It’s the end of Gothic Week, and that means we have some spells inspired by the tropes and conventions of Gothic literature and other media. That means gargoyles, death, and, of course, vampires.
School transmutation; Level antipaladin 2, cleric 2, inquisitor 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Target touched gargoyle; see text
Duration 2 rounds/level (D)
Saving Throw none; Spell Resistance no
You imbue life on a gargoyle or similar statue, causing it to come to life and fight on your behalf. The touched gargoyle cannot be larger than Medium size, and uses the game statistics of a gargoyle (Pathfinder Roleplaying Game: Bestiary) by default. If the touched gargoyle is smaller than Medium, adjust the statistics of the animated gargoyle to reflect its smaller size. At the GM’s discretion, this spell can also be used on statues and other inanimate objects that resemble humanoids or monstrous humanoids. This still uses the game statistics of a gargoyle by default, but should be adjusted to suit the nature of the statue, losing its fly speed if it does not have wings, exchanging the claw attacks for a weapon if it wields one, reducing the damage reduction to 5/magic if it is made of wood, etc.
School necromancy; Level cleric 9, psychic 9, sorcerer/wizard 9, witch 9
Casting Time 1 standard action
Components V, S, F (an ivory chess piece worth at least 1,000 gp)
Duration 24 hours, or until discharged; see text
You lend extra weight to your soul, causing it to flare brilliantly in the moment of your death and ensuring the direct attention of otherworldly forces, allowing you to attempt to gamble for your soul. The first time you die during the spell’s duration, 1d4 rounds after your death, an otherworldly manifestation of death arrives at the scene of your demise, and your spirit may challenge it to a gamble for your life. Each round, you must choose to challenge the manifestation of death to a contest of Intelligence, Wisdom, or Charisma, and make an opposed ability check of the appropriate kind. The manifestation of death has Intelligence, Wisdom, and Charisma scores equal to 10 + 3d6. Further, the manifestation of death is cunning and ruthless, and gains a cumulative +2 circumstance bonus on these ability checks for each previous consecutive opposed check using the same ability score.
You may continue to make one check each round, choosing the ability score you want to use each round. If you win three consecutive opposed ability checks, you are restored to life, as though with a raise dead spell, except that you suffer no negative levels. If you fail three consecutive opposed ability checks, you remain dead and your soul is destroyed, requiring a wish or miracle spell to restore it before you can be brought back to life. Once you have died once and either been returned to life or had your soul destroyed, the spell ends.
School abjuration; Level alchemist 3, antipaladin 3, cleric 3, druid 4, medium 3, psychic 4, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3
Casting Time 1 minute
Components V, S, F (a plain black cloak with hood)
Target creature touched
Duration 10 min./level; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You ward the touched creature against any harmful effects it may suffer from sunlight, such as a wraith’s sunlight powerlessness or a vampire’s sunlight weakness. The target must wear the cloak used as the spell’s focus for the duration of the spell (putting the cloak on the creature is part of the spell’s casting time), and if the cloak is removed for any reason, the spell immediately ends.