the target’s soul remains trapped inside the bottle. The trapped soul is not able to perceive the surrounding environment.
  • When the spellcaster project his soul (within 100 feet as the standard spell), he cannot cast any spell. However, if he remains within 30 feet the bottle, he is able to cast fire based spells from the school of evocation without need to consume any spell component.

If your Dungeon Master has homebrewed other type of bottles – Djinni bottle, Janni bottle or Marid bottle – then you can change the spell you can cast when within 30 feet accordingly to the specific creature element.
Once the Efreeti Bottle is consumed during the spellcasting, it actually becomes the phylactery that contains the spellcaster’s soul. It loses any magical power it once had but it retains its aspect of bottle and can be destroyed only by magical means.
Components. Efreeti Bottle, Jacinth worth 5,000 gp.

SPELL VARIANT #3

Casting Time 1 minute
Range Self
Components V, S, M
Duration Until dispelled

This spell variant employs and consumes the magical item known as Crystal Ball of Telepathy to enhance the standard effects of the spell.

  • You can project your soul up to 300 feet out of the container. In addition, you can possesses any humanoid body within 300 feet provided you can establish a telepathic contact with the creature. You don’t need to see the target, because you can sense its presence within the range. Any limitation of 100 feet imposed by the standard spell, is extended to 300 feet.
  • When you possesses a target’s body, its soul is trapped inside the Crystal Ball and you obtains all its memories and knowledge. You can use its knowledge related skills as if they were yours, whichever is better. If the target can cast spell, you obtain the knowledge to cast those spells as long as you possesses its body.
  • When you project the soul out of the container, you can cast the following spells without any spell component requirement: Animal Friendship, Charm Person, Command, Confusion, Detect Magic, Detect Thoughts, Dominate Person, Fear, Telekinesis.

Once the Crystal Ball is consumed during the spellcasting, it actually becomes the phylactery that contains the spellcaster’ soul. It loses any magical power it once had but it retains its aspect of crystal ball and can be destroyed only by magical means.
Components. Crystal Ball of Telepathy, Ruby worth 5,000 gp.

SPELL VARIANT #4

Casting Time 1 minute
Range Self
Components V, S, M
Duration Until dispelled

This spell variant employs and consumes the magical item known as Cubic Gate to enhance the standard effects of the spell.

  • When the spellcaster casts this spell variant, he must give up his body and he won’t be able to retake possession of it. The only way to obtain a new physical body is by means of possession.
  • You can project your soul up to 1 mile feet out of the container. In addition, you can possesses any humanoid body within 1 mile.
    If you can see the target, the possession works as the standard spell. If you can’t see the target you must be familiar or have some met it before. Any limitation of 100 feet imposed by the standard spell, is extended to 1 mile.
  • You can project your soul to the Outer Planes, but you are limited by those available on the Cubic Gate. When your soul is projected in one of the Outer Plane, you can attempt to possess the creatures dwelling on their native plane as if they were humanoids. By doing so, you trap their essence inside the Cubic Gate and you take the appearance of the being you possessed. You retain all memories, knowledge and abilities of your native form, as per the standard spell. The essence trapped inside the Cubic Gate regain its original form once you switch to another body. However the spellcaster may decide to send the trapped essence to one of the Outer Plane available on the Cubic Gate, abandoning it to its fate. Using this ability consume 1 charge of the Cubic Gate.
  • You can decide to move the Cubic Gate with you when you move to one of the Outer Plane instead of leaving it behind in the Prime Material Plane. Doing so consumes an additional charge.

The Cubic Gate retains its charges as the standard magical item, and in the same way it recovers its charges daily. Once the Cubic Gate is consumed during the spellcasting, it actually becomes the phylactery that contains the spellcaster’ soul. It loses any magical power it once had but it retains its aspect of cubic gate and can be destroyed only by magical means.
Components. Cubic Gate, Black Sapphire worth 5,000 gp.