New Spells

Bestow Ancient Curse

Level: Cleric/Oracle 9
Components: V, S, DF, M (magic item worth at least 25,000 GP)
Casting Time: 8 Hours

This spell invokes a curse that can persist through generations. It functions as bestow divine curse (below), except that the curse leaps to the subject’s descendants if the subject dies. If you include an escape (redemption) clause, then the curse persists until the escape clause is fulfilled. If you do not include a redemption clause, the ancient curse persists for a number of generations equal to one-third your level.

To cast this spell the invoker must spend 8 full hours in uninterrupted prayer and sacrifice a magic item worth at least 25,000 GP to power the spell. The item is consumed at the end of the spell’s casting time.

Bestow Divine Curse

Level: Cleric/Oracle 7
Components: V, M, DF
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft / level)
Target: One creature

This spell invokes a curse of up to lethal severity. It functions as bestow curse, except the curse can be relieved only by a miracle or wish spell. A cleric of the same faith as you can remove the curse with an atonement spell. The subject must have committed an Unholy Act (see Power’s Checks) against your faith to be affected by a divine curse. You must announce the curse in the presence of the subject and must include an escape (redemption) clause for it to take effect.

Casting this spell requires a powers check.

Material Component: A tiny silver gong.

Borrowed Time

Level: Cleric/Oracle 5, Sorcerer/Wizard 5
Components: V,M
Casting Time: 3 days
Range: Personal
Target: You
Duration: See text
Saving Throw: None
Spell Resistance: No

Some spellcasters are willing to subject themselves to the horrors of undeath to ensure that they can complete some vital task. This spell allows you to animate yourself as one of the undead to complete such a task. In some ways, this spell resembles a weaker version of the ritual used to create liches.

Casting this spell requires three days of ritual fasting and purification ceremonies. During the casting, you declare a specific task that you must complete. This task must have a specific, attainable goal. Completing a craft project, guarding a structure as long as specific inhabitants remain or slaying a creature are acceptable goals; esoteric goals such as counting the stars or pondering philosophy are not. You cannot cast this spell again until you complete your current task.

If you die before completing the named task, you rise again 1d6+1 days later as a 3rd-rank ancient dead. If your body if destroyed, you return as a 3rd-rank ghost.

Once undead, you must work toward completing your task. Each day you do not actively work toward completing your goal, you permanently lose 1 level. Once you complete your goal (and thus cannot work toward it) you automatically lose 1 level per day. Once you reach 0 levels, you are destroyed. Once destroyed, you cannot return to life by any means short of a miracle or wish.

Casting this spell requires a powers check.

Note: Characters who employ this spell should take care not to offend the forces that rule Ravenloft. While it does afford some modicum of free will, a character who takes advantage of this spell’s power is tempting the arcane forces that make it possible. Those few revenants who do test the limits often find out in short order that they would just as soon attend to their original purpose, for the Dark Powers do not take kindly to those who try their patience.

Borrowed Time, Greater

Level: Cleric/Oracle 7, Sorcerer/Wizard 7

This spell functions as borrowed time, but you return as a 4th-rank ancient dead or ghost.

Borrowed Time, Lesser

Level: Cleric/Oracle 3, Sorcerer/Wizard 3

This spell functions as borrowed time, but you return as a 2nd-rank ancient dead or ghost.

Feign Undeath

Level: Cleric / Oracle 4, Sorcerer / Wizard 5
Components: V,S,M
Casting Time: 1 Standard Action
Range: Touch
Target: Living creature touched
Duration: 2 minutes / level
Saving Throw: Will negates
Spell Resistance: Yes

With this spell, you may inflict your target with the physical aspects of a zombie. The subject transforms to resemble a shambling corpse. Its flesh shrivels and its skin discolors, making it appear to have been dead for several days. Its joints stiffen, causing it to move with the jerking movements of a zombie. Undead creatures react to the subject as though it has the Cold One feat. The subject’s clothes and gear remain unchanged.

The subject loses any Dexterity bonus. Standard actions become full round actions, movement rates reflect the rate for zombies in the Monster Manual and the subject cannot move and attack in the same round. The “zombie” does not need to breathe and is immune ta all death spells, magical death effects and fear and horror effects. The subject is also affected as if by delay poison for the duration of the spell. The subject cannot feel pain, but takes damage normally if attacked.

The subject is still a living creature and cannot be damaged by positive energy or turned, nor can it be affected by spells or effects that specifically target undead creatures.

Casting this spell requires a powers check.

Material Components: A bit of bone and dirt from a grave

Soul Anchor

Level: Cleric / Oracle 5, Sorcerer / Wizard 5
Range: Touch
Target: Creature touched
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell binds a creature’s spirit to an edifice. It functions as dimensional anchor, except that this spell binds the subject’s life force to a specific area with clearly defined borders: a building, a manor and its walled grounds, a field surrounded by hedgerows and so on. Domain borders are acceptable for the purposes of this spell. The subject can enter the Near Ethereal and use magic or supernatural forms of movement to travel from one spot to another within the anchored region, but cannot cross the defined borders by any means, like a darklord trapped in his domain. This spell can affect creatures in ethereal or astral form. Either you or the owner of the specified area can free the subject by granting permission to leave; this is true ever if the owner of the property and the subject of the spell are the same.

Casting this spell requires a powers check.

Tomb Ward

Level: Cleric / Oracle 9
Components: V, S, DF
Casting Time: 1 day
Range: Touch
Area: One tomb (no more than 18,000 cubic ft)
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell enables you to invoke a curse to protect a tomb from defilers. You invoke a triggered curse to protect a tomb. To cast tomb ward, you must walk through every passageway and chamber of the tomb, marking the walls, floors and ceilings with signs of the curse and of your deity. You can select the exact trigger, which may be as broad as “any creature entering this tomb” or as specific as “any mortal disturbing the pharaoh’s body, taking or damaging any of his treasures or defacing his sarcophagus.” You can also choose the exact effects of the curse, which may be of any severity.

If you wish, you can also entomb one or more living humanoids within the tomb, though their combined HD cannot exceed your caster level. If you choose to entomb any creatures, the tomb ward animates them as 1st-rank ancient dead if the curse is triggered, using them as guardians.

It is customary to inscribe the specific effect of the tomb ward on the entrance of the tomb as a warning, though this is not necessary to the casting of the spell.

Casting this spell requires a powers check, plus a powers check for each humaniod buried alive.

Zone of Deception

Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric / Oracle 2

This spell creates an area that prevents subjects within range from telling the truth. As zone of truth, except that creatures within the emanation immediately become aware that they cannot intentionally speak the truth. Creatures are not required to speak and can phrase their statements any way they choose, but every statement they make must be a lie. Questions, suppositions and exclamations are not statements and thus are not affected.

New Spells

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