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Magic Jar

Level 6 · Necromancy

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Magic Jar (wizard) casts from a 6th-level slot in the necromancy school. Cast time: 1 Minute. Range Self, components V/S/M, duration until dispelled. Material: a gem, crystal, or reliquary worth 500+ GP. Effect: Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component.

Stat Block

Level
6
School
Necromancy
Casting Time
1 Minute
Range / Area
Self
Components
V, S, M
Duration
Until dispelled
Ritual
No
Concentration
No
Classes
Wizard
Material
a gem, crystal, or reliquary worth 500+ GP

Description

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 take 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 makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, 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 Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated. While possessing a body, you can take a Magic 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 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 returns to your body. If your body is more than 100 feet away from you or if your body is dead, 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.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

The Necromancy tradition has two sides: harm and persistence. Harm-Necromancy drains life from a target; persistence-Necromancy refuses to let life end. Magic Jar is Necromancy because the spell works on the boundary between life and death — draining, raising, or extending vitality. Spells of Magic Jar's level usually shape an entire encounter, not a single round.

Class Fit

  • Wizard: Once Magic Jar is in the spellbook the cost is gold-and-ritual-time at acquisition; from then on the daily prep decision is free.
Wizard spellsNecromancy schoolLevel 6

Related Spells

Frequently Asked Questions about Magic Jar

What level spell is Magic Jar?
Magic Jar is a level 6 spell from the Necromancy school. The classes that can prepare it: Wizard.
What save does Magic Jar require?
Targets of Magic Jar make a Charisma saving throw against the caster's spell save DC. On a success, the spell's effect is reduced or negated; see the description for exact terms.
What is the range of Magic Jar?
Magic Jar is self-target only — the caster is the target of the spell, not another creature.
How long does Magic Jar last?
The duration on Magic Jar is until dispelled, with no concentration required.
What components and casting time does Magic Jar need?
To cast: the cast needs V, S, M. Additionally, Material component: a gem, crystal, or reliquary worth 500+ GP; the casting time is 1 minute (not a standard Action).
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QR code linking to Magic Jar — https://www.doungim.com/dnd/spells/magic-jar Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/magic-jar. Point a phone camera at this code to open the Magic Jar page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/magic-jar. Point a phone camera at this code to open the Magic Jar page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.