Redefining Arcane Magic - Part 3
Copyright Jonathan Dale © 2014
Edited by Terence Wynne for The Guild Companion
"Mental energies may naturally accumulate and become focused in places of learning and study: Libraries, universities, and the like."
The Arcane Temple, Library, and Graveyard
In this third installment, we continue our reworking of Arcane magic. Having completed the elemental lists, we now turn to something different. One of the aspects of Arcane magic traditionally has been the ability to work with magical Nodes, upwellings of raw magical power that may be tied to ley lines, earthblood, or other manifestations of the magical flows. Although their energy is raw and disorganized, it is most similar to the Essence.
However, there are also locations where Channeling and Mentalism energies are concentrated. In the case of Channeling, the power is naturally concentrated in locations where many followers of a faith draw power from a shared source, creating a kind of Node that conventionally may be called a temple, church, or shrine. A second example in Channeling is a place where religious rites are frequently and regularly invoked to bind the magic of the soul: a graveyard. In the case of Mentalism, mental energies may naturally accumulate and become focused in places of learning and study: Libraries, universities, and the like.
In the three spell lists that follow, we examine techniques by which a user of Arcane magic may tap into, shape, and alter the energies of these types of places.
Arcane Temple
| Level | Spell | Area of Effect | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Detect Temple | 1000’ or 1 mi | — | touch | I |
| 2 | Study Faith | — | — | touch | I |
| 3 | Cancel Channeling | spells | C | self | F |
| 4 | Heretical Channeling I | varies | varies | varies | varies |
| 5 | Tap Temple | 1 spell | 1 rnd/lvl | self | U |
| 6 | Comprehend Rite | caster | — | self | I |
| 7 | Heretical Channeling III | varies | varies | varies | varies |
| 8 | Dispel Channeling | 1 target | — | 10’ | F |
| 9 | Channeling Block | 1 target | 1 hr/lvl | 100’ | F |
| 10 | Cancel Channeling Sphere | 10’ R | C | self | F |
| 11 | Deconsecrate | temple | — | touch | F |
| 12 | Heretical Channeling V | varies | varies | varies | varies |
| 13 | Repel Entity | 1 target | 1 rnd/3 fail | 100’ | F |
| 14 | Channel Entity | caster | 1 rnd/lvl | self | F |
| 15 | Heretical Summoning I | 1 entity | varies | 10’ | F |
| 16 | Mass Channeling Block | temple | 1 hr/lvl | touch | F |
| 17 | Heretical Channeling X | varies | varies | varies | varies |
| 18 | Reconsecrate | temple | P | touch | U |
| 19 | Banish Entity | 1 entity | — | 100’ | F |
| 20 | Repel Entity Sphere | 30’ R | 1 rnd/3 fail | self | F |
| 25 | Defile | temple | P | touch | F |
| 30 | Heretical Summoning II | 1 entity | varies | 10’ | F |
| 35 | Heretical Channeling True | varies | varies | varies | varies |
| 40 | Banish Entity True | 1 entity | — | 100’ | F |
| 50 | Temple Mastery | varies | 1 rnd/lvl | varies | U |
1. Detect Temple
Detects the closest Temple, providing the approximate direction and
distance. Range is 1 mile if the temple is Active, 1000’ if Inactive.
For purposes of this spell list, a “Temple” is any location dedicated to
a faith or religion the primary function of which is worship. An Active
temple is one that is in current, regular use, with the most recent use
no more than one week ago. An Inactive temple may be of any age, e. g. a
thousand year old abandoned ruin.
2. Study Faith
Caster learns whether a particular type of spell can be cast by the
power (e. g. deity or followers) of a holy site which the caster is
currently within. The type of spell must be specified with reasonable
precision (e. g. caster could specify “spells for healing bleeding
injuries” rather than specifying “clotting” or “cut repair,” but
“healing” would be too broad). In addition, one specific spell of the
specified type is memorized for use with other spells on this list.
Caster may have only one spell per level memorized in this way.
3. Cancel Channeling
When the caster is a target of a spell from the Realm of Channeling, the
“incoming” spell must first make an RR before the caster makes an RR.
