Campaign of the Month: January 2015
Skies of Glass
- Necromancy [Death, Evil]
- Level: Black 9
- Components: V, S, F (Four alabaster canopic jars worth 100 gp each), M (Black onyx worth 100 gp per hit die of the target; see text)
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: instantaneous
- Saving Throw: Fortitude half
- Spell Resistance: Yes
This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 points of arcane damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Dread Mummy Template. The black onyx required for this spell is only consumed if a creature is killed by this spell.
The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary (Will DC equal to this spell’s save DC negates), but only against that mummy.
Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC equal to this spell’s save DC negates).
You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy, imposing a magical command on it to carry out some service or to refrain from some action or course of activity, as desired by you, never wavering for long without due cause; most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable. This command cannot compel the mummy to destroy itself or perform acts that would result in certain destruction. The creature must follow the given instructions until the service is completed, no matter how long it takes. If the instructions involve some open-ended task that the mummy cannot complete through his own actions, the command remains in effect for a maximum of 1 day per caster level. A clever mummy can subvert some instructions. A mummy can resist this magical command with a successful Will saving throw (DC equal to this spell’s save DC).