Tumulus of Sanctified Night
Effect
Ancient necromancers had particular difficulties in dealing with hos-
tile Made Gods or divine powers that had dominion over death. Their
mindless legions were easily overcome by such powers, or even turned
against their master. This spell allowed an expert theurge to protect
their fleshless slaves from such influence. Records suggest that similar
invocations existed for other elemental entities, automatons, and such
creatures as might be easily bent to obedience by a Word.
Raising a Tumulus of Sanctified Night requires the special conse-
cration of a burial mound, memorial monument, ossuary, catacomb,
or other place of death over the course of a week. Three man-sized
sanctified markers or totems are placed within the structure; each
must be destroyed or dispelled to negate the effect of the invocation.
The spell's effects are strongest within the mound. Inside, all undead
are treated as greater undead, and any use of a Word or other divine
power to affect them requires the divinity to Commit Effort for the
day, this extra surcharge being paid once per scene at most. A num-
ber of undead equal to a few dozen or a Small Mob can be specially
blessed as bodyguards or lieutenants of the necromancer, and are no
longer treated as undead for the purpose of hostile powers or influence.
Outside the mound or catacomb, the effects are lesser, but still strong.
For a one mile radius per level or hit die of the caster, all undead are
treated as greater undead and the lieutenants retain their special
immunity. For a ten mile radius per level or hit die of the caster, the
lieutenants retain their immunity but no other benefits accrue.
A necromancer may raise more than one Tumulus, but each one
after the first requires a cumulative 2 point Dominion cost to raise it.
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