For RR purposes, each spell uses a level equal to its caster’s level. If
the “incoming” spell passes the RR, it may target the caster of this
spell normally; otherwise the incoming spell has no effect on this
target. Being a “willing target” does not eliminate this effect, but the
caster’s own spells do not need to make a RR.
4. Heretical Channeling I
Caster can accomplish the effect of a 1st level spell which has been
memorized with Study Faith. Caster must be within a temple of the
appropriate faith. The caster does not need to be of that faith or have
the approval of followers, spirits, or deities of the faith in order to
achieve the effect, although in some cases they may respond poorly to
this use of their temple’s power.
5. Tap Temple
Caster may draw power points from a temple to power his own spell.
Enough power is obtained to power the casting of one spell up to the
caster’s level, and that spell must be cast within 1 round per level.
6. Comprehend Rite
Caster gains understanding of how a particular rite is carried out in
the religion of the temple the caster is in. The rite may be one that
serves a particular purpose (e. g. a marriage rite) or which uses a
particular feature of the holy site (e. g. how was this fountain
normally used?). This can grant a bonus up to +50 if the caster is
attempting to pass himself off as a member of the faith.
7. Heretical Channeling III
As Heretical Channeling I, except the spell may be up to 3rd level.
8. Dispel Channeling
Any active spell from the realm of Channeling that is on the target must
make an RR (use the level of that spell’s caster as the spell’s level).
If the spell fails its RR, it is dispelled.
9. Channeling Block
The target must make a RR before casting each Channeling spell, or the
spell automatically fails. If the target is in a temple of an opposing
faith, the RR is at -20.
10. Cancel Channeling Sphere
As Cancel Channeling, except for the area of effect (centered on the
caster). Any spell targeting inside the area of effect may be canceled.
If the radius encounters an already existing spell, that spell must make
an RR (with a +30 modifier) or be neutralized within the sphere (so long
as it is within the sphere).
11. Deconsecrate
The target temple is deconsecrated. Any ceremonies, rites, rituals, or
spells that depend on the temple being a consecrated or holy place will
fail or lose any relevant bonus. The temple remains unconsecrated until
a consecration rite is performed. This spell is resisted by the highest
level channeling user of the faith within the temple at the time the
spell is cast, who will be aware of this spell whether resisted or not.
Other channeling users of the faith may make a Perception roll to
notice.
12. Heretical Channeling V
As Heretical Channeling I, except the spell may be up to 5th level.
13. Repel Entity
Causes a summoned entity to be unable to approach closer than 100’ to
the caster and to retreat, if possible, to maintain that distance. If
the target fails its RR by more than 30, it must flee (if of this plane)
or be banished back to its home plane of existence (in which case
duration is “permanent”). Entity can be either a creature aligned with
the temple or of an opposing nature (e. g. a demon). This spell must be
used within a temple.
14. Channel Entity
Caster is willingly possessed by a spirit or other entity aligned with
the temple the caster is within. The caster is aware of everything the
entity does and can cancel the spell at any time, although the entity
may make a RR each round to delay the spell from being canceled. The
caster may also communicate with the entity freely.
15. Heretical Summoning I
Summons an extraplanar entity of a type aligned with the temple the
caster is within, which appears at a point within range designated by
the caster. It takes the entity two rounds to materialize, during which
it is possible to identify the kind of entity appearing by using an
appropriate Lore skill. The entity may act freely once it arrives, and
can remain for 1 minute per its own level. Roll to determine the power
level of the entity: 1-30 Type I or level 1-5, 31-60 Type II or level
6-10, 61-80 Type III or level 11-15, 80-95 Type IV or level 16-20, 95-99
Type V or level 21-25, 100 above Type V or level 25.
16. Mass Channeling Block
As Channeling Block, except affects everyone within the temple. Caster
may make a spell mastery roll to limit the effect to only members of the
temple’s religion or only members of opposing faiths.
17. Heretical Channeling X
As Heretical Channeling I, except the spell may be up to 10th level.
