Magic Jar

James McMurray

First Post
Are there any clarifications or eratta available for Magic Jar? I have an idea for use in the Epic Campaign I'm running, but don't know if it will work.

My primary question is "which body's hit points are used?" If a wizard, ghost, or demon with 50 hit points Magic Jars into a commoner with 4 hit points, does he now have 50 or 4 hp? What if he jumps into a body with 100 hp?

If anyone has any official resources they can point me to for this, that'd be great! And if there are no official resources, then any logical explanations will suffice.

Thanks!
 

log in or register to remove this ad

Well, the spell says "you keep most mental abilities and gain some physical abilities, as with polymorph other", so I say you'd keep your current hit points.

J
 

That's what I was thinking, but it doesn't make sense that if a 4hp ghost possesses a 500hp dragon, that dragon can now be killed with a single strike from a dagger. I was hoping this was covered somewhere in erratta, Sage Advice, etc.
 

AFAIK, Magic Jar has been errataed. The possessing character retains Int, Wis, Cha, level, class, BAB, base save bonuses, alignment, and mental abilities. The body retains it's Str, Dex, Con, hit points, natural abilities, and automatic abilities. Hope that helps.
 



From the FAQ (I'm paraphrasing, because the 2-column format is mucked up for selecting):

"In the case of magic jar, hit points go with the body. When you possess a body, you have whatever hit points that body has at the time."

That goes along with the PHB definition.
 


Pets & Sidekicks

Remove ads

Top