After an arduous day-long ritual, the ground for a full mile in every direction now stands forevermore as a graveyard of undeath.

Necromancy [Evil]
Level: Clr 9, Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 24 hours
Range: Touch
Area: Up to a 1 mile radius emanating from the touched point
Duration: Permanent
Saving Throw: None
Spell Resistance: None

This dark spell permanently corrupts an area the size of a small town with an unholy necromantic curse. Firstly, the ground within the area is permanently affected with something similar to both desecrate spell and an unhallow spell. Any animate dead spell cast within the area may animate twice the normal hit dice of undead (4HD/level instead of 2HD/level). Checks to turn undead within the area take a -8 profane penalty, while rebuking checks gain a +4 profane bonus. Undead within the area gain +1 profane bonus to attack rolls, damage rolls and saving throws, and any undead created within or summoned into the area gain +1 hit point per hit die.

If the area contains one or more permanent temples dedicated to an evil deity, up to one temple per four caster levels is protected by a magic circle against good. Undead within the area gain a +2 profane bonus on attack rolls, damage rolls and saving throws, and any undead created in or summoned into the area have +2 hit points per hit die.

Secondly, any corporeal creature with a skeletal system who dies within the area is automatically raised at midnight as a zombie or skeleton (caster’s choice). If the caster wishes, created undead can be added to his own set of controlled undead as if he had animated them himself with animate dead, with any excess undead remaining uncontrolled. The caster may leave simple standing orders for the undead, such as “guard this area” or “attack the nearby city”. Upon casting the spell, the caster decides what the orders are, and whether or not he wishes to add them to his own set of controlled undead. He may change these undead-creation options by undertaking a special 24-hour ritual at the site.

This spell supersedes and supresses any desecrate or unhallow spells within its area. Consecrate or hallow spells are dispelled, with the exception of hallow spells already in effect within the grounds of good aligned temples, which remain unaffected by necropolis and may be renewed normally. A consecrate spell cast within the area supresses its effects within the consecrate spell’s area for 1d4 minutes, and likewise a hallow supresses its effect within its area for 1d4 hours. Necropolis cannot be dispelled in the standard manner, a miracle spell cast by a good-aligned caster is required to permanently lift the curse.

Material component: 5,000gp worth of black onyx mixed with unholy water
XP cost: 1,000XP.

Comments (2)

Ken (September 4th, 2008)

Wow. Just, wow. I could make an entire module on this spell.

Morrolan (July 22nd, 2010)

Now this is style!

Comments for this article are closed.