Tuesday, December 14, 2010

Cast a Spell Tuesday - Undeath Becomes Savage Life, Undead Hordes Become Savage Hordes & Undead Become Vulnerable

Undeath Becomes Savage Life
School necromancy Level cleric 6, druid 5, sorcerer/wizard 7
Casting Time 1 standard action
Component V, S, M 
Range Close (25 ft + 5 ft/level)                    
Duration Permanent
Saving Throw WILL Negates Spell Resistance Yes

            This spell was designed long ago by druid dead-hunters, clearing the undead taint from their land  by any means necessary. A lance of green energy erupts from the caster’s fingers, taking the shape of jungle vines laden with ghostly fruit. These vines wrap around the target, strangling the undead creature, invading it’s body and quickly cocooning the undead. If the undead fails its save, when the cocoon explodes into a corona of green light, it is no longer undead.

            This spell transform an undead that fails its save into a creature of the Animal or Vermin type (or a Swarm of Vermin type) with a challenge rating 1d4+1 levels greater than the base undead. The transformed creature’s attitude is initially hostile towards the caster and its allies, but can be improved with wild empathy or by other means.

Undead Hordes Become Savage Hordes
School necromancy Level cleric 8, druid 7, sorcerer/wizard 9
Casting Time 1 standard action
Component V, S, M 
Range 30 ft burst + 5 ft/level                        
Duration Permanent
Saving Throw WILL Negates Spell Resistance Yes

            As Undeath Becomes Savage Life, but affects all undead creature within the burst radius. Undead transformed in this manner become members of the Animal or Vermin type with a total challenge rating of 1d4 +1 levels higher than the total challenge rating of the transformed undead.

Undead Become Vulnerable
School necromancy Level cleric 2
Casting Time 1 standard action
Component V, S, M 
Range touch                   
Duration 1 round/level (D)
Saving Throw WILL Negates Spell Resistance Yes

            An undead touched by a caster whose hands glow with this strange white magic loses all typical Undead immunities for 1 round per level. Undead affected by this magic become vulnerable to critical hits, mind-influencing effects, and effects requiring a FORT Save among others. Undead are treated as having a total +0 FORT modifier for the duration of this effect.