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priority:magic:spells:tier5:magic_jar [2026/03/09 05:40] – hyperlinking CL page elfinlockspriority:magic:spells:tier5:magic_jar [2026/05/04 17:34] (current) – defining and hyperlinking full actions elfinlocks
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 You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
  
-Attempting to possess a body is a full-round action. It is blocked by [[priority:magic:spells:tier1:protection|Protection]] or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.+Attempting to possess a body is a [[game_systems:combat:actions#full_action|Full Action]]. It is blocked by [[priority:magic:spells:tier1:protection|Protection]] or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.
  
 If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, Caster Level, Talents, Prowess, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points (and base saves), natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body. If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, Caster Level, Talents, Prowess, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points (and base saves), natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.