Soul Fuse

Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5ft/2levels)
Target: Corpse
Duration: Permanent (see text)
Saving Throw: Will Negates
Spell Resistance: No

You take the soul from a freshly dead body and fuse it with your own. While the soul is fused with yours, it cannot be raised from the dead, as though it were under the effect of a Soul Bind spell. In addition, the caster has access to all the knowledge (including knowledge skills) that the creature had in life. The soul is conscious and can actually communicate with the caster, though most casters are trained in the art of ignoring the voices. A caster may fuse multiple souls with himself this way.

For every 24 hours the souls are fused, the caster must make a will save (DC 10+1/2 the fused soul’s HD+the number of souls bound to the caster.) Success means that the caster can maintain the fusion for another 24 hours. Failure means the soul is freed and travels to the afterlife. In addition, the caster takes 2d4 wisdom damage. If the caster’s alignment is the opposite on either the moral or ethical scale (lawful/chaotic and good/evil) the targeted soul gains a +2 bonus to its will save (+4 if the complete alignment is opposite.) If the caster is neutral in either of these areas, creatures that are not neutral in that same area gain a +1 bonus on the will save.

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