Fusion Dance (3.5e Spell)

Fuuuu-ssionn HAA!!

You and another willing, corporeal, living creature of the same size, fuse into one being. If the other creature cannot cast this spell you automatically control the actions of the fused being. If both creatures have access this spell, then as the spell is being cast, you and the other creature roll a Charisma check to see who controls the actions of the fused being for this casting. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.

As the caster, you decide what equipmenet is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the spell ends.

Fused beings created by this spell have features that are as close as possible of a blend of the features of the two base creatures (with allowed adjustments for the higher ability scores. i.e. a fused being may have more defined muscles than either of the base creatures due to having such a higher strength score, or may be slightly more attractive than either base creature due to having a higher charisma than either base creature).

In order to cast the spell, both subjects must start with a 15 foot space between them, facing the same direction, and then must simulationiously make a preform (dance) skill check (which can be made untrained) as a full round action with each creature making a 5 foot step towards the other during the preform check. The fusion dance is a precise series of movements that each must do in mirror to the other that ends in them reaching across the 5 foot space left inbetween them, touching fingertips together in the empty 5 foot space. While doing the fusion dance as well, they must say the words "Fusion-ha" With the word 'fusion' begining from the moment they move, and then dragging out until they say the word 'ha' just as thier finger tips touch. So long as both characters exceed an 11 or more preform (dance) check, once their fingertips have touched, the fusion process has begun, and they must pay an experience point cost at the moment the fingers touch. To complete the fusion properly, both creatures must make at least a DC 20 preform (dance) check. If either one or both creatures fails to make the DC 20 preform check they have messed up their half of the dance in some way even if its a minor or tiny way, and the fusion is still complete, and a fused being is still created, and both characters still pay the experience point cost, but it is concidered a failed fusion. Should either one of the creatures make less than a 10 on their preform check, they misprefomed the dance so badly that the spell simply does not get cast, in which case both creatures have used up thier actions for the round, but neither creature pays an experience point cost.

All fused beings created with this spell (except in cases where the fused being retained armor from one of the base creatures), begins wearing a standard uniform created by the spell (detailed here, and below), which is customly colorized to each unique fusion pair. The uniform consists of a sleeveless vest of any color (typically darker colors) that stops at the mid rib area, with highly padded shoulder and neck lines of a yellow to orange or brown hue. It has wrist bands that matches the vest in color. They also wear a long sash worn as a belt tied off on the fused beings right hip, with the two ends hanging down on the outside of the fused beings right leg to just below knee level. The uniform also consists of a pair of very baggy pants that are white to off white in color that goes down to be tucked into a wrap at halfway down the calf, that matches the sash in color and covers a pair well made smooth black boots. The fused beings uniform is composed of magic from the spell itself, and if any peice of the uniform is removed, it simply disapates into nothingness immediately. The fused being has all of the memories of both base creatures, but is a completely unique being seperate of the base creatures, with his/her own personality, characteristics and traits. The personality of a fused being does not change from one casting to the next, and is permenantly set on the first successful casting, and each pairing of different creatures creates a unique fused being with its own unique personality. The basic personality of a fused being is generally a magnified personality trait of one of the base creatures. Generally the magnified trait is one selected from the base creature which has the 'dominant personality' or the higher charisma score. The fused being speaks in a voice which sounds like both base creatures voices speaking together.

Should the fusion 'fail', the resulting fused being is far weaker than either of the base creatures. Such fused beings are either morbidly obese or deathly frail and skinny at the DM's discression per failure. Fused beings such as these start out with a number of hit dice that is averaged from the base creatures, and a sum of hit points equal to the amount the two base creatures had at the time of the fusion (minimum of 1 hp). The fused being has 1/2 of the lesser of any power points or ki pool points from either base creature. For each of the six ability scores, the fused beings score is the average of the two base creatures divided by two. So for example if your strength is 24, and the other creatures is 18, than you have 24 + 18 = 42 / 2 = 21 (averaged) and then / 2 = 10.5 and always rounded down to give the failed fused being a strength of 10. The same formula goes for all stats except intelligence which cannot go below 6. The fused being uses all poor saving throws and base attack bonuses for a character his level, and uses the lesser skill modifiers of either base creature (including no ranks at all) adjusted by its new stats. The fused being casts spells or manifests powers at the lower of the caster / manifester levels that you or the other creature possessed before becoming fused. The fused being still knows all of the psionic powers, or spells from any classes and still knows any spells prepared by either base creature. All feats, racial abilities and class features are still pooled but if both creatures have the same ability, the fused being gains it only once even in cases like evasion and uncanny dodge where having it twice would normally upgrade it. Failed fusions still take the normal half an hour to wear off as normal. There is no way short of a targeted dispel magic, limited wish, wish or miracle effects to unfuse the two beings prematurely.

If the Preform (dance) checks were successful, the fused being starts out with a number of hit dice equal to your hit dice plus the other creatures hit dice all at the highest hit die from all available levels, and gains the maximum amount of hit points from these hit dice. For example if you have 13 levels of Wizard, and the other creature has 7 levels of fighter and 6 level of barbarian, than the fused being has 26 hit dice, all at d12 and gains the maximum 12 hit points for each die. The fused being knows all of the psionic powers or spells from any classes, has the sum of your and the other creatures maximum power points or ki pool points, and knows or has prepared any spells you or the other creature possesses (if any). Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once, except in cases where having the ability a second time would normally upgrade it, such as Evasion and Uncanny Dodge. If each creature has Evasion, but neither has Improved Evasion, the fused being still gains Improved Evasion). For each of the six ability scores, the fused beings score is the higher of yours and the other creatures plus half of the lower ability score. So for example if your strength is 24 and the other creatures is 18, the fused being has your 24 plus 9 for the other creatures strength, added together is 24 + 9 = 33, so the fused being has 33 strength. For odd numbers when dividing the lesser score in half, always round down. The fused being also has the higher caster/manifester level of you and the other creature. The fused being has base attack bonus and base saves based on his hit dice and the best available saves for each base creature. So for example. if from the previous example we have a level 13 wizard, and level 7 Fighter, level 6 Barbarian, the fused being would have a good base attack bonus, good fortitude and good will save, but poor reflex save for a level 26 character. All feats, racial abilities and class features are pooled. The fused being also has the sum of both creatures skill points in each skill up to the maximum for his new level. If the base creatures are of the same race, and gain a racial bonus on a skill check, this bonus is only granted once.

When the power ends, or is dispelled, the fused being seperates and both base creatures are in adjacent squares to one another. If seperation occurs in a cramped space you appear in the space the fused being was occuping and the other creature is expelled through the astral plane, finally coming to rest materially in the nearest empty space and taking 1d4 damage for each 10 feet of solid material passed through.

Damage taken by the fused being is split evenly between you and the other creature when the power ends. In a like manner the fused beings remaining power points or ki pool points are split between you and the other creature (you can leave the fusion with more points than you entered with as long as you dont exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split evenly between you and the other creature. (If an odd number of negative levels or ability scores must be split, you decide whether you or the other creature recieves the additional loss). Once unfused a creature cannot fuse again via this spell for at least half an hour.

If a fused being is killed, it seperates into its constituant creatures both of which are also dead. You cannot use fission or an additional fusion spell on a fused being. Any such attempted action simply fails.

XP Cost: 25 experience for each creature.

Examples
Technique: 1 2, Failure: 1 2, Correctly 1: 1 2, Correctly 2: 2 1 2