D&D 5E Magic Jar: is it a pc spell?(update 2, the continuing saga - how it's working for my character)

If people haven’t guessed from a couple other threads I’ve posted, I have a wizard who is 11th. I’m waffling on spells.

I’ve always loved magic jar as a spell, especially as a challenge for the PCs but I’ve never tried it AS an actual PC.

Is it doable? What’s the best way to use it?

my idea is this: Summon my Leomands Secret Chest, crawl in it so I have full cover then go and possess one of the enemies. (I’m small enough to fit in the chest. )

wreck havoc from the possessed body and jump back in my body if they get too hurt.

But that’s just brain storming. There’s probably better ways.

Thoughts?
 
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Mort

Legend
Supporter
If people haven’t guessed from a couple other threads I’ve posted, I have a wizard who is 11th. I’m waffling on spells.

I’ve always loved magic jar as a spell, especially as a challenge for the PCs but I’ve never tried it AS an actual PC.

Is it doable? What’s the best way to use it?

my idea is this: Summon my Leomands Secret Chest, crawl in it so I have full cover then go and possess one of the enemies. (I’m small enough to fit in the chest. )

wreck havoc from the possessed body and jump back in my body if they get too hurt.

But that’s just brain storming. There’s probably better ways.

Thoughts?
Your party would have to lug around the spell vessel and your body for for the adventure, otherwise the 1 minute initial casting time prevents combat use.

Would certainly be an interesting/novel way to approach an adventure.
 

Steampunkette

Shaper of Worlds
Supporter
There's a few really great uses for it, in fact! You got one right there, but here's another:

Steal the soul of the BBEG during the Big Fight, automatically toward the end thanks to that casting time unless you're in a jar when the fight starts. Say your goodbyes and "I love you"s to your companions... then take the jar, walk 105ft or more away from your body, and break it. Instantly sacrificing yourself, nobly, to defeat the terrible evil.

Alternatively, stay within 100ft and give yourself the -chance- to Survive by willingly allowing your party to kill the BBEG's body and then hope you succeed your saving throw to get back into your body.
 

Your party would have to lug around the spell vessel and your body for for the adventure, otherwise the 1 minute initial casting time prevents combat use.

Would certainly be an interesting/novel way to approach an adventure.
No one would have to lug anything. Leomands chest is in the eatheral plane. Round 1. Summon it and crawl in
Round 2 possess people
After combat, renter my body that’s in the chest, crawl out of the chest and dismiss the chest back to the ethereal plane
There's a few really great uses for it, in fact! You got one right there, but here's another:

Steal the soul of the BBEG during the Big Fight, automatically toward the end thanks to that casting time unless you're in a jar when the fight starts. Say your goodbyes and "I love you"s to your companions... then take the jar, walk 105ft or more away from your body, and break it. Instantly sacrificing yourself, nobly, to defeat the terrible evil.

Alternatively, stay within 100ft and give yourself the -chance- to Survive by willingly allowing your party to kill the BBEG's body and then hope you succeed your saving throw to get back into your body.
I’m a Divination wizard. I might save a good portent roll to survive.

overall I just wanted to try it. Seems like a great way to sneak into places too by pretending to be other people
 

Quartz

Hero
If the other players are willing you could MJ their PCs and use movement magic like Dimension Door to move a combat type close to the BBEG then return to your MJ. And who's going to expect the Barbarian to cast Fireball?

In a social adventure you could MJ a hapless valet or maid and go to otherwise inaccessible places.
 

DeviousQuail

Adventurer
If people haven’t guessed from a couple other threads I’ve posted, I have a wizard who is 11th. I’m waffling on spells.
I feel your pain. I recently made my way through levels 11 and 12 with my War Wizard and I was really underwhelmed with my choices at 6th level. It's a very DM friendly list. I pretty much only use Contingency, which you don't even need to prepare every day, and Summon Fiend. And I only use Summon Fiend because the Demon form can see through magical darkness, which one ally uses all the time and is a common tactic for a recurring enemy.
 

Mort

Legend
Supporter
No one would have to lug anything. Leomands chest is in the eatheral plane. Round 1. Summon it and crawl in
Round 2 possess people
After combat, renter my body that’s in the chest, crawl out of the chest and dismiss the chest back to the ethereal plane
Ok, but I'm a bit confused, when have you cast magic jar?

You cast the spell and go into the "jar" or whatever component - that takes 1 minute. At that point your actual body falls comatose. If you go back into your actual body, the spell ends. I'm not seeing this in your action sequence above?
 

I feel your pain. I recently made my way through levels 11 and 12 with my War Wizard and I was really underwhelmed with my choices at 6th level. It's a very DM friendly list. I pretty much only use Contingency, which you don't even need to prepare every day, and Summon Fiend. And I only use Summon Fiend because the Demon form can see through magical darkness, which one ally uses all the time and is a common tactic for a recurring enemy.
Oh crap!

