Sunday, January 2, 2011

Campaign Design - Spells: Dark Channeling

Dark Channeling (from Spells & Spellcraft)
Necromancy [Evil]

Level: Sorcerer/Wizard 8
Components: V, S, F
Casting Time: 1 minute
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: The caster and one undead creature
Duration: 10 minutes per caster level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

With this powerful spell, you place your body in a state of suspension and project your psyche into any corporeal undead creature within range. If the undead creature is intelligent, it is entitled to a Will save to resist the dark channeling. If this saving throw is successful, the spell fails. The caster must have line of sight to the undead before casting the spell.

The caster gains control of the undead target upon completion of the spell. The caster can use the target's body as if it were his own, including any special abilities of the undead. The caster retains his own intelligence, but loses the ability to cast spells unless the creature he is inhabiting is a spell caster as well. If unable to do so normally, the dark channeling empowers the possessed undead to speak.

The caster cannot move beyond the range limit of this spell, counting the c aster's location when the spell was cast as the center point, without ending the spell immediately. The caster can vacate one undead host in favor of another within range by concentrating for one round. As normal, if the new would-be undead host is intelligent, it is entitled to a Will saving throw. If the undead host is destroyed before the caster can vacate it, the caster must make a Will save (DC 20). Failure means the caster's disembodied spirit is unable to escape before being destroyed as well. Success immediately ends the spell and stuns the caster for 1d10 rounds.

Arcane focus: A bronze brazier in which the caster must burn 1,000 shillings worth of incense. The caster must wear a cap made from the flesh of a sentient creature during the casting.

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