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Possession
Magical effect in which one creature controls another's body using its own mental stats. Resisted by Charisma save; ended by 0 HP or specific remedies.
Possession is the magical effect of one creature inhabiting and controlling the body of another. The canonical example is the magic jar spell; ghosts, certain fiends, and rare class features can also produce possession effects.
General mechanics:
- The possessor's mind takes control of the target's body. The original soul is suppressed (not destroyed) for the duration.
- The possessor uses the target's physical stats (Strength, Dexterity, Constitution, AC, HP, speed) and its own mental stats (Intelligence, Wisdom, Charisma) and class features, skill proficiencies, and known languages.
- The possessor does not gain access to the target's class features, spells, or proficiencies (with case-by-case exceptions in specific spells).
- Damage to the possessed body affects the body, not the possessor's original form (which is typically stashed elsewhere or absent).
Entering and leaving possession:
- Possession typically requires the target to fail a Charisma saving throw against the effect's DC
- A successful save prevents possession and may make the target immune for 24 hours
- The possessor can end possession voluntarily (returning to its body or container)
- The possessor is forced out when the possessed body is reduced to 0 HP, when the duration ends, or when Dispel Evil and Good / protection from evil and good is cast on the target
Detecting and resisting possession:
- An ally observing the possessed creature can make a Wisdom (Insight) check against the spell save DC to notice that something is wrong
- Detect evil and good, true seeing, and certain divination magic can reveal the possession
- The original soul is restored when possession ends; it remembers nothing of the time it was suppressed