BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Transference

The caster takes possession of another body, either temporarily or permanently.   Save: Will to negate

Effect

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron (4+) misfire.
2 - 11 Lost. Failure.
12 - 15 Failure, but spell is not lost.
16 - 17 The caster insidiously inflicts his will upon his target, allowing him to control the target’s action for a number of rounds equal to his CL. The victim is allowed a Will save each round to resist the caster’s control for that round.
18 - 21 The caster can possess a sleeping victim and take control of the target’s body for up to 8 hours. Roll 1d8 + the caster’s Intelligence modifier to determine the number of hours this possession lasts, with a result of 8+ indicating the possession lasts a full 8-hour sleep cycle. The victim awakens exhausted with memories of horrible dreams symbolic of the actions his body performed in the night. The target gains none of the benefits granted by a full night’s sleep.
22 - 26 The caster can take full possession of a target who fails a Will save. The caster’s own body becomes inert during this time, falling into a comatose state. The target’s soul is shunted into a tiny mental prison during this time, and it is forced to observe helplessly as its own body engages in any number of vile actions. During this period, the possessed body takes on minor physical changes that mirror the caster’s own body (eyes change color, voice is altered slightly, poise is different, etc.). Friends of the possessed victim can make a DC 12 Int check to recognize something different about the target, but will not necessarily be aware that the target is under alien control.   The duration of the control is one round per CL on result 22-23 and one turn per caster level on result 24-26. If the target is of higher level or has more hit dice than the caster, it is allowed a new Will save each round / turn to regain control of its body.
27 - 33 The caster can take full possession of a target who fails a Will save. The caster’s own body becomes inert during this time, falling into a comatose state. The target’s soul is shunted into a tiny mental prison during this time, and it forced to observe helplessly as its own body engage in any number of vile actions. If the target is of higher level than the spell caster, it is allowed a new Will save each hour to regain control of its body; otherwise the spell lasts a number of rounds equal to the caster’s CL. During this period, the possessed body takes on minor physical changes that mirror the caster’s own body (eyes change color, voice is altered slightly, poise is different, etc.). Friends of the possessed victim can make a DC 12 Int check to recognize something different about the target, but will not necessarily be aware that the target is under alien control.   In addition, the caster can jump from body to body at will so long as his new chosen target fails a Will save each time a jump is attempted. A successful save indicates the caster cannot attempt to possess that body again during the duration of the spell. Each new body must be within spell range of the current body in order to swap bodies. The owner of the body the caster vacates to possess a new form must make a DC 12 Fort save or be dazed for 1d4 rounds as it recovers from the possession.   The duration of the overall possession varies by spell check. On a result of 27-31 it is one hour per caster level and on a result of 32-33 it is 4 hours per caster level.
34 - 35 The caster can temporarily escape death by transferring his soul into a receptacle specially prepared to house it. This object can be most anything the spell caster desires (gemstone, statue, painting, book, etc.), but the special preparations needed to prepare the item cost 500 gold pieces for each decade the receptacle’s power is intended to last. After the item is prepared, the caster can abandon his own body at any time thereafter and place his soul inside the object. His physical body dies and no spell can restore life to the corpse so long as the caster’s spirit remains in the receptacle. The caster remains in the prepared object until he successfully takes possession of another body completely or the receptacle’s prepared time period expires. To take possession of another, the caster must make a casting check of 22+ when a victim of lower level/hit dice and lesser Personality than his own comes within range of the receptacle. This can include animals, bugs, and so on. The target is allowed a Will save to avoid possession, and, if successful, can never again be targeted by the caster for possession. If no acceptable target comes within range of the receptacle or all targets make their saves before the receptacle’s duration expires, the caster’s soul is irretrievably lost when the last of the receptacle’s power fails. If the target fails the Will save, its own spirit becomes housed in the receptacle and only powerful restorative magics or divine intervention (or other means devised by the judge) can ever evict the caster’s spirit from the stolen form and restore the original soul to its proper body.
36+ The caster immediately obliterates the soul of his victim and takes permanent possession of its body. The caster’s own physical form is destroyed in the casting, seemingly incinerated by spontaneous combustion. If the target makes the Will save, there is no effect.

Side/Secondary Effects

Corruption

Roll 1d4: (1) caster ages 1 year; (2) caster’s eyes take on a horrifically hypnotic cast, making others loath to meet his gaze; (3) caster occasionally speaks in tongues without being aware of it; (4) caster’s reflection is that of another person.  

Misfire

Roll 1d5: (1) all reflective surfaces within a 15’ radius shatter (magic items allowed a DC 5 save to remain intact (2) caster temporarily swaps souls with that of an inoffensive animal nearby (rat, louse, bird, etc swap lasts 1d3 rounds; (3) spell targets the wrong victim; make a new spell check against a random target; (4) caster falls into a coma for 1d4 rounds; (5) psychic backlash allows all within 15’ radius to read the caster’s mind for 1d4 hours.

Manifestation

Roll 1d4: (1) caster’s body collapsed like an empty skin, leaving flaccid flesh behind; (2) target’s features shift and bubble for a moment before returning to normal; (3) ectoplasm erupts from the caster’s mouth and forces its way into the target’s head; (4) ghostly doppelgangers of the caster and target wrestle briefly in the air between them before subsiding into the target’s body.
Related Discipline
Arcane
Effect Duration
Varies
Effect Casting Time
1 Round
Range
10' per level
Level
3

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!