RCFG Magic Jar, Magic Mouth, and Magic Missile
Magic Jar
Necromancy [Possession]
Class and Level: Wizard 5
Casting Time: Action
Components: V, S, F
Range: 100 feet
Target: One creature
Duration: 1 hour per caster level, or until the caster returns to his body; see text
Save: Special; see text
This risky spell allows the caster to transfer his or her mind into that of another creature, trapping the other creature’s soul in a gem (of not less than 100 gp value) that is the material component of the spell. To accomplish the transfer of souls, the caster must trap his or her own life essence within the gem prior to the transfer. This gem then becomes the “magic jar” of the spell name. If the transfer fails (see below), the caster’s soul is trapped until it can take over a host or otherwise escape.
When the caster first transfers his or her own life essence into the gem, his or her body must be within 100 feet of gem. The range also limits the distance at which the caster’s soul may later escape from the gem and into another body. After the caster’s soul moves into the gem, his or her physical body becomes inert and lifeless. Once in the gem, the caster can target and attempt to possess creatures within 100 feet of the gem. A creature must have a soul to be possessed, so that most constructs, oozes, undead, and vermin are immune to possession by magic jar. The GM may rule that specific creatures of these types can be affected, however.
The spell represents, in many ways, a contest of will between the caster and the creature whose body he or she seeks to possess. The caster and the target creature engage in a Willpower Action Save contest, with a value of 30. If the caster wins, he or she forces the creature into the magic jar. If the creature succeeds, the caster may make successive attempts to take over the same host by beginning another Willpower Action Save contest on his or her initiative. If the caster succeeds, he or she may choose to move back to the gem (thereby returning the trapped soul to its body) and attempt to possess another body, until the end of the spell duration. The resisting creature may choose to save as a reaction, rather than using an Action Save, but rolls with a –4 penalty (but then may use its action to do something else, if it has not been trapped in the gem).
If a creature’s soul is trapped in the magic jar by the caster, it has a chance to escape by instituting a new Willpower Action Save contest, so long as its original body is within 100 feet of the gem. The trapped creature gains a +2 bonus to its saves when attempting to return to its own body. If it escapes, the caster’s soul is returned to the magic jar. If the creature’s original body is not available, it may attempt to possess another body that comes within range so long as the spell is still in effect. In this case, the creature has a –2 penalty to its Action Saves.
It generally takes a creature other than the caster some time to accustom itself to its new circumstances before it can institute a new Willpower Action Save contest. This is usually 20 rounds minus its Reasoning save modifier, so that a creature with a Reasoning save modifier of +6 could begin attempting to possess a body after 14 rounds, and a creature with a Reasoning save modifier of –8 could do so after 28 rounds have passed. Of course, by this time its original body may well be beyond range.
A creature in the magic jar waiting to possess another body (including the caster) can sense creatures beyond the jar, but not their nature, with the exception of its original body, which it always recognizes. They cannot sense dead creatures, so only the caster can sense his own, uninhabited body. The gem may be moved from its original location, but not, obviously, by the caster. When the caster possesses another body, he or she gains complete control of its movement and acquires any memories that the body might reflexively recall (how to fly, fight with claws, use innate magical powers, etc). The caster does not gain any knowledge from the creature’s mind, such as languages known or the location of a lair, for the mind is trapped in the magic jar. The caster retains his or her own mind while possessing the other body, so if the body possesses the correct physical attributes the caster can continue to cast his or her spells from within the new body.
In general, the caster gains the Fortitude, Perception, Prowess, and Reflexes saves of the new body, while retaining his or her own Reasoning and Willpower saves. The caster also gains the new body’s Strength, Dexterity, and Constitution scores while inhabiting it. Where questions arise as to which powers belong to the new body, and which powers were resident in the possessed creature’s mind, the GM makes the final determination.
If the host body is slain during the spell’s duration, the caster returns to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both the caster and the host die. Any life force with nowhere to go is treated as slain.
Destroying the gem ends the spell, and the spell can be dispelled at either the magic jar or at the host’s location. Otherwise, the spell ends when the caster sends his or her soul back to his or her own body, leaving the receptacle empty, or the spell duration expires. A creature’s soul caught in the magic jar when the spell ends is trapped there forever, unless rescued by means of a limited wish or wish spell. If the spell ends because the gem is destroyed, any soul trapped therein is destroyed as well, although if the caster’s body is within range of the magic jar when the spell ends, he or she may return to his or her body as a free reaction regardless of what caused the spell to end. Otherwise, all attempts to move one’s soul cost at least an action (and possibly more, in the case of an Action Save contest.
Focus: A gem or crystal worth at least 100 gp.
Magic Missile
Evocation [Force]
Class and Level: Wizard 1
Casting Time: Action
Components: V, S
Range: 100 feet
Target: Up to five creatures
Duration: Instantaneous
Save: None
A missile of magical energy darts forth from the caster’s fingertips and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly so long as the caster can see even part of the creature. Total cover or total concealment, therefore, defeat this spell. Specific parts of a creature can’t be singled out, and inanimate objects can be neither targeted nor damaged by the spell. Magic missiles are individually about six inches long, and may take almost any appearance – many casters having signature forms their missiles take based upon their interests or personality.
For every two caster levels beyond 1st, the caster gains an additional missile to a maximum of five missiles, so that a caster has two at 3rd level, three at 5th, four at 7th, and five at 9th level or higher. A caster with multiple missiles can have them strike a single creature or several creatures, but must designate targets before you applying spell resistance or rolling damage.
Although the general type of magic missile uses missiles of force, varients of this spell may use energy of any type. There is, therefore, a Cold version of magic missile, a Fire version, an Electricity version, and a Sonic version. Each of these versions is a seperate spell, however, and must be learned seperately. Each additional version exchanges the Force descriptor for the energy type it uses. If a wizard knows several versions of magic missile, the spells are so similar that he need only memorize magic missile, and can choose which version to cast when the spell is actually used.
Magic Mouth
Illusion [Glamour]
Class and Level: Wizard 2
Casting Time: 1 minute or more (see text)
Components: V, S, M, (XP; see text)
Range: 30 feet
Target: One creature or object
Duration: 1 day per caster level
Save: Willpower negates; see text
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by the caster, and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature. When placed upon a creature, a Willpower save negates the effect.
The spell functions when specific conditions are fulfilled, as decided by the caster when casting the spell. Conditions can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case, and can be fooled by disguises and illusions. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers, which can otherwise be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish level, Hit Dice, or class except by external garb. It can be set to be triggered by one or more persons known to the caster (although, again, it can be fooled by illusions or disguises). The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away.
The casting time of the spell is 1 minute plus the time required to speak whatever the magic mouth is to say, up to 11 minutes total.
The caster can choose to place a small part of his essence into the magic mouth, making it able to respond with a limited amount of sentience. Such a magic mouth knows only part of what the caster knew when casting the spell, so that it may answer questions about one or more topics chosen by the caster when the spell is cast. For example, the caster may wish the magic mouth to know what he knows about local geography, a specific dungeon, or a plan that he wishes to pass on to companions who are following him thereafter. This sort of magic mouth takes 20 minutes casting time, and the caster must pay the XP Cost.
Material Component: A small bit of honeycomb and jade dust worth 10 gp.
XP Cost: 250 XP, under the conditions described above only.