These spells were inspired by the yak-folk’s body meld special ability.
Retreat to the Chamber of Bones
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Target: One creature of small, medium or large size
Duration: 1 hour/level
Saving Throw: Will (harmless) (see text)
Spell Resistance: Yes (harmless) (see text)
This dweomer grants to the target the ability to fuse his body with that of another creature of medium size or larger, effectively hiding inside him. This creature is called henceforth the carrier.
To fuse, the target must be adjacent to the carrier and use a full-round action. This merging has no adverse effect to the carrier. However, the carrier must be willing, flat-footed or, otherwise, unaware (for example, the target is using stealth and is adjacent to the carrier).
If the carrier isn’t flat-footed and is aware that the merging is taking place he must be in the grappled condition and is entitled a Will saving throw to resist (SR always applies, even if the carrier is unconscious). If the save is successful, the carrier can’t be affected again by the same spell.
Once merged, the target can still use his senses to see and hear everything around the carrier. While “inside” the carrier, the target occupies a very small and localized extradimensional space. He can breathe normally while there, even if “outside” the carrier is underwater, in a vacuum etc.
The target can also use a full-round action to leave the carrier. This action instantly ends the dweomers’ duration.
Multiples targets, using this dweomer, can hide inside the same carrier. But remember that it is hazardous to take an extradimensional space into another existing one. If, while merged, the carrier crosses any portal or gate, any creature using retreat to the chamber of flesh
is instantly expelled (50% of chance to be trapped in the Astral Plane, 50% to be released at the other side of the portal).
Retreat to the chamber of flesh is a very subtle dweomer. While it can be dispelled normally, it is very hard to detect (the target literally is hiding under the skin of the carrier). Detect magic only senses this spells if the caster succeeds at a Spellcraft check (DC 25).
Material Component: A drop of mercury and drop of phase spider’s poison.
Gathering at the Redoubt of Flesh
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Effect: Up to five creatures can hide inside the caster’s body
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
By this dweomer, the caster creates a small extradimensional space inside its own body. Up to five medium creatures (or the equivalent in different sizes) can then merge with the caster, effectively hiding inside him without any harmful consequences.
In the round following the casting of the spell, the caster selects which creatures are allowed to merge with him. These creatures must be adjacent to him. Once merged, the caster’s allies use their senses normally to see and hear everything that transpires around the caster. While inside they occupy a very small and localized extradimensional space and can breathe normally, even if “outside” the caster is underwater or in a vacuum etc. Any occupant can use a full-round action to leave the extradimensional space. Once outside, he can’t return. The caster can also end the spell’s effect, making all occupants appear standing around him.
It is hazardous to take an extradimensional space into an existing one. If, while merged, the caster crosses any portal or gate, any creature inside him is instantly expelled (50% to be trapped in the Astral Plane, 50% to be released at the other side of the portal).
Gathering at the redoubt of flesh is a very subtle dweomer. While it can be dispelled normally, it is very hard to detect (the target literally is hiding under the skin of the carrier). Detect magic only senses this spells if the caster succeeds at a Spellcraft check (DC 25).