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Shadespawn Spells

October 7th, 2015

Joshua Zaback

Obscure Arcana Archive

                Shadespawn Week rolls on with some new spells from our dual-spirited friends’ spell tomes. These spells all go beyond the realm of the living in some way to stretch into the world of the spiritual.

 

AFTERLIFE INTERFERENCE
School necromancy (evil); Level cleric/oracle 4, psychic 5, sorcerer/wizard 6, spiritualist 4, witch 5
Casting Time 1 standard action
Components M/DF
Range close (25 ft. + 5ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

                You place a powerful curse upon the target’s spirit, preventing it from reaching the afterlife. Should the target die during the spell’s duration, the spirit is driven mad by your magical influence, causing it to rise as a ghost 24 hours later. The ghost created by this spell is under no compulsion to obey your commands, but cannot do harm to you. The ghost created by this spell retains all the memories of its former life and traces of its original personality, but the curse caused by this spell causes it to become maddened with violence, attacking other creatures that approach within 1,000 ft. of it. The power of this spell also binds the ghost to a local area, forcing it to remain within a 1-mile area of the spot the target was slain. The ghost created by this spell rejuvenates at the location its body died. Finally, a ghost created by this spell can only be laid to rest if you have been slain.

 

FILL VESSEL
School necromancy; Level psychic 7, sorcerer/wizard 7, spiritualist 6, witch 7
Casting Time 1 standard action
Components M/DF
Range close (25 ft. + 5ft./2 levels)
Target one corpse
Duration permanent
Saving Throw none; Spell Resistance no

                You call forth a wandering spirit into a waiting dead body in order to create a powerful undead servant. This spell functions similarly to animate dead, except that the zombie or skeleton created by this spell has an Intelligence score equal to 3d4 instead of being mindless. Further, the animated creature gains a number of bonus Hit Dice equal to your caster level. The undead creature also learns one language of your choice, and can communicate telepathically with you as long as you are within 1,000 feet. This creature counts against the total number of Hit Dice worth of undead you can control with animate dead and similar effects. Should you lose control of the undead creature created by this spell, it is immediately dispelled, as the wandering spirit returns to the afterlife.

 

SOUL FORGE
School necromancy (evil); Level cleric/oracle 8, psychic 7, sorcerer/wizard 8, witch 7
Casting Time 1 standard action
Components M/DF
Range close (25 ft. + 5ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

                You sever off of a piece of a creature’s soul and graft it onto your own. The target gains 1d4 negative levels and you gain a bonus on attack rolls, saving throws, and skill and ability checks equal to the number of negative levels lost by the target, as well as a number of temporary hit points equal to 10 x the number of negative levels lost by the target. Additionally, you learn which feats the target has, and may choose a single feat from among them. For the spell's duration, the target loses access to that feat, and you gain access to that feat, even if you would not normally qualify for it.