Call Of Thoth Nekri

Dream Magic
680 XP

MP Cost: 50
Threshold: 4
Components: V, S, F
Casting Time: One hour, plus see below
Range: Magical Link
Target: One human with a magical link to the sorcerer
Duration: Permanent
Saving Throw: Will negates
Prerequisites: Cha 13, domination, dreamspeak, enslave
Magic Attack Roll: Sets DC for target’s saving throw

This spell allows the sorcerer to take control of any sleeping creature he has a magic link to. By casting this spell, you place your soul in a gem, leaving your body lifeless. Your soul then travels to the Dreamlands, where you can attempt to take control of the sleeping target, forcing its soul into the gem instead. You may move back to the gem (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the gem empty.

To cast the spell, the gem must be within 20ft. of you and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the gem you can sense and attack any life force within 50ft. You do need line of effect from the gem to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another. Only sentient undead creatures have life force you can detect - other undead creatures are hidden from you. You could choose to take over any creature that comes within 50ft. of the gem as if you had a magic link to them.

Attempting to possess a body is a full-round action. You possess the body and force the creature’s soul into the gem unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the gem, and the target automatically succeeds on further saving throws for the next 24 hours if you attempt to possess its body again.

If you are successful, your soul occupies the host body, and the host’s soul is imprisoned in the gem. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, automatic abilities, and natural abilities. A body with extra limbs does not allow you to make more attacks than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the gem, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the gem, and the soul of the host departs (it is dead). If the host body is slain and your body or magic link to the host body has been destroyed, both you and the host die.

If the spell ends while you are in the gem and return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die), and the soul in the gem returns to its body (or dies). Destroying the gem ends the spell, and the spell can be dispelled at either the gem or at the host’s location.

If the target is awake when the spell begins, you can choose to return to your body (ending the spell) or remain in the Dreamlands. You can remain there until the target goes to sleep, then attempt to possess him.

Creatures who don't sleep or don't dream are immune to the effects of this spell.

Focus: Magical link, and a gem worth at least 300sp.

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