Soul Swap
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
This spell is considered contraband in Sair.
Arcane 5 Type: esoteric, necromancy
Range: 45’ Duration: indefinite
The caster transfers his soul into an inanimate object known as a phylactery. The phylactery can be an amulet, gem, jewelry box, locket, ring, or other item weighing 1/6 stone or less with no more than 1 shp. At the moment the spell is cast, the phylactery must be within spell range, and the caster must know where it is, though he does not need to be able to see it. As soon as the caster transfers his soul into the phylactery, his physical body falls limp, seemingly lifeless. (A character who spends a round inspecting the body and makes a successful Healing proficiency throw to diagnose can ascertain that the body is alive in a state of suspended animation.)
From the phylactery, the caster can use an action in lieu of attacking to return to his own body if it is within 120’ of the phylactery. Alternatively, he can use an action in lieu of attacking to attempt to possess the body of a nearby living creature within 120’ of the phylactery. The target creature is allowed a Death saving throw to resist. If the creature succeeds on its saving throw, the caster’s soul remains in the phylactery, and the target creature is immune to further attempts at possession for one turn (10 minutes). If the creature fails its saving throw, its body becomes possessed by the caster’s soul, while the creature’s soul becomes imprisoned in the phylactery. While possessing a creature’s body, the caster keeps his or her Intellect, Will, Charisma, level, class, attack bonus, saving throws, and mental abilities (including spellcasting ability), but gains the body’s Strength, Dexterity, Constitution, hit points, and natural abilities. The caster does not have access to any special abilities of the body, however.
From a possessed body, the caster can take use an action in lieu of moving to abandon the body and return his soul to the phylactery, simultaneously releasing the trapped soul back to its own body. The spell ends when the caster’s soul returns to his own body, leaving the phylactery empty.
If the caster’s soul is in the phylactery, and the phylactery is destroyed or dispelled, then there are two possible outcomes. If the phylactery is within 120’ of the caster’s body, then the caster’s soul returns to its body. Otherwise, the caster’s soul departs and he dies. In either case, the spell ends.
If the caster’s soul is driven from a possessed body by dispel evil there are also two possibilities. If the phylactery is within 120’ of the possessed body, then the caster’s soul returns to the phylactery, and the possessed body’s soul returns to it. The caster cannot attempt to possess the same creature again for one full turn (10 minutes). If the phylactery is not in range of the possessed body, then the possessed creature’s spirit is freed from the phylactery, both the caster’s and the possessed body’s souls depart, and both the caster and the possessed creature die. In either case, the spell ends.
If a possessed creature’s soul is in the phylactery, and the phylactery is broken then one of the following may happen. If the phylactery is in range of the possessed creature’s body, then the caster’s spirit departs, the caster dies, the possessed creature’s soul returns to its body, and the spell ends. Otherwise, the possessed creature’s soul departs, and the caster’s soul is stranded in the possessed body. Note here that the spell has not ended. Dispel evil can still be used to drive the caster’s spirit from the body, which departs as noted, ending the spell. In any case where the spell ends with the caster’s body unoccupied by a spirit, that body does truly die.