Magic Jar
2024 Rules
- Level & School
- 6th-level necromancy
- Casting Time
- 1 minute
- Range
- Self
- Components
- V, S, M (a gem, crystal, or reliquary worth 500+ GP)
- Duration
- Until dispelled
- Classes
- Wizard
- Source
- Player's Handbook (2024)
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.
2014 Rules
- Level & School
- 6th-level necromancy
- Casting Time
- 1 minute
- Range
- Self
- Components
- V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
- Duration
- Until dispelled
- Classes
- Wizard
- Source
- Player's Handbook (2014)
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 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 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.
Magic Jar 5.5e 2024 vs. 5e 2014 edition differences
Magic Jar popularity
How popular is Magic Jar? It is one of the rarest spells in the game, and is chosen less than other options when available. This spell is for the most unconventional spellcasters only.
- Bottom 50% picked level 6 Wizard spell
- Bottom 50% of all level 6 spells
- Bottom 10% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Magic Jar
Clone 8th-level necromancy
This wizard necromancy spell also centers on preserving the caster's identity through a separate body when death or bodily loss occurs.
Players prefer Clone over Magic Jar
Eyebite 6th-level necromancy
As a sixth-level wizard necromancy spell, it offers repeated save-based control over creatures while the caster maintains an altered state.
Players prefer Eyebite over Magic Jar
Dominate Person 5th-level enchantment
Both are wizard spells that seize control of a humanoid after a Charisma save, though this spell does so through soul possession.
Players prefer Dominate Person over Magic Jar
Astral Projection 9th-level necromancy
Both let the caster separate their soul from their physical body and operate independently for a prolonged duration.
Players prefer Astral Projection over Magic Jar
Dominate Monster 8th-level enchantment
It similarly overrides a creature's actions for an extended period and uses a Charisma save, with broader target options.
Players prefer Dominate Monster over Magic Jar
Soul Cage 6th-level necromancy
The two necromancy spells closely involve trapping and manipulating souls outside their original bodies.
Players prefer Magic Jar over Soul Cage