18. Reconsecrate
If all mundane requirements have been met (e. g. holy symbols are
present and not defiled, symbols of opposing faiths removed, etc), a
formerly consecrated temple may be reconsecrated by this spell. If the
mundane requirements have not been met, the caster becomes aware of the
unmet requirements. Members of the faith may still prefer to perform a
more traditional consecration rite.
19. Banish Entity
An entity from another plane that is within the temple is sent back to
its place of origin. This spell is effective against entities up to Type
IV or 20th level. Those whose nature is opposed to the religion of the
temple suffer -20 on their RR.
20. Repel Entity Sphere
As Repel Entity, except affects all entities within the radius at the
time of casting.
25. Defile
As Deconsecrate, except that the temple is reconsecrated to an opposing
faith. The caster must provide a large and prominent symbol of the
opposing faith. Symbols of the existing faith may shatter (roll breakage
checks for each item if relevant), fall, or be otherwise covered as an
effect of this spell.
30. Heretical Summoning II
As Heretical Summoning I, except the power level will be (based on a
1d100 roll) 1-20 Type I or level 1-5, 21-40 Type II or level 6-10, 41-60
Type III or level 11-15, 61-80 Type IV or level 16-20, 81-99 Type V or
level 21-25, 100 above Type V or level 25.
35. Heretical Channeling True
As Heretical Channeling I, except the spell may be up to 20th level.
40. Banish Entity True
As Banish Entity, except the entity may be of any level short of a god.
50. Temple Mastery
Caster can use one lower level spell (on this list) each round.
Note: For all temple-based spells on this list, the caster is using Arcane methods to manipulate holy energy. At best, this is unconventional, and in many cases it may be considered offensive and heretical by members of the temple’s religion. If the deities and spirits or other entities associated with the faith are actively involved in the religion, it may also attract their ire.
Arcane Library
| Level | Spell | Area of Effect | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Detect Library | 1000’ or 1 mi | — | touch | I |
| 2 | Determine Field | — | — | touch | I |
| 3 | Channel Knowledge I | caster | — | self | I |
| 4 | Hush | 10’ R/lvl | 10 min/lvl | touch | E |
| 5 | Library Awareness | 1 library | C | self | I |
| 6 | Channel Language | caster | 10 min/lvl | self | I |
| 7 | Channel Knowledge II | caster | 10 min/lvl | self | I |
| 8 | Locate Tome | library | — | self | I |
| 9 | Summon Librarian | 1 librarian | special | library | F |
| 10 | Retain Knowledge I | caster | 24 hr | self | I |
| 11 | Bestow Knowledge I | 1 target | — | touch | I |
| 12 | Communicate with Librarian | 1 target | 10 min/lvl | 10’ | F |
| 13 | Homing Contribution | special | P | touch | U |
| 14 | Research Awareness | 1 library | C | self | I |
| 15 | Channel Language True | caster | 10 min/lvl | self | I |
| 16 | Return Tome | 1 text | — | 1 mi/lvl | F |
| 17 | Unseal Knowledge Vault | 1 vault | — | touch | F |
| 18 | Summon Ghostly Librarian | 1 librarian | special | library | F |
| 19 | Library Returning | caster | — | 10 mi/lvl | U |
| 20 | Retain Knowledge II | caster | 24 hr | self | I |
| 25 | Bestow Knowledge II | 1 target | 10 min/lvl | touch | I |
| 30 | Library Gate | 2 libraries | C | 100 mi/lvl | U |
| 35 | Summon Knowledge Shade | 1 shade | 2d10 min | 10’ | U |
| 40 | Channel Librarian | caster | 24 hr | self | I |
| 50 | Comprehend Library | caster | 24 hr | self | I |
1. Detect Library
Detects the closest Library, providing the approximate direction and
distance. Range 1 mile if it is Active, 1000’ if Inactive. For purposes
of this spell list, a “Library” is any location whose primary function
is the collection, creation, or sharing of knowledge. This includes
libraries, schools, universities, and museums. An Active library is one
that is in current, regular use, with the most recent use no more than
one week ago. An Inactive library may be of any age, e. g. a thousand
year old abandoned ruin.