I just had a thought. My plan for contingency was to have it cast dispel magic if I was ever hit by a harmful spell(charm person, hold person, dominate etc...). Would that dispel also hit the magic jar if I was holding it in my pouch?
 

MarkB

Legend
It reads more as an infiltration spell than a combat spell. Sneak up to within 100 feet of the target building, possess a patrolling guard or an arriving visitor, then scout out the place or listen in on conversations before returning to within range of your body. Maybe disable some security measures on your way out.

It's a high-risk maneuver, as it puts you on your own in harm's way, and if your proxy body gets killed you die too. but it could be worthwhile in the right circumstances.

Alternatively, you can go for a longer-term deal - kidnap someone powerful, interrogate them to find out personal details, then take over their body and live as that person through the course of a major scheme or operation. Bring in the rest of the party as new hirelings and you as a group can take over an existing position of power effectively indefinitely.
 

Ok, but I'm a bit confused, when have you cast magic jar?

You cast the spell and go into the "jar" or whatever component - that takes 1 minute. At that point your actual body falls comatose. If you go back into your actual body, the spell ends. I'm not seeing this in your action sequence above?
It doesn’t end when you go back to your body. (AFAIK). But I’ll re-read. The vessel is just ready for a soul.
 

Steampunkette

Shaper of Worlds
Supporter
Ok, but I'm a bit confused, when have you cast magic jar?

You cast the spell and go into the "jar" or whatever component - that takes 1 minute. At that point your actual body falls comatose. If you go back into your actual body, the spell ends. I'm not seeing this in your action sequence above?
I think maybe the OP misunderstood how Magic Jar works and thinks their soul remains in their -body- 'til the jar is used.
It doesn’t end when you go back to your body. (AFAIK). But I’ll re-read. The vessel is just ready for a soul.
Ah hah! Yeah. No. It ends when you go back to your body.
 

Mort

Legend
Supporter
It doesn’t end when you go back to your body. (AFAIK). But I’ll re-read. The vessel is just ready for a soul.
From DndD beyond:

"..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..."
 


It's seen as kind of an 'evil' spell, which might matter for roleplaying reasons one way or the other.

But it sounds like you came up with a lot of inventive uses for it!
 

Steampunkette

Shaper of Worlds
Supporter
So... different way to do it.

Summon the chest. Hand the tiny chest to a friend. Climb into the Leomund's chest. Cast magic jar on a jar your buddy is holding (You can hold it, too). When your body collapses into the chest, he closes it. Carries the jar into the fight. You jump outta the jar to possess a dude, take the tiny chest, and summon your Leomund's. Bam. There's your body. Right where you left it! Drag your carcass out, climb your opponent's body into the chest. Put the jar on the edge of the chest, then close the lid to break it. Your souls go back to the right places...

But your nemesis is now trapped in a Leomund's Secret Chest!
 

Well, now I just find it way less useful. Not sure if I’d take it. It has its uses. But, yeah, combat, not so much.
That said, I could cast it and have a party member bring the gem close to a target. Have my body in the chest and my new body can have the key to the chest. Summon the chest during a combat so my body is within 100 feet of me.

I might try it. Seems dangerous. I don’t want to die while my body is in eatheral plane cause I’ll die for real and I don’t want my body to suffocate in the chest while it’s eatheral.
 

So... different way to do it.

Summon the chest. Hand the tiny chest to a friend. Climb into the Leomund's chest. Cast magic jar on a jar your buddy is holding (You can hold it, too). When your body collapses into the chest, he closes it. Carries the jar into the fight. You jump outta the jar to possess a dude, take the tiny chest, and summon your Leomund's. Bam. There's your body. Right where you left it! Drag your carcass out, climb your opponent's body into the chest. Put the jar on the edge of the chest, then close the lid to break it. Your souls go back to the right places...

But your nemesis is now trapped in a Leomund's Secret Chest!
You ninja’d me.
 

MarkB

Legend
So, one wrinkle with this spell is that it doesn't end if your original body dies. So if you're going for a longer-term possession deal that you know will pay out big, then at the levels you can cast this spell at, you can basically chalk your original body up as the cost of doing business. Once you're in your new proxy body, immediately have your original body killed, and get the cleric to gentle repose it, then stuff it in a bag of holding.

When you're eventually done with your new body, don't even worry about whether you're in a position to get back to your phylacteryjar - just move on out, die, and let the cleric revivify you.
 

Ixal

Adventurer
Why return to your old body at all? Just keep the new one.
That way you can gurantee that the DM will never ever let you encounter lycantropes.
 

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