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*Pathfinder & Starfinder
Magic Jar, Versus Non detection
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<blockquote data-quote="GamerMan12" data-source="post: 1141389" data-attributes="member: 1384"><p>In principle, a ruling by the DM should stand. </p><p></p><p>In this case he has so many options to stop Magic Jar working why did he pick one that doesn't stand up? An Amulet of Proof against Detection and Location offers nothing to stop a Magic Jar working. The amulet only stops location giving magic items like crystal ball and makes you need a caster level check for Divination spells to work. Magic Jar, which specifically says that it does not give you the exact location and is Necromantic is not affected by this amulet.</p><p></p><p>There are at least 5 ways to stop a Magic Jar from intially working on a specific Target:</p><p></p><p>1. Target makes his will save - this is the one I would use as DM - cannot easily be argued with, and means a re-try will automatically fail.</p><p></p><p>2. Target has Protection from Evil (or similar) from an item or spell cast on him. So rather than an Amulet of Proof against Detection and Location, give the NPC a Ring of Protection from Evil. (A Ring of Prot Evil is a pretty sensible thing for an evil NPC to have, given the company he is usually in)</p><p></p><p>3. Target is not in line of sight of the Magic Jar. This is also pretty easy to arrange, if the target sees you cast the spell and/or your lifeless body slump to the gound he could just duck for cover, not knowing what is to happen next but just to be safer.</p><p></p><p>4. Target is not in range of the Magic Jar, the easiest for the player to overcome.</p><p></p><p>5. Target is in a group of characters, as the spell does not allow you to exactly locate the target. It would be random as to which one you got.</p><p></p><p></p><p>Additionally , destruction of the Magic Jar or a dispel magic either on the Magic Jar or on the possessed will end the spell.</p><p></p><p></p><p>Additionally, unless a player took extraordinary lengths to ensure that his body, the magic jar and the target were all safe, the chances of him dying are higher. Effectively there are 3 things, if any one of which are destroyed can mean the death of the character.</p><p></p><p>GM12</p></blockquote><p></p>
[QUOTE="GamerMan12, post: 1141389, member: 1384"] In principle, a ruling by the DM should stand. In this case he has so many options to stop Magic Jar working why did he pick one that doesn't stand up? An Amulet of Proof against Detection and Location offers nothing to stop a Magic Jar working. The amulet only stops location giving magic items like crystal ball and makes you need a caster level check for Divination spells to work. Magic Jar, which specifically says that it does not give you the exact location and is Necromantic is not affected by this amulet. There are at least 5 ways to stop a Magic Jar from intially working on a specific Target: 1. Target makes his will save - this is the one I would use as DM - cannot easily be argued with, and means a re-try will automatically fail. 2. Target has Protection from Evil (or similar) from an item or spell cast on him. So rather than an Amulet of Proof against Detection and Location, give the NPC a Ring of Protection from Evil. (A Ring of Prot Evil is a pretty sensible thing for an evil NPC to have, given the company he is usually in) 3. Target is not in line of sight of the Magic Jar. This is also pretty easy to arrange, if the target sees you cast the spell and/or your lifeless body slump to the gound he could just duck for cover, not knowing what is to happen next but just to be safer. 4. Target is not in range of the Magic Jar, the easiest for the player to overcome. 5. Target is in a group of characters, as the spell does not allow you to exactly locate the target. It would be random as to which one you got. Additionally , destruction of the Magic Jar or a dispel magic either on the Magic Jar or on the possessed will end the spell. Additionally, unless a player took extraordinary lengths to ensure that his body, the magic jar and the target were all safe, the chances of him dying are higher. Effectively there are 3 things, if any one of which are destroyed can mean the death of the character. GM12 [/QUOTE]
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