2. Determine Field
Determines one skill specialization that was a primary area of focus at
the present Library (caster must be within the Library). Skills may be
specialties of Linguistics, Lore, Science, Mental Discipline, Delving,
Magical Ritual, Mechanical, Medical, or Vocation. If there are multiple
topics, determine one randomly. For example, primary focuses for a
typical royal library might encompass Lore: History, Lore: Region, Lore:
Heraldry, and Linguistics for the local language.
3. Channel Knowledge I
Caster gains access to knowledge of a Lore or Science skill of a Library
he is within, which he has detected using the Detect Field skill. This
grants +25 for one use of the skill.
4. Hush
For the duration of this spell, all sounds in the area of effect are no
louder than a whisper. The caster is immune to the effects of this
spell. In addition, the caster can designate up to one extra target per
level to be immune to the effects of the spell. By concentrating for one
round, the caster may make one target immune to the effect or remove one
target’s immunity.
5. Library Awareness
Caster becomes aware of the general type and location of all animate
activity within the boundaries of the library that he occupies.
6. Channel Language
Caster gains use of a Linguistics skill that was a primary area of focus
at a Library he is within, to a maximum of 4 ranks or one rank less than
it was known at the Library, whichever is less. Note that the spoken and
written forms of a language are separate skills, and a single casting of
this spell obtains only one of them.
7. Channel Knowledge II
As Channel Knowledge I, except the bonus is +50 and the duration is
extended.
8. Locate Tome
Caster learns the approximate direction and distance to the normal
location of the nearest text on a specified topic within the present
library, which may be as specific or general as the caster wishes. Texts
on broad subject areas will usually have less detail than those on
narrow subject areas. The text may not be in that location, e. g. if it
is currently in use by another researcher, or it has been destroyed.
9. Summon Librarian
A librarian with knowledge of a specified topic will take interest in
something in the area of the caster, and come to that area if able to do
so. For purposes of this spell list, a Librarian is any person or entity
who routinely participates in the collection, creation, or sharing of
knowledge within a specific Library, e. g. a scholar, teacher, a
construct designed to answer questions, a librarian who has died and
been animated as undead or become a ghost haunting the library. If there
is no librarian with knowledge of the specified topic, this spell will
have no effect. The spell will not transport the librarian or provide
the ability to manifest if the librarian lacks that ability, and the
librarian will arrive by his own means in the amount of time required to
reach the location (could be hours in some cases). The librarian may
bring companions. Upon arriving, the librarian will act according to his
own motivations and may remain or leave as soon as he wishes; the spell
ends as soon as he arrives.
10. Retain Knowledge I
As Channel Knowledge I, except the skill bonus is retained for 24 hours.
Only one skill may be Retained at a time. Use of this spell also
satisfies any requirement for training if the caster wishes to develop
the skill, if it is used for one day per rank to be developed.
11. Bestow Knowledge I
As Channel Knowledge I, except the effect may be conferred on someone
other than the caster.
12. Communicate With Librarian
Caster gains the ability to communicate with target librarian.
Communication proceeds as if a shared primary skill of the library was a
language. E. g. the caster and target could communicate as if their
Lore: History skill was a language, communicating fluently if each had
at least 5 ranks or less fluently if fewer ranks were known. The target
will believe the conversation is occurring in his own language. This
spell will also permit communication with librarians who are normally
unable to speak (e. g. animated undead librarians).
13. Homing Contribution
Caster may create a text on a topic related to a primary area of study
of a library and place it within the library. The text must be created
through conventional means (e. g. writing a book or scroll), and if such
a text has been created in advance it can be used immediately (caster
does not need to create a new text each time); this spell is used to
link the text to the library and to the caster. Afterwards, the caster
may determine at any time (by Concentrating) whether the text is still
within the library and, if so, the approximate direction and distance to
the library. If the text is removed from the library, this spell will be
unable to detect either the text or the library.
14. Research Awareness
Caster becomes aware of all research on a particular topic currently
going on within the library. This awareness includes the location and
general methods of the research, the number of individuals and their
general relationship to the library (e. g. students, visitors, staff),
and their approximate depth of knowledge in the researched area (which
could be expressed as their approximate number of ranks in the
appropriate skill).
