[Can Only work with special types of Undead, Spirit golems or anything with a temp Body or a unbound body]
A spiritual ability that can place a piece of their soul or move their soul into anything, depending on the vessel it can take more time to cast
Undead/Items (Two options) 1.(A quarter HP) 3 rounds, 2.(Kills off pervious body) 3 rounds
Willing hosts (Two options) 1.(A quarter HP) A part of a soul into a willing host will take a single round. 2. (Kills off previous body) A full take over will take 3 rounds to transfer (IF disturbed both players has to roll 1 Necrotic DMG)
Unwilling hosts (Two options) 1. (A quarter of players HP) A Part of a soul will take 2 rounds to place a piece of a soul in a unwilling host 2. (Kills off previous body) A full body take over will take 4 undisturbed rounds (IF disturbed leaves player at 1 HP and cant heal for the remaining time of the called transfer, The "Host" has to roll Necrotic DMG +2 dice per round undisturbed)
(Description for part soul transfers for a host without a body): If the player puts half of their HP into a thing or undead to control it like its a part of them. The player OR other players cant Life steal from the thing or undead they inhabit. The player can see, talk and move through the vessel (IF the vessel dies the player takes Necrotic DMG)
(Description for part soul transfers for a host with a preexisting soul): The player can talk through the host's head, They can see and hear what they say or do but they cant control their movements or force them to do an action, BUT they can mess with their Perception by doing a Perception check. If failed nothing happens but if successful they can make the Host see things and hear things for example they can make the Host see their allies as enemies or make them see stuff that isn't there (When under this affect the Host has to roll INT or DEX saving throw to break out of it)
If Level 10 or higher (IF the player is a higher level of the Host OR health is higher) If the player is stronger than the host they COULD attempt a body take over but the risks are "HIGH" If it fails the part of the player's soul is destroyed and will recoil back to the player by going down to a quarter of their current health and if its down to 1 to 5 the player will be downed, The host would have to do a DEX saving throw. IF failed it will take a quarter of the players MAX health, IF the host gets downed by this action they will HAVE to do a final roll, IF it fails the host will gain half of the players health but for that action on the host is forever controlled by the player (Will give the Host the player's main class but at level 1)
(Discretion for a full soul transfer): The Player has to change their role to what the vessel's race is or close to it. matches the health to the vessel and change DEX to what the vessel is (It can both do good or bad for the player) ALSO the player can gain the class of the vessel (BUT it starts at level one)
Spell Discretion: Mythic Spell (Lost)
"The final whisper of the Elder Gods."
Forged before the dawn of creation, the Spell of Discretion was woven by the Elder Gods and entrusted to mortals whose ambition surpassed their wisdom. It is said to be the true key to eternal life and limitless power, capable of elevating a mortal beyond death itself. Yet such divinity demanded an unforgiving price—for every soul that invoked the spell was forever surrendered to the primordial void from which the magic was born.
As civilizations rose and fell, the spell faded into myth. Its runes were shattered, its incantation scattered across forgotten ages, until only the eldest beings in existence were rumored to remember its complete form. Should the last of these ancient keepers perish, the Spell of Discretion will vanish forever, leaving behind nothing but legend.
Through countless ages, archmages, liches, gods, and kings have sought to recreate the spell from the fragments left behind. Entire empires exhausted their wealth, and generations of scholars sacrificed their lives in pursuit of its perfection. Though many forged imitations capable of extending life, granting immense power, or defying death for a fleeting time, every attempt proved flawed. Some unraveled the caster's body, others shattered their mind, and many unleashed catastrophes that consumed entire realms. None have ever replicated the true Spell of Discretion, for its divine design remains beyond mortal comprehension.
It is whispered that this failure was no accident. The Elder Gods did not merely hide the spell—they made it impossible to reproduce. Only the original incantation, spoken exactly as it was first woven at the dawn of existence, can awaken its true power. Everything else is but a pale shadow of a miracle lost to time.
* - (Dead bodies, Items, People, creatures, Dead creatures (Needs health to cast))
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