The Everglade world illustration - Fantasy theme
Fantasy

The Everglade

K
Killerbee

Magic, adventure, romance, swords, Citys! There are hundreds of places to explor!


Author's Note: Welcome to The EverGlade, an ever expanding world full of life and adventure! The world is isåired by medival europ, ancient greece, The japanese Edo period, and ancient india. Dartonia, the main continent of this would house 13 major countries each with their own capitals, natural wonders, factions, and mysteries. Explore the capital cities of: Serial-Sin: und Se: Chaunlon: Darkhir: Binarg: Ryalyuet: Amer: Lyari: Beleriar: Below: Hlinenil: Herius: Tesht: Each has their own unique cultural scene, people to meet, and a beautiful town to explore, start a life or wreak havoc. Adventures can choose to travel the continent and explore the structures and ruins scattered around the continent, discovering hidden backstories and mysterious disappearances, fight for honor in colossians, live the life of a noble, become a student at the academy, be reincarnated, or live in the open fields and experience a slow peaceful life!! I would like Shinrai for inspiration and world building aspects, check her campaign out for an ethereal experience of Yamato :) If you experience any issues or additives to the world, please inform me so that we can make the world an even more exciting experience for all!
Played6 times
Cloned3 times
Created
15 days ago
Last Updated
2 days ago
VisibilityPublic
Magic Jar
NecromancyLevel 6
Magic Jar

Description

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.

Spell Details
Level6
RangeN/A
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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