15. Channel Language True
As Channel Language, except the number of ranks is the same as the level
it was known at the Library, and both spoken and written forms of a
language are learned.
16. Return Tome
A specific text is teleported to the normal location in which it was
meant to be stored. Caster must be touching either the text or the
location which it is normally stored. If the text has been damaged, this
spell will still operate but will not repair the text in any way (e. g.
it could summon a pile of ashes to the bookshelf upon which the text was
stored before it was burned). If the text is presently in use, the
current user receives a resistance roll.
17. Unseal Knowledge Vault
Caster is able to open any locked or sealed container which holds
knowledge (e. g. books or scrolls) and which is within a library.
Containers holding other materials (e. g. coin, magic weapons) are not
affected. If the vault is magically sealed, the spells holding it shut
receive a resistance roll.
18. Summon Ghostly Librarian
As Summon Librarian, except the librarian will be dead or undead, and if
the librarian is dead but not already undead the spell will cause them
to manifest within the next 1d10 rounds as an incorporeal ghost able to
see, hear, and speak. Summoned ghosts of this type will remain for 2d10
minutes before dissipating. Undead librarians will retain some of their
former knowledge and motivations even if these differ from their current
state (e. g. librarians who have become mindless undead will be
temporarily possessed of their former knowledge and motivations), in
which case the change will last for 2d10 minutes after their arrival at
the caster’s location.
19. Library Returning
Caster who has placed a Homing Contribution within a library may
teleport himself to a location just within the entrance of the library,
assuming the text is still in the library.
20. Retain Knowledge II
As Retain Knowledge I, except the bonus is +50.
25. Bestow Knowledge II
As Bestow Knowledge I, except the bonus is +50 and the duration is
extended.
30. Library Gate
Caster opens a 5’x10’ doorway connecting two libraries which share an
area of focus (as determined by Determine Field). Caster must be in one
library and have previously visited the other. The doorway is two-way
and anyone may pass through (so long as they fit through the door).
Arrival location will be near the entrance to the library.
35. Summon Knowledge Shade
As Summon Librarian, except a knowledge shade is created which is a
non-corporeal amalgam of knowledge stored in the library, rather than
any specific one entity. Shade is able to see, hear, and speak, and will
remain for 2d10 minutes. Shade can speak the caster’s language and will
be generally cooperative.
40. Channel Librarian
As Retain Knowledge II, except that the benefit is gained for every
focus specialty of the library that a particular librarian is
knowledgeable about. The librarian to channel knowledge from must be
present, although they may be in any condition (e. g. living, dead,
undead, summoned as a ghostly librarian). This spell cannot be used to
channel knowledge from a knowledge shade.
50. Comprehend Library
Caster gains the benefit of Retain Knowledge II and Channel Language
True for every skill specialty that was a focus of the library, can
spend one round Concentrating to gain the benefit of Locate Tome or
Research Awareness on any specific topic, and knows generally how
information was organized in the library (e. g. the normal locations for
texts on any given topic).
