True Fusion (3.5e Epic Spell)
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Necromancy | |
Spellcraft DC: | 35 |
---|---|
Components: | XP |
Casting time: | 1 round |
Range: | Personal |
Target: | Two creatures, self included |
Duration: | Instantaneous |
Saving Throw: | none |
Spell Resistance: | none |
To Develop: | Life seed |
True Fusion allows two creatures to merge into one being, to become a destructive, powerful force. As two creatures, it gains class levels/hit dice and all abilities of the classes of each of the two creatures that fused. In addition to this, all of the creature's ability scores add toward each corresponding score (Str to Str, Dex to Dex, etc.) and total to the new score while in the fusion. Creatures also gain both spell lists from each class or, if spell types differ, gains spells per day and known spells for each class type. If class types are the same upon fusion, the spells per day (and known spells if known) stack.
The fusion wears a combination of each fusee's cloths. The personality of the fusion is a combination of personality of the two fusee.
This fusion is permanent and can be canceled only by Wish or Miracle. If size range is larger than 3, the spell will fails. Mortal creatures can't fuse with undead creatures.
if the two creatures have different type, the type of fusion is according to the following table:
One creature's type | Other creature's type | Fusion's type |
---|---|---|
Humanoid | Monstrous Humanoid | Monstrous Humanoid |
Humanoid/Monstrous Humanoid | Fey | Monstrous Humanoid |
Humanoid/Monstrous Humanoid/Fey | Magical Beast | Monstrous Humanoid |
Humanoid | Giant | Giant |
Monstrous Humanoid/Fey | Gaint | Aberration |
Aberration | other mortal creature type except Native Outsider | Aberration |
Plant/Ooze | other mortal creature type except Native Outsider | Aberration |
Vermin | Magical Beast | Magical Beast |
Vermin | other mortal creature type except Native Outsider and Magical Beast | Aberration |
Native Outsider | other mortal creature type | Native Outsider |
Mortal creatures can't fuse with immortal. Each of creatures must have at least 3 in the intellignce score and cannot be undead.
XP Cost: 1,000 per each hit dice of each creature
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