Spell Interpretation / Spell Abuse by RAW - Share Skin - Druid / Witch


Rules Questions


Greetings All,

I've come to ask if anyone knows the spell Share Skin. It is a Druid / Witch 6th level spell that allows you to Magic Jar an Animal without a receptacle or leaving a body behind. The 8th level spell does the same with any "Creature" instead.

The Exact wording of the spell seems to be, "You can possess an animal's body in a manner that functions like magic jar, except as noted here. Your body vanishes while the effect lasts and you don't require a receptacle."

So the Questions are the following ::

(A) :-: What happens to the Life Force of the Animal you Inhabit?
There are two different interpretations that I've seen, One, As the spells name you Share the Host body with the Life Force. Or, Two, The Life Force Floats around the Host. (Which shouldn't be possible, as Share Skin functions like Magic Jar, Life Force without a host dies)

(B) :-: If the Life Force is Shared in the Host, what happens when Multiple Casters use Share Skin on a Single Animal?
The Two Interpretations are, One, As Magic Jar the Life Force is forced out into a receptacle (But there isn't a receptacle...)Or, Two, If the Life Force is not forced to leave the host, then this should allow multiple casters to share a host, with the Last Caster being the "Driver" of a ridiculous clown-animal.

(C) :-: If the Life Force is Forced Out without a Receptacle, does this make Share Skin (Also a Druid spell mind you) a Save or Die spell. As Magic Jar states "If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain."

(D) :-: With the Wording of that, does this mean that when the Host body Dies, that you get spat out and your body materializes next to the Host Corpse?

There are probably more Questions, but I find that the Paizo Forums hosts some of the best minds and min/maxers that I know. So have at you, Ladies and Gentlemen. Please pick this apart and let's see what happens and if this spell requires a very big errata or not.

Note - This spell Question came about due to the Idea of the Clown-Witch Encounter idea I had. Where an Aristocrat states that killing him would be a bad idea, once dead, his body spits forth dozens of witches capable of casting Greater Share Skin. I.e. the name Clown-Witch (See what I did there? hehe)

- - -

The Spell is Share Skin from the Pathfinder Player Companion: Blood of the Moon.

Good Luck.

Liberty's Edge

Way I see it :

A) The Life Force of the animal stays in its body, but the caster has control.

B) I would say the Life Force is forced out of the body and the spell ends : the old caster is back in his body next to the animal and the new caster is now in control.

C) Not a save or die : cf above

D) If the animal dies, same as B : the Life Force is forced out of the body and the spell ends : the old caster is back in his body next to the animal


The black raven wrote:

Way I see it :

A) The Life Force of the animal stays in its body, but the caster has control.

B) I would say the Life Force is forced out of the body and the spell ends : the old caster is back in his body next to the animal and the new caster is now in control.

C) Not a save or die : cf above

D) If the animal dies, same as B : the Life Force is forced out of the body and the spell ends : the old caster is back in his body next to the animal

The problem with the interpretation of B - Is that the spell does not state that the Old gets cast out with the New coming in. Otherwise it would be worded differently.

The Following are the only ways to get Life Force out of a Magic Jar - Note that Share Skin removes the need to Imprison Life Force in a Jar.

"If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location."

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