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Player > Spells > Mind Swap

Mind Swap

Starfinder Alien Archive 3 p.137

Level Mystic 6
School enchantment (compulsion, mind-affecting)
Casting Time 1 round
Range medium (100 ft. + 10 ft./2 levels)
Targets one creature
Duration 1 hour/level (D)
Saving Throw Will negates; Spell Resistance yes

Your mind moves into the target's body, and its mind moves into yours. You do not need line of sight or line of effect to the target if you know its location. Each target gains the mind-swapped template graft (see below). You can maintain the swap at any range on the same plane. You can shift back to your body as a standard action, and doing so ends the spell. If your new body is killed, you return to your body and the target dies. If your body is killed, you can remain in the host's body for the duration or until it is killed. Then, you die if your body is still dead. However, if you recast this spell, you can reset the duration you remain in the target's body.
You can cast this spell from a body that is not your own, swapping minds with a new target and resetting the spell's duration. However, you can return only to your body.
If a creature saves against your casting of this spell, it is immune to your casting of this spell for 24 hours.

Mind-swapped Template Graft

Apply this graft to each creature involved in a mind swap.
Traits: Each creature gains the other's mental ability scores (Intelligence, Wisdom, Charisma), trained capabilities (class features, proficiencies, saving throw bonuses, skills, spellcasting), languages, and mental powers, such as spell-like and supernatural abilities. A creature retains any senses based on other abilities it retains. The effectiveness of retained abilities is based on the creature's original level or CR. Each target also retains its Hit Points and Stamina Points. A creature in an unfamiliar body gains the following trait.
Awkward (Ex): The creature takes a –4 penalty to attack rolls and Strength- and Dexterity-based skill checks. Every 24 hours the mind swap continues, a creature that has this trait can attempt a Will saving throw with a DC equal to that of the effect that created the mind swap. On a success, this trait fades away, along with its mechanical limitations.

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