M (diamond worth 1,000 sp, consumed)

As you spend 1 hour to cast this spell, you attempt impress the totality of your psyche into the subconscious of a creature that you can touch. The creature must make a Will saving throw.

On a failure, it is incapacitated.

At the end of each of its turns while incapacitated in this way, the creature must make a Will saving throw. If the creature succeeds on three of these saves, it is no longer incapacitated, and the spell ends. If the creature fails three of these saves, the creature is no longer incapacitated, but you impress the totality of your psyche into a creature’s subconscious.

If successfully implanted, the seed of your mind “germinates” over 7 days. During this time, the creature begins to unconsciously take on your mannerisms. When integration is complete, the creature becomes you in mind as you were when you cast the spell, but the creature’s level is eight lower than your own.

The creature does not have any of your physical abilities or equipment, but does have the Intelligence, Wisdom, and Charisma you had when you were eight levels lower. The creature also knows the spells you knew when you were eight levels lower.

While the creature is initially your mental duplicate, the two personalities diverge over time. Although the creature starts off with memories of your experiences, it possesses its original “soul” and physical body and is free to develop its own personality based on its own new experiences. Thus, the creature is not your slave or servant, but instead a nonplayer character in its own right that shares your earlier memories.

A germinating seed can be removed (prior to germination) only by miracle or wish. Casting mind seed again during the germination period also cleanses the creature’s mind.

The process of impressing your psyche into another is demanding and draining. You become exhausted 1 when you cast this spell.