Possession

Possession

School Necromancy; Level mystic 5-6, wizard 8-9
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 hour/level (D)
Saving Throw Fortitude negates (object), see text; Spell Resistance yes (object)

You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. Failure to take over a host ends the spell.

If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities).

You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, Resolve Points, level, class, base attack bonus, base save bonuses, alignment, and mental abilities (including skill ranks, feats, class-granted supernatural abilities, and spellcasting abilities). The body retains its Strength, Dexterity, Constitution, Hit Points, Stamina Points (if it has them), natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous full attacks than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.

As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, cannot be targeted by this spell.

5th: When you cast possession as a 5th-level spell when you transfer your soul upon casting, your body appears to be dead. If your body is slain, when the spell expires or the host’s body is killed, you are slain. (Wizards cast this version as an 8th-level spell.)

6th: When you cast possession as a 6th-level spell, transfer your soul upon casting, you enter the host’s body and your physical body vanishes. You are ejected to the closest empty square upon expiration of the spell or upon the host’s death. (Wizards cast this version as a 9th-level spell.)


The Starfarer's Companion from Rogue Genius Games
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