Formatting code for Necromancy


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__**[[Necromancer Necromancer]]**__, __**[[Spells Spells]]**__

=====__**Necromancy**__=====

__**Level 1 - Arcane Bolt**__
Spell Cost: 5, Duration: Instantaneous, Components: S, Type: Cantrip, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Allows the caster to create a black bolt of magical energy which will do BC10 Raw Energy damage to the target.

100: The bolt activates in the caster's hands, causing BC10 damage to the caster.
1: The bolt gains additional energy, causing 2BC10 damage to the target.

__**Level 1 - Identify Undead**__
Spell Cost: 5, Duration: Instantaneous, Components: SVM, Type: Cantrip, Range: 100 feet, Save: N/A, Area of Effect: One undead.
This spell allows the caster to classify the target in terms of strength relative to the caster (within the caster's level, within double, within triple, etc). This spell will further detail more information—weaknesses, true name, etc—as per GM discretion. The greater the level of undead relative to the caster, the less information will be learned.

100: The target immediately notices the caster and becomes hostile to him.
1: The caster learns every piece of information about the target.

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__**Level 2 - Locate Corpse**__
Spell Cost: 5, Duration: 10 rounds, Components: M, Type: Normal, Range: 0, Save: N/A, Area of Effect: 100' radius per level.
Allows the caster to locate the presence and general location of unburied remains within the area of effect. This spell does not detect the presence of Undead, Ghosts, Specters, etc.

100: The caster is blinded for one hour.
1: The Area of Effect is doubled. No Power points used.

__**Level 2 - Embalm**__
Spell Cost: 7, Duration: Permanent, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One dead creature or parts thereof.
Allows the caster to permanently preserve a corpse or a body part against further decay for later use. It will take one hour to permanently embalm a corpse. This spell does not reverse any decay that has already taken place.

100: The caster catches a contagion from the corpse that lasts for one week, giving him a 50% penalty on all stats.
1: The caster can reverse some decay, if applicable.

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__**Level 3 - Dark Blades**__
Spell Cost: 7, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: Up to two creatures.
Allows the caster to create two black blades of energy which are hurled, each causing BC8 Raw Energy damage. The caster may direct the blades at two different creatures, each of whom gets a save.

100: The blades rebound to the caster, each causing BC8 damage.
1: The blades each cause BC10 damage.

__**Level 3 - Detect Magic**__
Spell Cost: 5, Duration: Instantaneous, Components: M, Type: Normal, Range: 10 feet, Save: N/A, Area of Effect: 10' radius.
The caster draws a pentagram in the air which cases any magic present within 10 feet to glow. If specifically trying to detect Necromancy, the caster gains a +10 bonus to when casting this spell.

100: The caster is blinded for one hour.
1: The caster can detect the presence of magic within 20 ft. No Power points used.

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__**Level 4 - Circle of Darkness**__
Spell Cost: 5/2, Duration: 2(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: N/A, Area of Effect: 20' radius.
Allows the caster to create a 20 foot radius of impenetrable darkness, giving a -50 penalty to CA to all within the area of effect. It also gives a -50 penalty to MA to cast non-area effect spells into or through the darkness. These penalties are mitigated by the Blindfighting skill when at hand-to-hand range. Any affected creatures may escape the darkness by spending an action moving out of the radius of effect.

100: The circle is centered on the caster.
1: The initial duration is doubled.

__**Level 4 - Death Sight**__
Spell Cost: 6, Duration: 5 minutes per level, Components: M, Type: Normal, Range: Touch, Save: N/A, Area of Effect: 10 yards per level.
Allows the caster to establish a sight link with any unburied corpse known to him within the area of effect, enabling him to see through the corpse's eyes. If the caster is touching the head of the corpse, he/she may also receive a mental—visual and aural—replay of what the target saw and heard in the last 5 minutes of its life.

This spell does not allow the caster to link with undead, ghosts, etc.

100: The caster is blinded for one day.
1: The caster also establishes a sound link with the corpse, and can review the victim's experiences of its last 24 hours.

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__**Level 5 - Demon Fire**__
Spell Cost: 10, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage and no ignition, Area of Effect: One creature.
The caster's hand shoots out black and red flames, causing 2BC10 Fire damage to the target creature. There is a 25% chance that the flames will ignite on clothing or other material, causing an additional BC6 Fire damage per round for three rounds. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.

100: The flames erupt in the caster's hands, causing 2BC10 damage to the caster, with automatic ignition.
1: The flames ignite automatically.

