Strange Necromancer questions


Rules Questions


If I use Create Undead to make a Mohrg, then Magic Jar into it, would I gain either paralysis or Create Spawn?

Also, if I have the Magic Jar, my familiar, and some equipment all on the new Mohrg body, I would be able to cast contingency to teleport the body and stuff back to my castle if it was ever slain (bringing the magic jar into range of my original body again), right?


Magic Jar wrote:

The body retains its ... natural abilities, and automatic abilities... You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

From the way this spell was written, it indicates that you cannot activate its Paralysis ability. It also implies that you cannot use its Create Spawn ability.

But personally (an extra-rule endeavor)...
I like to think that "Create Spawn" is "automatic" and out of the Mohrg's control. Of course, there's no reason the undead created should be under your control when you transfer back into your own body (since you don't have the Create Spawn ability), so the Mohrg should either keep the newly created undead or they should "transfer to you" without you having a way of keeping them (thus releasing them from your servitude).


http://www.d20pfsrd.com/occult-adventures/occult-rules/magical-possession

"Supernatural abilities (with the exception of class abilities) are not considered mental abilities, as they generally rely upon a creature's physical form."

http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Supernatural-Abi lities-Su-

"Supernatural Abilities (Su)

Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects."

i am of the opinion that these are both automatic, because there is no daily usage noted in the monster description and do not require standard actions to turn on and off. if someone wants to show me where it says the mohrg chooses to activate those powers or not, i will reconsider.

otherwise yes you get the create spawn and paralysis.

pretty sure the contingency would work, although it isn't fool proof. dispel magic or mage's disjunction to end the contingent teleport or the magic jar, dimensional anchor to block the teleport, etc.

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