Soul Displacement
(Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  3
Area of Effect:  The caster and one other creature touched
Saving Throw:  Special

When this spell functions normally, it transports the soul of the caster into another individual, while sending the victims soul beyond the astral plane; into the void.
Upon casting this spell, the wizard attempts to move his soul (mental capabilities, class, alignment, experience, Intelligence, and Wisdom) from his old body into another. If successful, the new body of the wizard has the following statistics:

Strength: from victim
Intelligence: from wizard
Wisdom: from wizard
Dexterity: from victim
Constitution: from victim
Charisma: averaged (round down)
Comeliness: from victim, modified by new Charisma

The only saving throw that the victim receives is based on his saving throw versus death magic, and his level. The base chance of saving is 1%, but the following table is consulted for any modifiers to the saving throw:

Condition	Modifier
For every level	+1%
For every level above name	+2%
For every point between 20 and the
  victim's saving throw versus death magic	+2%
Victim is an immortal	+50%

If the victim's percentage saving throw is successful, the following table is consulted:

	D100 Roll	Effect of Spell
	01-12	Caster permanently loses 1d3 points of constitution and all souls remain in previous bodies
	13	Soul of wizard attempts to inhabit nearest living creature larger than one pound
	14-73	Spell has no effect
	74-82	The wizard's alignment changes to that of the intended victim, if not already. No saving throw.
	83-93	1d4 spells that are memorised by the wizard are stripped from his memory and placed in the mind of the victim. If the victim is not a wizard, the spell has no effect.
	94-00	The experiences, knowledge, level, Intelligence, and Wisdom are transferred to the victim and mixed with what is already there. The caster is then brain dead.

The outcome of the 94-00 determinate is where the intended victim retains his physical attributes while attaining an Intelligence and Wisdom equal to the higher of the two individuals involved, plus 2. Furthermore, the intended victim becomes a wizard of the caster's level, regardless of race, with the spell inventory of the caster. If the intended victim is already a wizard, the caster's experience is added to the intended victim's, and the caster's spell list is added to the victim's, up to the maximum number of spells that the victim's Intelligence allows him to hold. Finally, the alignment of the victim shifts to the average of the two individuals' previous alignments. If the caster and victim's alignments are an uneven amount of places apart, the newly created mind's alignment will be closer to the victim's than the caster's. It is important to note that the new mind within the intended victim is not schizophrenic, but rather it is a modified continuation of the victim's original consciousness. The consciousness of the casting wizard is forever gone.
The material components for the spell are a 6-inch thread of silver, 2 powdered mindflayer testicles, and the true name of the intended victim inscribed on any demon skull.

