Index of Spells by Domain - Undeath

Deities: Afflux (NE), Falazure (NE), Kiaransalee (CE), Velsharoon (NE)

Name: Undeath

Granted Power: You gain Extra Turning as a bonus feat.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Detect Undead
Divination 1 standard action SRD
None - No APeace 1, Arc 1, Blg 1, ChamGwyn 1, Clr 1, Deathless 1, Pal 1, Sor/Wiz 1, Undeath 1 V, S, M/DF
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals undead within 60 ft.

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of undead auras.

2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

HD Strength
1 or lower Faint
2-4 Moderate
5-10 Strong
11 or higher Overwhelming

Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Desecrate (M)
Evocation [Negative] [Evil] 1 standard action SRD
None - Yes Arc 2, Blg 3, Clr 2, Evil 2, Undeath 2 V, S, M, DF
2 hours/level Close 30 minutes
Area: 20-ft.-radius emanation
Materials: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Fills area with negative energy, making undead stronger.

This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate.

Animate Dead (M)
Necromancy [Evil] 1 standard action SRD
None - No Adp 3, Arc 3, Blg 4, Clr 3, Death 3, Sor/Wiz 4, Undeath 3, Wuj 4 V, S, M
Instant Touch General
Targets: One or more corpses touched
Materials: A black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse.

Creates undead skeletons and zombies.

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Death Ward
Necromancy [Ectomancy] 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Blg 4, ChamGwyn 4, Clr 4, Death 4, Drd 5, Hlr 4, HotD 4, Life 4, Pal 4, Repose 4, Shu 4, Slayer of Domiel 4, Undeath 4 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

Grants immunity to death spells and negative energy effects.

The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

Mass Inflict Light Wounds
Necromancy [Negative] 1 standard action SRD
Will half - Yes Arc 5, Clr 5, Destruction 5, Undeath 5 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Deals 1d8 damage +1/level to many creatures.

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.

Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

Create Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 6, Blg 5, Clr 6, Death 6, Evil 6, Sor/Wiz 6, Undeath 6 V, S, M
Instant Close General
Target: One Corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Creates ghouls, ghasts, mummies, or mohrgs.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
11th or lowerGhoul
12th - 14thGhast
15th - 17thMummy
18th or higherMohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Control Undead
Necromancy 1 standard action SRD
Will negates - Yes Arc 7, Blg 7, Necro 7, Sor/Wiz 7, Undeath 7 V, S, M
1 min./level Close 30 minutes
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart

Undead don't attack you while under your command.

This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent undead creatures remember that you controlled them.

Create Greater Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 8, Clr 8, Death 8, Pestilence 8, Sor/Wiz 8, Undeath 8 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Create shadows, wraiths, spectres, or devourers.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
15th or lowerShadow
16th - 17thWraith
18th - 19thSpectre
20th or higherDevourer

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Energy Drain
Necromancy [Negative] 1 standard action SRD
Fortitude partial; see text - Yes Arc 9, Clr 9, Decay 9, Hunger 9, Necro 9, Sor/Wiz 9, Suffering 9, Thirst 9, Undeath 9 V, S
Instant Close General
Effect: Ray of negative energy

Subject gains 2d4 negative levels.

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 2d4 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a 1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spells save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subjects character levels is permanently drained.

An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.