The summary of ‘Magic Jar is INSANELY BROKEN in D&D 5e! – Advanced Guide to Magic Jar’

This summary of the video was created by an AI. It might contain some inaccuracies.

00:00:0000:19:52

The video thoroughly explores the "Magic Jar" spell, emphasizing its complexity, high stakes, strategic depth, and significant role-playing potential. "Magic Jar" is a sixth-level spell available to wizards and Arcana clerics, allowing a caster's soul to inhabit a container and attempt to possess other humanoids. The video provides extensive details on the spell's mechanics, including casting time, required materials, the process of possession, and consequences if the jar or host body is damaged or destroyed. The speaker discusses different interpretations and strategies for using the spell effectively within the game's rules, including manipulating the spell's outcomes and safeguards like "Death Ward" or "Clone." Additionally, the video promotes the "Luminous Lore" book, praised for its comprehensive content and high-quality artwork, and ends with a humorous side note involving the spell "Captiv Minor Theft" from the same book. Alerts to potential game disruptions and advises coordination with the dungeon master are recurrent themes, stressing the spell's impact on gameplay.

00:00:00

In this part of the video, the focus is on the spell “Magic Jar,” noted as one of the most complex and powerful spells in the game, with substantial strategy and role-playing potential. The speaker explains that “Magic Jar” is a sixth-level spell available to wizards and Arcana clerics, requiring a 1-minute casting time and a container worth 500 gold, which lasts until dispelled. The spell allows a character’s soul to leave their body and enter the container, from where it can attempt to possess other humanoids within 100 feet. The target must make a Charisma saving throw to resist possession; failure results in the caster controlling the target’s body while retaining their own mental stats and class features, but not those of the target. The process and consequences of possession, return, and what happens if the host body or container is destroyed are detailed, emphasizing the spell’s high stakes and complexity.

00:03:00

In this part of the video, the speaker discusses the impact of a spell that involves a creature’s soul in a container. If the container is destroyed, the soul either returns to its body or the creature dies, depending on the body’s condition and proximity. The speaker emphatically mentions they would never use this evil spell on a character named Gator but enjoys corrupting players online.

Following this, they transition to promoting a massive setting book called “Luminous Lore.” This book is notable for its extensive content, including detailed encounters, new spells, numerous artifacts, various monsters, subclasses, species, and more. The book is praised for its high-quality, hand-drawn artwork and the comprehensive depth provided by the creators, who have been developing it for over a decade. The speaker expresses a strong endorsement of the book, likening its vibe to Middle Earth and other epic fantasy settings, and encourages viewers to support its Kickstarter.

00:06:00

In this part of the video, the speaker discusses the mechanics and implications of a specific spell that allows a soul to inhabit a jar or container, and potentially possess a creature within 100 feet. The soul transfer means the caster’s soul can occupy another body, trapping the original inhabitant’s soul in the jar. The example given involves a level 11 custom lineage divination wizard who possesses a champion, replacing their own statistics with those of the champion while retaining certain personal traits such as alignment, intelligence, wisdom, and charisma scores. The process also includes retaining the benefits of class features like hit points and hit dice. Details on calculating hit points after possession and integrating proficiencies from both bodies are also covered, highlighting potential complexities and rules interpretations in gameplay.

00:09:00

In this segment of the video, the discussion focuses on how NPCs are proficient with the gear listed on their stat block, such as plate armor, great swords, and short bows, and additional weapons like daggers and light crossbows. Saving throw and skill proficiencies can be enhanced by adding intelligence, wisdom, athletics, intimidation, and perception proficiencies, though the proficiency bonus is based on the monster’s CR, not the class feature. The segment also covers the retention of player spellcasting abilities and spell slots, but not racial features when becoming a different creature. Proficiency in mental stats, such as intelligence from ASI, remains, unlike the physical traits from the original race. Despite a rule stating class features cannot be used if possessing class levels, this does not affect champion fighters, as their stat block doesn’t include class levels but shares a name. The video amusingly notes that spellcasting was once a class feature in monster stat blocks.

00:12:00

In this segment, the discussion centers around changes in how monsters with spellcasting abilities are treated in D&D rules. Initially, such monsters had “class levels” of spellcaster, but the terminology was later revised to just “spellcaster level and spell slots” without class levels. This alteration reshapes the mechanics of spellcasting for NPCs, affecting games and magic strategies, specifically involving spells like “magic jar”. Examples are provided, such as obtaining bodies of specific powerful creatures through various means, and the effect of this on gameplay, including strategies involving possessing NPCs or creatures for their abilities and stats. The speaker also touches on their friends’ experiences in a game involving capturing and swapping bodies with powerful adversaries.

00:15:00

In this segment, the discussion revolves around the intricacies and potential strategies involving the “Magic Jar” spell. Key points include concerns about the spell’s end conditions and how they might affect gameplay. The importance of keeping the jar within 100 feet is stressed, given that distances and destruction of the jar can lead to death. The segment explores different interpretations of what needs to be targeted to dispel Magic Jar—whether it’s the jar or the possessed body. Various methods are suggested to safeguard against being expelled from the host body, such as using the “Clone” spell or manipulating subsequent “Magic Jar” spells under different rule interpretations. These intricate methods require coordination and clarification with the gaming table to ensure consistent gameplay.

00:18:00

In this segment of the video, the speaker explains the final steps of utilizing the “magic jar” spell, specifically outlining Method Three. This method involves using Death Ward to survive the destruction of the jar while the body is more than 100 feet away. The explanation emphasizes the complexity and potential to disrupt gameplay, advising viewers to discuss the use of the spell with their dungeon master and fellow players. Additionally, the video transitions into bonus content where the speaker reads a spell from Luminous Lore called “Captiv Minor Theft,” which allows the user to steal a non-magical item from a creature. The segment concludes humorously with a character using the spell to steal another character’s clothing, leaving them momentarily naked.

Scroll to Top