The githyanki Enkith created this spell to achieve true immortality.
Your soul leaves your body and enters the body of the target creature or object.
Object. If the item is hold or used during the transference, it uses the same saving throws of its user (Charisma), in success the spell is wasted and no effect is achieved. If the saving throw is a failure, you transfer your soul to the object. While your soul inhabits the object, the object is sentient (you are the object). If the object is nonmagical, it turns into a magical version (+3 bonus) of itself with the sentient ability. Your game statistics are replaced by the statistics of the object, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features (but is almost certain you can't use most of it in the form of a object). The item now can speak, read, and understand all languages you know. In addition, the item can communicate telepathically with any character that carries or wields it. The item has senses (hearing and vision) equal to your normal.
You can use your action to try to possess the wielder of the object. The wilder must succeed on a Charisma saving throw (your spell DC) or be possessed. Creatures protected against possession (by protection from evil and good spell) is immune to this possession. If you are targeted by magic such as a dispel evil and good spell, you becomes trapped in the object and can't try to possess anyone by 24 hour.
Once you takes control of another creature, your are that creature. Each time you take damage the body's owner can make a new Charisma saving throw, potentially ending the possession. This save is repeated daily until the possession ends, making your soul back to the object independently of its destination (even planar differences).
If the possessed object is a sentient one, the spell switch your souls (its mind is its soul for this spell properties), and you became the object and the object's sentience is now a creature of your type, both retaining alignment, Intelligence, Wisdom, Charisma scores, class features and interchanging racial traits.
Creature. You try to switch bodies with a creature in sight. The creature must make a Charisma saving throw. If it fail, your souls are switched, while if its is successful the spell is wasted and no effect is achieved.
After the body switch, 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, but any racial traits are interchanged with the new species you assume.
The same occurs with the target creature's statistics. Both of you now have a new body, for bad and for good.
Only a divine interdiction can undo this spell effects.
* - (a diamond worth at least 25,000 gp, which the spell consumes)
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