Magic Jar
| Name | Magic Jar |
|---|---|
| Cooldown | at-will |
| Action | standard |
| Power | soul-step |
| Class | witch |
| Category | Debilitation |
(Rank 4) When you eject a soul, or take control of a soul, you can choose to place it in a specially-prepared vessel (cost: 1 gp per max level of its inhabitant). The soul gets one Charisma save to negate this effect if unwilling. If they fail, they are trapped in the vessel, aware of their immediate surroundings and the passage of time, but unable to take any actions. In the vessel, they are allowed a Charisma save to end the effect once per round. After 3 failures total, they may attempt no further saves.