New Spells

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Coffin Ward
School necromancy; Level cleric/oracle 3, sorcerer/wizard 3 CASTING
Casting Time 1 standard action Components V, S

EFFECT
Range touch
Target one coffin that has been slept in at least once by a vampire Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance yes

DESCRIPTION
You etch necromantic runes upon a coffin so that the vampire within will not be disturbed while it slumbers. The ward detonates when the coffin is touched by the living, dealing 6d6 points of negative energy damage. Anyone touching the coffin takes the full damage with no saving throw; any other creature within 10 feet of the coffin is entitled to a Reflex save for half damage. The coffin and its undead inhabitant take no damage from the discharge but the undead is alerted. Any given coffin may only have one such ward on it at a time.

You and any characters you specify during the casting can touch the coffin without hazard. Likewise, you can remove the ward whenever desired. Another creature can remove the ward with a successful dispel magic or erase spell, but attempting to dispel or erase the ward and failing to do so triggers the blast.

Magic traps such as coffin ward hard to detect and disable. A character with the trapfinding class feature (only) can use Disable Device to thwart this ward. The DC to find magic traps using Perception and to disable them is 25 + spell level, or 28 for coffin ward..

Coffin Ward, Greater
School necromancy; Level cleric/oracle 5, sorcerer/wizard 5

DESCRIPTION
As coffin ward, except it does 8d6 damage (Reflex save for half damage) and imparts 1d4 temporary negative levels (Forti- tude save to avoid). Assuming the victim survives, these nega- tive levels last only one hour per caster level (max. 15). They do not become permanent but they do stack.

Heartbeat
School necromancy; Level alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range personal
Target you
Duration 10 min./level (D)

DESCRIPTION
You briefly disguise yourself as one of the living. Your flesh becomes warm and you even gain a heart beat. You lose your undead aura (thus defeating detect undead). You gain a +10 to Disguise checks to appear as one of the living.

Primarily intended for vampires, this spell does not change your appearance (besides perhaps giving you a ruddier complexion). However combined with disguise self, this spell allows virtually any corporeal intelligent undead to pass for human.

The bonus to disguise from disguise self and this spell do not stack, though they could be applicable for different things. This spell will convince townsfolk that you are not a vampire. Disguise self will convince them you are not a specific individual for example, Prince Vlad.

Quicken the Dead
School necromancy; Level alchemist 3, bard 2, inquisitor 3, sor- cerer/wizard 3, summoner 3, witch 3

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target undead creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
This spell counteracts the lethargy that sometimes over takes the unliving for a time and imbues a single undead creature with power and vigor. The target gains a +2 bonus on attack rolls, saves, and skill checks.

Restore the Destroyed
School necromancy [evil]; Level cleric/oracle 7, witch 8

CASTING
Casting Time 1 minute
Components V, S, M (flawless black onyx worth 10,000 gp), DF

EFFECT
Range touch
Target destroyed undead remains touched
Duration instantaneous
Saving Throw none, see text; Spell Resistance yes (harmless)

DESCRIPTION
With this spell you are able to restore unlife to a destroyed undead creature. This is not like create undead because it is not bring- ing into existence a new undead creature. This is restoring the destroyed remains of an existing undead to its full might and potency with all its memories intact.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell is permanently sickened until it either feeds on the blood of a living sentient creature (in the case of vampires) or until it has destroyed a living sentient creature using a negative energy attack or spell(in the case of a lich).

Seal Against Positive Energy
School necromancy; Level alchemist 3, cleric/oracle 3, inquisitor 3, sorcerer/wizard 3, summoner 3

CASTING
Casting Time 1 standard action
Components V, S, DF

EFFECT
Range touch
Target one undead creature
Duration 10 min./level or until discharged
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
This spell grants a temporary reprieve from one of the most hated weapons of the undead’s enemies. The caster touches the tar- get and leaves a warding seal emblazoned in their dead flesh

Seal Against Positive Energy grants temporary immunity to posi- tive energy (such as cure spells or channelled positive energy). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is dis- charged.

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New Spells

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