Level
8th
Casting Time
8 Actions
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Control

Upon completion of this long and highly-versatile iricantation, the caster permanently transfers a creature's life force (even his or her own) into a specially fabricated item, a magical receptacle, or the body of another individual. Once the mental transfer has beencompleted, the recipient's body falls into a cataleptic state, and remains in a death-like trance or coma for 2-7 days. Unless the subject's life force is magically reunited with the body during that time period, his or her body dies, and the life force remains permanently trapped within the physical object or new body.

While in the physical receptacle, the recipient may perform any action permitted by the new form. In an item such as a ring or a sword, the subject may communicate with the user when the receptacle is held or worn properly. The extent of communication depends on the subject's intelligence:

Int

Communication

3 -11

None

12 - 13

Semi-Empathy: usually limited to a throb or tingle of varying intensity.

14 - 16

Empathy: Can understand the emotions and desires

17+

Telepathy:As long as you speak a common language you can speak directly to each other.

 

Individuals of low or average intelligence cannot communicate, and those of above-average intelligence can communicate. At the discretion of the DM, the life force might animate a specially prepared statue or golem, perhaps even enabling the recipient to employ any memorized spells.enabling the recipient to employ any memorized spells.
Life force transfer is sometimes the final step in the manufacture of a powerful magical item or minor artifact (usually a sword). In this process, a victim's life force is transferred into a magical item (unless he or she successfully saves at a  -4 constitution saving throw) which is finally sealed with a permanency. 

such an enchantment, the recipient's body is frequently destroyed afterward by the caster, forever trapping the victim's life force in the item (unless the permanency is first reversed and a new body prepared using a clone, wish, or similar means).

Sometimes, a wizard may employ this spell as a final measure to protect his or her own life. In this version, the entire incantation and receptacle are prepared and cast beforehand, but only the final syllable of the spell is left unfinished. The wizard may pronounce this short (single segment) syllable at any later time, casting his or her life force into the receptacle— providing that it lies within range. Obviously, this strategy only works if the receptacle is kept close to the wizard at all times. Furthermore, the wizard usu¬ ally must leave behind clues or encrypted instructions so that his or her allies may later reverse the spell and restore the wizard to his or her normal state, whatever that may be. While the spell is in its unfinished state, the wizard cannot prepare a new 8th-level spell to replace it. Aside from this limitation, however, the caster remains unaffected by the pending spell.

Less scrupulous wizards may use this rite to permanently transfer the recipient's life force (often their own) into the body of a younger individual, thereby extending their own existence. The victim is entitled to a constitution saving throw with a -4 penalty to resist the effects. If failed, the subject's life force departs (resulting in the death of the victim), and the recipient's life force takes permanent possession of the victim's body. If the saving throw is successful, the spell fails without any ill effect to either the victim or recipient (though it may be recast at a later date). Thus, an ancient necromancer may transfer his or her life force into the body of a vigorous, younger person, thereby gaining all of the victim's physical attributes (constitution, stray and dexterity),  hit points, and extended life span.

The spell requires either an expertly-crafted item or any living human, demihuman, or humanoid (preferably young and healthy) to house the subject's life force. The remaining material components include a scroll inscribed with special rare inks and a massive, blood red garnet (worth 5,000 gp or more). The exact nature of any physical receptacle should be decided by the DM, but it must be of quality suitable for enchantment. The garnet (but not the scroll) is consumed in the casting. This spell cannot be dispelled normally (even in its "pending" state).

In rare cases, to be adjudicated by the DM, the life force of the victim does not depart from the body, but coexists in his or her body with that of the recipient or "intruder." Such a life force may be able to take control of the survivor. As before, the "intruder" life force can only be ejected by casting spirit release or dispel evil (or a full wish). Otherwise, at the discretion of the DM, the life force of the "intruder" merges with that of the victim, diluting the recipient's personality, alignment, and possibly sanity, as well.

 

 

 

* - ( expertly-crafted item (worth 1000Gp) or any living human, demihuman, or humanoid scroll inscribed with special rare inks and a massive, blood red garnet (worth 5,000 gp or more).)

Previous Versions

Name Date Modified Views Adds Version Actions
2/23/2020 3:16:48 PM
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1.1
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Spell Tags: Control

Available For: Wizard (Legacy) - School of Necromancy (Legacy)

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