Arcane Graveyard
| Level | Spell | Area of Effect | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Detect Graveyard | 1 mi | — | touch | I |
| 2 | Analyze Grave | 1 grave | — | 10’ | I |
| 3 | Dig Grave | 1 grave | P | 100’ | F |
| 4 | Undead Language | caster | 1 min/lvl | self | U |
| 5 | Bind Grave | varies | 1d10 hours | 100’ | F |
| 6 | Identify Grave | 1 grave | — | 10’ | I |
| 7 | Boneyard Gate | graveyard | 1d10 hours | 10’ | F |
| 8 | Control Mindless Undead III* | varies | 10 min/lvl (C) | 100’ | F |
| 9 | Grave Empowerment | 1 undead | 1d10 days | 10’ | U |
| 10 | Open Grave | 1 grave | P | 100’ | F |
| 11 | Create Mindless Undead | 1 corpse | P | 10’ | U |
| 12 | Master Mindless Undead | varies | P | 50’ | F |
| 13 | Summon Spirit | 1 spirit | 2d10 rnds | 50’ | E |
| 14 | Tolerate Undead | caster | 10 min/lvl | self | U |
| 15 | Graveyard Guardian | 1 undead | P | 10’ | F |
| 16 | Create Undead | 1 corpse | P | 10’ | U |
| 17 | Peaceful Rest | 1 corpse | 2d10 months | 10’ | E |
| 18 | Defending Army | varies | 10 min/lvl | graveyard | E |
| 19 | Grave Repulsions | graveyard | — | self | F |
| 20 | Create Mindless Undead True | 1 corpse | P | 10’ | U |
| 25 | Summon Spirit True | 1 spirit | 3d10 rnds | 50’ | E |
| 30 | Entombment | 1 target | 1d10 hours | 100’ | F |
| 35 | Mass Mindless Undead Control | varies | 10 min/lvl (C) | 100’ | F |
| 40 | Create Undead True | 1 corpse | P | 10’ | U |
| 50 | Undead Army | varies | P | 100’ | U |
1. Detect Graveyard
Detects the closest graveyard, providing the approximate direction and
distance. For purposes of this list, a graveyard is a location intended
for the deliberate burial or permanent storage of the dead, either as
corpses or cremated ashes. It includes graveyards, mausoleums, and
crypts, but not places where people merely happened to die and their
bodies were left behind.
2. Analyze Grave
Determines the race, gender, and approximate age at the time of death of
a body or other remains in a grave, as well as the present condition of
the body (e. g. recent, skeletal, reduced to ash) and how long it has
been interred.
3. Dig Grave
Digs a 7’x3’ grave in natural earth. If cast on a grave, the opening is
large enough to access or extract the body or coffin within. Otherwise,
the grave will be 6’ deep if cast in a graveyard or 2’ deep in any other
location. The extracted earth will be piled next to the grave.
4. Undead Language
Allows the caster to understand and speak the language(s) of any undead
beings.
5. Bind Grave
Prevents undead from escaping their grave (e. g. buried, in a stone
sarcophagus, etc). Undead must already be entombed to be affected.
Affects twice as many levels of undead as the caster’s level.
6. Identify Grave
Determines the name and former profession or occupation of a body or
other remains in a grave.
7. Boneyard Gate
Any undead attempting to cross into or out of the affected graveyard
must make a RR. Those failing by less than 50 within the graveyard must
flee back to their graves (or, if it is not within the graveyard, to any
open grave) for 1 round per 1 failure. Those failing outside the
graveyard by less than 50 must flee the area for 1 round per 1 failure.
Animated Dead and Class I Undead failing by more than 50 are
disintegrated; Class II and higher undead failing by more than 50 are
affected for 24 hours.
8. Control Mindless Undead III
Caster can control one Class III mindless undead, three Class I mindless
undead, or one Class II and one Class I mindless undead. When the caster
does not concentrate, the undead will stay in place and attack only if a
living target is within 10’. The undead’s RR is at -30 if the caster is
in a graveyard.
9. Grave Empowerment
If cast in a graveyard on an undead which was originally interred within
that same graveyard, the undead is treated as one size larger for
purposes of attacks it makes and those made against it.
10. Open Grave
Opens a grave exposing one entombed body or undead. If the grave is in
earth, a pit is dug and any coffin opened. A stone sarcophagus will be
unsealed and the lid shattered. Magical seals or bindings receive a
resistance roll.
11. Create Mindless Undead
Given a body in or on its own grave, the caster can turn the body into a
mindless undead. The newly-created undead will attempt to attack the
closest living being (if uncontrolled), but can take no other activity
than moving to that being and attacking. If controlled, the undead will
do as commanded by the controller. Roll to determine the class: 1-30
Class I, 31-60 Class II, 61-90 Class III, 91-100 Class IV. The GM should
determine the type based on the class and the condition of the corpse.
12. Master Mindless Undead
[RR Mod.: -25] Caster may master 1 “Class” worth of mindless undead
per level of the caster. This spell must be cast separately on each
undead. The target undead must already be controlled by the caster and
if the target resists this spell, it will attack the caster immediately
and may not be subject to the caster’s control again until the caster
gains another level. A mastered undead allows the caster to control this
specific undead without concentration (it will continue to follow the
last order it was given).
