Magic Personality
Let another version of yourself decide what to do with your life
Magic Personality replaces the caster's active personality with an Intelligent, Charismatic, or Wise variation of themself. The variation receives the caster's body, memories, knowledge, abilities, and equipment, then interprets the instructions given before the exchange.
Choose the duration when casting, up to 1 day per caster level, then roll 1d3.
| 1d3 | Personality |
|---|---|
| 1 | Intelligent |
| 2 | Charismatic |
| 3 | Wise |
The result is determined anew with every casting. The caster cannot cast Magic Personality again while already under its effect and cannot end it voluntarily before the chosen time. If the instructions become impossible, the magical personality uses its own judgment.
Intelligent Personality
The personality gains +4 INT. Spell DC and every other Intelligence-based value are recalculated normally.
It gains advantage on prescribed chance rolls involving crafting, enchantment, identifying or diagnosing an unknown creation, reverse-engineering, repair, or exposing a flaw in an existing spell, formula, machine, or technique.
Time assigned by the GM to learn or develop a spell, formula, enchantment, invention, or other primarily intellectual creation is halved. If learning a spell would normally take one month, this personality can learn it in two weeks. If developing a new spell would take this character two months, it takes one. Materials, teachers, prerequisites, experiments, and other requirements remain necessary.
Learning an existing INT-based feat or creating a new one is also 50% faster: halve the time assigned by the GM.
Charismatic Personality
The personality gains +4 CHA for social influence, red-mana power, and other Charisma-based effects. Caster level, maximum spell-slot capacity, and other derived values are recalculated normally. Increasing maximum capacity does not immediately recover or create spell slots.
Time assigned by the GM to develop a feat principally tied to red mana, Metamagic, or the expansion of magical potential is halved. Typical examples include Quicken Spell, Long Spell, Suspend Spell, Grab Gold, and Additional Time. The GM decides whether the way this character is developing a feat genuinely follows that affinity.
Learning an existing CHA-based feat or creating a new one is also 50% faster: halve the time assigned by the GM.
Wise Personality
The personality gains +4 WIS, including the corresponding improvement to Will Saves and Wisdom-based tasks.
Time assigned by the GM to develop a feat based on Will, meditation, Ki, mental stability, or disciplined mastery of an existing martial technique is halved. This may include appropriate Monk and Barbarian feats, but not feats based primarily on Strength, Dexterity, Constitution, or inventing a new technique.
Learning an existing WIS-based feat or creating a new one is also 50% faster: halve the time assigned by the GM.
Unlike the other two personalities, the Wise personality suffers no combat Reflex penalty.
Feat Affinities
For this spell, a feat can match a personality in either of two ways. It qualifies automatically when its requirements list a precise score in that attribute, such as +10 INT, +15 CHA, or +15 WIS. It can also qualify when its nature clearly belongs to the personality's theme, even without an attribute requirement. Red mana and Metamagic are Charismatic themes; analysis, crafting, enchantment, and intellectual invention are Intelligent themes; Will, meditation, Ki, mental stability, and disciplined martial mastery are Wise themes. The GM decides uncertain thematic cases.
The +4 granted by Magic Personality does not waive a prerequisite or preserve a feat after the spell ends; the character must still qualify under the normal rules. The spell accelerates the work, not eligibility.
Combat Reflexes
An Intelligent or Charismatic personality has disadvantage on every Reflex roll made to attack, dodge, parry, interrupt, or react during combat. The Wise personality uses the caster's Reflex normally.
Returning to Yourself
When the spell ends, the original personality remembers everything the magical personality experienced. Knowledge learned, physical training, crafted objects, enchantments, wounds, spent slots, and every other consequence remain. The temporary personality's preferences and attribute bonuses disappear.