![]() |
Magic Jar |
![]() |
Recently, I wished to plan a module for my PCs that would expose them to the horrors of being possessed by a powerful undead. Unfortunately, the magic jar rules found in the Player's Hand Book (PHB) are designed for quick play, and I wanted this particular possession attempt to drag on for at least a week.
Step 1: Find the attacker's AR (Attack Rounds). To do this, divide the attacker's Wisdom by two, rounding down. This number represents the number of rounds the attacker has to conduct his attack. Step 2: Find the defender's DT (Defense Threshold). To do this, divide the defender's Wisdom by two, rounding down. This number represents the gradients of the defender's psyche (a defender with a Wisdom of 12 would have 6 gradients to his psyche). Step 3: Determine the attacker's and defender's DRB (die roll bonus). This number is equal to the individual's level, divided by four (round down). Step 4: Begin the attack. Attack In order for the attacker to defeat the defender, and usurp control of the defender's body, he must overcome the defender's psyche (represented by the defender's DT). The attacker has a number of rounds equal to his AR to accomplish this. To begin, the defender possesses all of his DT's. Attack: The attacker rolls 1d20, adds his DRB, and compares the result to the defender's Wisdom score. Defend: The defender rolls 1d20, adds his DRB, and compares the result to the attacker's Wisdom score. Compare: Whoever beat the other person's Wisdom score by the most has won this round, and possesses one of the defender's DTs. This process is repeated, once for every AR the attacker has (e.g., if the attacker had a Wisdom of 16, then he would have 9 ARs, i.e., 9 rounds to conduct his attack. If the attacker takes over all of the defender's DTs before the full number of AR's have expired, then the possession attempt is still a success, and the battle ends early.
Split Successes: If the DT's are split between the attacker and the defender, then a special situation arises. The attacker is partially successful, and his spirit inhabits the defender's body. However, he is not yet in complete control.
Sample Battle: Par, an evil 10th level cleric, is stuck in his phylactery. Crane, a 5th level thief, enters the room where the phylactery is hidden. Par's Wisdom is 17, and Crane has a Wisdom of 9. 1. First, we determine the Par's AR. 17/2 = 8.5, which rounds down to 8. Therefore, Par has 8 rounds in which to conduct his attack. 2. Next, we determine Par's DRB. 10/4 = 2.5, which rounds down to 2. Therefore, Par has a DRB of 2. 3. The next step is to determine Crane's DT. 9/2 = 4.5, which rounds down to 4. Therefore, Crane's psyche can be broken down into 4 parts. 4. After this, we determine Crane's DRB. 5/4 = 1.25, which rounds down to 1. Therefore, Crane has a DRB of 1. We then conduct the attack. Remember, Par has 8 rounds to conduct the attack. Round One Par rolls a 17, and adds his DRB (2), with a result of 19. This beats Crane's Wisdom by 10. Crane rolls a 15, and adds his DRB (1), with a result of 11. This fails to beat Par's Wisdom. Therefore, Par gains a DT. Result: Par has 1 of Crane's DTs, Crane has 3. Round Two Par rolls a 6+2=8, failing to beat Crane's Wisdom. Crane rolls a 19+1=20, beating Par's Wisdom by 3. Crane gains a DT. Result: Par has 0 of Crane's DTs, Crane has 4. Round Three Par rolls a 5+2=7, failing to beat Crane's Wisdom. Crane rolls a 16+1=17, matching Par's Wisdom. Crane gains a DT. Since Crane has all the DTs, the results stay the same. Result: Par has 0 of Crane's DTs, Crane has 4. Round Four Par rolls a 7+2=9, matching Crane's Wisdom. Crane rolls a 10+1=11, failing to beat Par's Wisdom. Par gains a DT. Result: Par has 1 of Crane's DTs, Crane has 3. Round Five Par rolls a 17+2=19, beating Crane's Wisdom by 10. Crane rolls a 18+1=19, beating Par's Wisdom by 2. Par beat Crane's wisdom by a number greater than that than which Crane beat Par's .Par gains a DT. Result: Par has 2 of Crane's DTs, Crane has 2. Round Six Par rolls a 13+2=15, beating Crane's Wisdom by 6. Crane rolls a 2+1=3, failing to beat Par's Wisdom. Par gains a DT. Result: Par has 3 of Crane's DTs, Crane has 1. Round Seven Par rolls a 1, failing to beat Crane's Wisdom. Crane rolls a 8+1=9, failing to beat Par's Wisdom. Par loses a DT. A roll of 1 is an automatic failure, and results in the immediate loss of a DT. Result: Par has 2 of Crane's DTs, Crane has 2. Round Eight Par rolls a 15+2=17, beating Crane's Wisdom by 8. Crane rolls a 2+1=3, failing to beat Par's Wisdom. Par gains a DT. Result: Par has 3 of Crane's DTs, Crane has 1. Overall Result Par has captured 3 of Crane's 4 DTs, but is not in control yet. Crane remains in control of the body for the rest of this day, with Par's psyche along for the ride. The next morning, they each contest their wills again: Par rolls an 2+2=4, failing to beat Crane's Wisdom. Crane rolls a 16+1=17, matching Par's Wisdom. Crane gains a DT. Result: Par has 2 of Crane's DTs, Crane has 2. For the rest of this day, Crane is in control of the body, and Par can only observe. This process repeats the next day: Par rolls an 15+2=17, beating Crane's Wisdom by 8. Crane rolls a 10+1=11, failing to beat Par's Wisdom. Par gains a DT. Result: Par has 3 of Crane's DTs, Crane has 1. This time, Par is in control for the day, and Crane is but a helpless observer. This process will repeat until one side or the other is in possession of all the DTs, at which point the other psyche is repelled from the body. If at this time, the phylactery still exists, the expelled psyche may attempt to move into it, by passing a Wisdom check (with a -4 penalty if having never been in this phylactery before). The attempt is made with a -1 penalty for every 25 miles between the expelled psyche and the phylactery. |
![]() |
![]() |
![]() |