Tumulus of Sanctified Night Spell in Arcem | World Anvil
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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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