Possess Animal

Level 3 priest spell · Enchantment/Charm

Sends the shukenja's spirit into an animal of fewer HD to drive it, sharing half its pain, a round per level; save negates.

Situation: Control

Useful — worth a slot when its situation comes up.

Sphere
Animal
Range
10 yds.
Components
V, S, M
Casting time
1 rd.
Duration
1 rd./level
Area of effect
1 animal
Saving throw
Neg.

By use of this spell, the shukenja is able to project his spirit into that of an animal, forcing the creature to behave according to his will. The creature must be a normal or giant animal, not a monster type, and must have fewer Hit Dice than the shukenja. The animal is allowed a saving throw vs. spell and if successful the spell has no effect. Once the animal is possessed, the shukenja can cause it to do anything within its ability, regardless of the consequences to the animal. However, for every point of damage suffered by the animal, the shukenja suffers 1/2 point of damage. In addition, should the animal die while under the control of the shukenja, a system shock roll must be made. If the roll is failed, the shukenja also dies.

While controlling an animal, the body of the shukenja falls into a catatonic state. If the body is disturbed or moved, the shukenja's spirit is lost until reunited with its body, as per a restore spell.

The material component is a bowl of incense and a morsel of food appealing to the animal.

Notes: Common for oriental priests; otherwise, very rare.

Sources

  • Priest's Spell Compendium Vol 2
This spell on the AD&D 2nd Edition Wiki