Meld
This cooperative spell requires only one priest
to cast it, but can be cast only on another priest of
the same faith. The recipient of the spell must
voluntarily surrender himself to the spell. The recipient becomes a host for the caster. While the
recipient does not lose his own persona or ability
to act, the host can be dominated by the caster at
any time. For the most part, this domination is
complete.
For the duration of the spell, the caster is essentially detached from his own body. He can neither move nor act on his own. His mind is
connected to the host's. He sees, hears, smells,
tastes, and otherwise senses everything the host
does. He can telepathically communicate with
the host. Once the spell is completed, there is no
limit to the range over which it can function.
However, both the caster and host must remain
on the same plane. Since the spell relies on telepathic communication, thin lead sheeting will effectively block the connection.
When desired, the caster can dominate the
host. When this happens, the host's own mind is
pushed to the background and the caster's personality dominates. The host's personality, memories, proficiencies, and spells are temporarily
replaced by those of the caster. While occupying
the host, the caster can cast any spell he himself
has memorized, provided that the necessary components are on hand. These spells function exactly as if the priest had cast them from his own
body.
The caster can return control to the host at any
time, restoring the character's abilities and personality without harm.
The spell is not without limitations and risks.
The domination must be voluntary. If the host resists the casting of the spell, it automatically fails.
Once the spell is in effect, the host can attempt to
resist the domination. He is then allowed a saving
throw. If successful, the spell immediately ends.
Whenever the host suffers damage, the caster
must make a saving throw vs. death to maintain
the spell. If the save is failed, a wave of pain is
transmitted to the priest, causing 1d6 points of
damage and canceling the spell. If the host should
die, the caster must make a system shock roll
with the risk of suffering instant death.
The chalice (material component) must be given as a
gift to the host, who cannot return it to the donor for any reason.
[Tome of Magic]
Sphere: Charm
(Enchantment)
Level: 5
Cooperative
(Enchantment)
Level: 5
Cooperative
Range: 10 yards
Components: V, S, M
Duration: 12 hours
Casting Time: 1 turn
Area of Effect: One priest
Saving Throw: Special
Components: V, S, M
Duration: 12 hours
Casting Time: 1 turn
Area of Effect: One priest
Saving Throw: Special
a chalice worth no less than 1,000 gp
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