Level
9th
Casting Time
24 Hours
Range/Area
Touch
Components
V, S, M *
Duration
Special
School
Abjuration
Attack/Save
None
Damage/Effect
Creation (...)

For a full 24 hour day, you must remain uninterrupted, channeling this spell. Between you and the willing participant sits the item that the participants spirit will be transferred to. Upon completion of the spell, the body of the participant, if there is one, will fall limp, and their spirit will inhabit the vessel of the item used in the casting. It is possible to transfer ones own spirit into a magic item, but there is potential for severe backlash. If they attempt to transfer their own spirit, the risks run from severe madness to banishing their spirit to the Fugue Plane where they will be forced into line with all who have passed and sent to an early death.

When transferring ones own spirit, during the casting the spell, the caster must make a Constitution saving throw at disadvantage with a set DC of 13. If you pass the saving throw, the caster may make a choice, which could become a life or death gamble. The caster may make a number of ability checks equal to double their spellcasting modifier. The DC for the checks is set at 10. The ability checks are determined by the DM at random, and the caster has the choice to stop rolling when they choose. For each successful check, the item you are imbuing yourself into gains a minor beneficial property from the random properties tables in the Artifacts section of the DMG (pg. 219). For each failed check, the item gains a minor detrimental property from the random properties tables in the Artifacts section of the DMG (pg. 220). For every 3 successful checks in a row, you lose those 3 minor beneficial properties and gain a major beneficial property. For every 3 failed checks in a row, you lose those 3 minor detrimental properties and gain a major detrimental property.

Upon completion of these randomly decided ability checks, the caster must make the following saving throws: Intelligence, Wisdom, and Charisma, in that order. If the caster fails the Intelligence saving throw, they are unable to communicate with anyone attuned to the item except via projection of emotion. If the caster passes the Intelligence saving throw, they can speak and read every language they knew before casting the spell, and can communicate telepathically to anyone who wields or carries the item. If the caster fails the Wisdom saving throw, they gain 2 levels of indefinite madness that can only be cured via a casting of the Wish spell. If they pass the Wisdom saving throw, they retain their level of sanity they had right before casting the spell. If you fail the Charisma saving throw, the caster is presented with a choice. Stop casting the spell, and be unable to ever cast it again on themself. Or, they can roll 3 death saving throws. On 3 successes, they are rejected by the magic item, but are still alive. They take on 5 levels of exhaustion, but are still capable of casting the spell on themselves after a year has passed. If they fail the death saving throws, their spirit is banished to the Fugue Plane, where they will be judged and sent to their proper afterlife. Spells such as clone are unable to alter this outcome. If the caster succeeds on the Charisma saving throw, you successfully transfer your spirit into the item, becoming an Artifact level magical item with random beneficial and detrimental properties determined in number by the ability checks referenced earlier in the spells description.

* - (a magic item worth at least 10,000 gp and a willing person/spirit)

Previous Versions

Name Date Modified Views Adds Version Actions
6/29/2023 11:01:36 AM
7
0
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Coming Soon
6/29/2023 11:02:36 AM
7
0
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Coming Soon
8/10/2023 9:13:59 AM
7
0
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Coming Soon

Spell Tags: Creation Special

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Jessifer30

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