Sunday, January 2, 2011

Campaign Design - Spells: Kidnap Soul

Kidnap Soul (adapted from Shamans: Call of the Wild)
Necromancy [Evil]

Level: Cleric/Favored Soul 6, Death 5, Sorcerer/Wizard 6
Components: V, S, F
Casting Time: 1 full round
Range: Unlimited
Target, Effect, or Area: 1 creature
Duration: 1 month per caster level or until successful save (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows you to entrap the soul of your target inside a clay jug and make with its body what you will. You need to point a specially prepared clay jug at the target for a full round and if it fails a Will save, its life force is pulled into the jug and its body drops dead. This spell can be cast over scrying effects.

The following round, the body rises as a zombie under your control, keeping its hit points and Armor class but otherwise using the statistics for a zombie as detailed in the Monster Manual. The soul is allowed an additional Will save at the end of every month of the duration to free itself. Whether you free the life force, the spell's duration ends, or it escapes on its own, the body is returned to normal once the soul returns to it, having no knowledge of what the body did in its absence. Casting raise dead or any other resurrection magic on the body grants the trapped soul another Will save to escape with a +4 morale bonus.

If the animated body is slain, the trapped life force remains in the jug and has a 50% chance of becoming a ghost (and quite an angry one) upon its release or escape. In this case, casting resurrection magic on the slain body automatically frees the trapped soul and calls it back to the body.

Protection from evil and other similar magical wards block this spell, and destroying the receptacle ends it. The effect can be dispelled only at the clay jug.

Focus: A clay jug painted with rich metal paintings worth at least 100 shillings.

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