13. Summon Spirit
Summons the spirit of a body buried within 50’ and which has not been
dead for more than 1 day/level of the caster (1 week/level if the caster
is in a graveyard). The caster may converse with the spirit, although
the spirit will suffer some confusion due to its state.
14. Tolerate Undead
Caster is not subject to automatic harmful effects caused by the
proximity of the undead. This provides no protection against deliberate
attack.
15. Graveyard Guardian
Target undead is bound as the guardian of the graveyard it is within.
The undead must be willing or (if mindless) controlled. Treat the
guardian as one size larger for purposes of attacks by and against it.
The guardian will not leave the graveyard, and if forcibly removed will
exert all possible efforts trying to return. With a successful spell
mastery roll, the caster may specify the terms of guardianship, but
otherwise the guardian will attack or attempt to repel anyone trying to
disturb any grave, crypt, or mausoleum or those who attack any guardian
of the graveyard, but will otherwise ignore those within the graveyard.
16. Create Undead
If cast upon a dead body whose spirit has been summoned using Summon
Spirit, the body may be turned into an undead. Roll to determine the
class: 1-30 Class I, 31-60 Class II, 61-90 Class III, 91-100 Class IV.
The GM should determine the type based on the class and the condition of
the corpse. Upon creation, the undead must make an RR against its
creator. If it fails, it will be non-hostile to its creator until some
circumstance (such as a failed attempt to Control it) should change
things. If it succeeds, it will attack its maker if uncontrolled. Note
that, even if the caster has conversed with the spirit and it is willing
and cooperative, it may become hostile simply due to becoming undead.
17. Peaceful Rest
When cast on a body within a grave, the body cannot be turned into any
type of undead, even if it is removed from the grave. In addition, it
will receive an additional RR against any attempt to open its grave
magically.
18. Defending Army
Up to 1 dead body per level of the caster within a graveyard will rise
as animated dead and defend the graveyard against all intruders other
than the caster and up to one additional person per caster level defined
at the time of casting. If buried, the animated dead will take 1d10
rounds to reach the surface. Use the stats from Creature Law for Class I
Standard Created Undead except that the move rate is halved. At the end
of the duration, any animated dead still able will return to their
graves.
19. Grave Repulsions
All undead within the graveyard failing their RR by less than 50 must
flee the graveyard for 1 round per 1 failure. Those of Class II or less
failing by 50 or more are disintegrated. Those of Class III or higher
failing by 50 or more must avoid the graveyard for 1d10 days. Guardians
created with the Graveyard Guardian spell are immune.
20. Create Mindless Undead True
As Create Mindless Undead, except the Class: 1-30 Class III, 31-60 Class
IV, 61-90 Class V, 91-100 Class VI.
25. Summon Spirit True
As Summon Spirit, except the duration is extended, the spirit will be
relatively coherent, and the body may have been dead for 1 week per
level of the caster (1 month/level if the caster is in a graveyard).
30. Entombment
Target is swallowed up by earth or stone, and will begin to suffocate
unless freed or able to free themselves. Target is covered to a depth of
3’ in earth (loosely packed) or 3” in stone (solid); RR is at +25 in
stone. Undead targets also suffer the effects of Bind Grave.
35. Mass Mindless Undead Control
As Control Mindless Undead III, except a total of 1 Class of undead per
caster level may be controlled.
40. Create Undead True
As Create Undead, except the spirit must be called using Summon Spirit
True, and the class of undead created: 1-35 Class III, 36-70 Class IV,
71-100 Class V.
50. Undead Army
As Create Mindless Undead True, except Summon Spirit True is not
required and enough corpses are affected to create a total of 1 Class of
undead per caster level. At the time the army is raised, the caster can
give it an order that it will relentlessly follow for 1 day. At the end
of that time, the undead will become uncontrolled and begin attacking
the nearest living targets. Additionally, corpses may be as old as one
week dead per level of caster (one month per level if the caster is in a
graveyard).