__**Level 5 - Detect Undead**__
Spell Cost: 7/3, Duration: 2(+1), Components: S/V, Type: Normal, Range: 0, Save: N/A, Area of Effect: 10 yards per level.
Allows the caster to detect the presence and approximate location of any undead creatures within the area of effect. If no undead creatures are present, the caster will know that. The caster can detect the presence of undead creatures even if he cannot see them. This spell requires the caster's total concentration; the caster can take no action other than walking for the duration of the spell.

100: The caster is blinded and deafened for one hour.
1: Range and initial duration doubled, no initial power points spent.

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__**Level 6 - Dark Shield**__
Spell Cost: 7, Duration: One Hour, Components: S, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Allows the caster to create a mist of darkness around himself, giving him a Defense bonus of 25. The caster may move freely and can see through the mists.

100: The caster is blinded for the initial duration, giving him a -50 penalty to CA and MA.
1: Initial duration is doubled, defense bonus of 40. No initial Power points used.

__**Level 6 - Skeleton Hands**__
Spell Cost: 7, Duration: 30 minutes, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: Special.
Allows the caster to create two skeletal hands, using hands from a corpse that the caster has gathered. The hands can perform simple grasping tasks, such as opening unlocked doors, turning pages of a book, and picking up and carrying objects up to 5 pounds in weight. They cannot perform tasks requiring high dexterity, such as picking locks. The hands can also be used to make one clawing attack each, using the caster's CA, causing BC4 Slashing damage each. If the hands attack, they have their own initiative (0 Speed). They may be attacked, each having a Defense of 0 and a Stamina of 5. Directing the hands requires some concentration; the caster may not cast or sustain another spell while directing the hands; however he may opt to have them hover in the air during a round. The caster may attack or perform other actions not requiring expenditures of Power while directing the hands.

100: The hands are created, but automatically attack the caster for 5 rounds, causing BC4 Slashing damage each.
1: Duration is doubled. No Power points used.

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__**Level 7 - Dark Sight**__
Spell Cost: 7, Duration: 15 minutes, Components: M/S, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
This spell allows the caster to see through shadows, darkness, and magical darkness as if in daylight.

100: The caster is blinded for 1 hour.
1: The caster can also perceive invisible creatures or objects.

__**Level 7 - Nightmare Mists**__
Spell Cost: 10, Duration: 10 minutes, Components: S/V, Type: Ritual, Range: 100 feet, Save: End/2 for half duration, Area of Effect: 10′x10′x10′.
Allows the caster to create a 10′x10′x10′ cloud of grey mists that can travel 100 feet in any direction. All caught in the area of effect will fall into a nightmare-filled sleep from which they cannot be awakened by normal (non-magical) means. The nightmares will drain 10 from Endurance for the remainder of the day.

100: The caster falls unconscious for 10 minutes.
1: Duration is doubled.

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__**Level 8 - Hold Undead**__
Spell Cost: 8/2, Duration: 2(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2, Area of Effect: Special.
Allows the caster to hold one or more undead creatures, equal to or less than 1.5 times the caster's level. This spell does not control Undead, except to make them immobile for the duration of the spell. Note: If the caster miscalculates and tries to hold an Undead higher than 1.5 times his level (including more than one Undead totalling higher than 1.5 times the caster's level), the undead creature or creatures will be alerted to the caster's failed attempt and recognize the caster as a necromancer. This spell may also be cast upon devils and demons.

100: The creature or creatures will immediately attack the caster.
1: Initial duration is doubled. No initial Power points used.

__**Level 8 - Necromantic Healing**__
Spell Cost: 10, Duration: Instantaneous, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Allows the caster to heal one point of damage per level of the caster for any single creature or individual. This spell is twice as effective on Demons, Devils or Undead. If used while in combat, the caster must make a successful CA roll if used on another creature. This spell can also be reversed to cause damage (save vs. Will/2 for half), but will not be effective vs Demons, Devils or Undead.

100: The caster takes one point of damage per caster level.
1: Healing or damage is doubled.

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__**Level 9 - Summon Familiar**__
Spell Cost: 15, Duration: Special, Components: S/V, Type: Ritual, Range: Extraplanar, Save: N/A, Area of Effect: Summoned Creature.
Allows the caster to summon a minor demon, minor devil, or familiar spirit (a spirit which will appear in the form of an animal). While Necromancers may summon a specific familiar, any other class capable of casting this spell may not. Regardless of which type of familiar appears, the creature will serve the caster loyally indefinitely, or until dismissed by the summoner. The creature will not aid the caster in one-on-one combat. This spell may be attempted once per day, but the caster may have only one familiar.

