Magic Jar
Level 6 Necromancy
Magic School
Casting Time
1 minute
Components
V, S, M
Range
Self
Duration
Until dispelled
Your body falls into a catatonic state as you project your soul up to 100', attempting to possess a humanoids body that you can see. The target must make a Cha saving throw. On failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On success, the target resists your efforts — you can't attempt to possess it again for 24 hrs. Once you possess a creature, you control it. Your game stats are replaced by the stats of the creature, though you retain your alignment, Int, Wis, and Cha scores. You can't use any of its class features, and retain the benefits of your own class.

If the host body dies while you're in it, the creature dies, and you must make a Cha saving throw against your own spellcasting DC. On success, you return to the container, on failure 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' away from you or your body is dead when you return, you die. When the spell ends, the container is destroyed. See PHB for more info.
Verbal Components
Material Component: a gem, crystal, reliquary, or some other ornamental container worth at least 500gp
Verbal Components
Verbal Component: Medeis Ollo Decipulo
Wizard