About: Magic Jar   Sponge Permalink

An Entity of Type : dbkwik:resource/TGVw_48bfxR4O_s_eW_eZQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Level: Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 hour/level or until you return to your body Saving Throw: Will negates; see text Spell Resistance: Yes

AttributesValues
rdf:type
rdfs:label
  • Magic Jar
  • Magic jar
rdfs:comment
  • Level: Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 hour/level or until you return to your body Saving Throw: Will negates; see text Spell Resistance: Yes
  • [[Category:]] Magic jar, which was originally called Jarm's magic jar, was a necromancy spell used to trap one's soul in a gem or crystal.
  • Magic Jars, also known as Magic Vials or Magic Decanters, are recurring items in the Legend of Zelda series. These green jars are the complement of hearts, as they restore Link's Magic Meter when obtained. There are also bigger jars that restore more of the magic meter than regular-sized Magic Jars. Magic Jars can be found by cutting grass, beneath rocks, inside pots, etc. They only appear in games that incorporate the Magic Meter.
  • Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. 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. When the spell ends, the container is destroyed.
  • 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. 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. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or ma
inventor
dcterms:subject
dbkwik:ffxiclopedi...iPageUsesTemplate
dbkwik:forgotten-r...iPageUsesTemplate
dbkwik:forgottenre...iPageUsesTemplate
dbkwik:zelda/prope...iPageUsesTemplate
dbkwik:freed20/pro...iPageUsesTemplate
Found
  • In tall grass
  • Inside pots
  • Underneath rocks
Games
  • Majora's Mask
  • Ocarina of Time
  • The Wind Waker
  • A Link to the Past
  • The Adventure of Link
Name
  • Magic Jar
Caption
  • Artwork of a Magic Jar and a Magic Decanter from A Link to the Past
school2e
school3e
Use
  • Restores the user's Magic Meter
firstgame
  • The Adventure of Link
abstract
  • Level: Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 hour/level or until you return to your body Saving Throw: Will negates; see text Spell Resistance: Yes
  • 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. 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. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
  • [[Category:]] Magic jar, which was originally called Jarm's magic jar, was a necromancy spell used to trap one's soul in a gem or crystal.
  • Magic Jars, also known as Magic Vials or Magic Decanters, are recurring items in the Legend of Zelda series. These green jars are the complement of hearts, as they restore Link's Magic Meter when obtained. There are also bigger jars that restore more of the magic meter than regular-sized Magic Jars. Magic Jars can be found by cutting grass, beneath rocks, inside pots, etc. They only appear in games that incorporate the Magic Meter.
  • Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. 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. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom , and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
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