If a caster of any class other than a Necromancer summons a familiar, the caster will roll on a d100, summoning a familiar type as follows: Familiar Spirits: 01-02 (Rat), 03-06 (Bat), 07- 10 (Owl), 11-14 (Wolf), 15-20 (Raven), 21-65 (Black Cat), Minor Devils: 66-70 (Shadow Cat), 71-80 (Alastor), 81-85 (Imp), 86-90 (Gremlin), 91-100 (Mane).

100: The caster collapses unconscious for one day.
1: No Power Points used.

__**Level 9 - Torment**__
Spell Cost: 10/2, Duration: 2(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2 for half penalties, Area of Effect: One creature.
Allows the caster to cause one creature to suffer excruciating pain for the duration of the spell. The affected creature's CA, MA and Speed are reduced by 50.

100: The spell rebounds on the caster for 5 rounds.
1: Initial duration is doubled. No power points used.

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__**Level 10 - Inferno**__
Spell Cost: 15, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
Allows the caster to hurl a sphere of white-hot fire at one creature, which causes 3BC10 Fire damage, and has a 25% chance to ignite on clothing or objects worn by the target. (A save vs Agility/2 negates this effect.) If ignition occurs, there will be additional Fire damage of BC6 per round for 5 rounds. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.

100: The sphere explodes on the caster, causing 3BC10 damage and automatic ignition.
1: 4BC10 damage and automatic ignition on the target. No Power points used.

__**Level 10 - Summon Undead**__
Spell Cost: 10, Duration: One hour, Components: S/V, Type: Ritual, Range: Extraplanar, Save: N/A, Area of Effect: One undead.
Allows the caster to summon forth from the nether planes one undead creature of lesser ability to do her bidding. This spirit is noncorporeal, and cannot affect the material plane in any way, although it can communicate in a soft, whispery voice. Its presence may be felt as a slight chill, and its appearance is just a slight shimmering shadow in the air (Hiding and Stealth of 50). It can move with a Speed of 100, and has no other physical stats (for mental stats, see below). If attacked in this form, any amount of damage from a magical or enchanted source will dispel the creature. If there is a reasonably fresh or embalmed corpse in fair condition nearby, it can (at the command of the summoner) temporarily possess the corpse and animate it.

A corpse possessed by this spirit has these stats: Ag 10, CA 60, End 200, Def 0, Per 15, Spd 0, Sta 10, Str 40, IQ 40, Int 5, Will 20, Luck 0. Attack: Punch (BC(4-1)+2). If the possessed corpse is destroyed, the spirit is dispelled. Once a corpse is possessed, the spirit may not leave it until the duration expires. The summoned spirit will perform any single task within its capabilities, which must be accomplished within one hour. After the creature accomplishes the task, it will return to its abysmal home.

100: The energies of the netherworld drain the caster, causing 2BC10 Corruption damage.
1: The caster gains greater control over the creature. It will perform any number of tasks from the caster for the duration.

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__**Level 11 - Paralyzing Touch**__
Spell Cost: 15, Duration: 5 rounds, Components: S, Type: Normal, Range: Touch, Save: Will/2 for no effect, Area of Effect: One creature.
Allows the caster to paralyze any one creature by touch, which is made on the caster's CA roll. The victim must save or be totally paralyzed for 5 rounds. The paralyzed creature cannot move or speak; however automatic body responses, such as breathing, are not affected.

100: The caster is paralyzed for 5 rounds from the backlash.
1: The caster's CA is raised by 10.

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__**Level 12 - Entombment**__
Spell Cost: 9/4, Duration: 1(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: End/2, Area of Effect: One creature.
The caster simulates the suffocating effects of being entombed alive on the target. Failing the first save, the target receives a save vs. End/2 each round to escape the Entombment, if he fights the spell actively. The victim may choose not to attempt to break free, but is at -50 to all actions and cannot cast spells with a V component. After the fifth round of Entombment, the victim will fall unconscious for 10 - End/10 rounds, minimum of one round.

100: The caster suffers the effects of the Entombment and must make a succesfful save before dispelling the spell.
1: The target will fall unconscious after the third round of Entombment.

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__**Level 13 - Commune with the Dead**__
Spell Cost: 15, Duration: One minute per level, Components: S/V, Type: Ritual, Range: Special, Save: N/A, Area of Effect: One spirit.
Allows the caster to summon the spirit of any specific dead creature, given that the spirit is free to be summoned. Especially powerful or willful spirits may resist this spell (GM discretion). The spirit must be either known to the caster, described to him, or he must have a preserved body part of the spirit. This spell gives no control over the spirit, and communication depends on a common language. It does not guarantee that the spirit will speak the truth, or cooperate in any way with the caster.

100: The caster summons a hostile spirit.
1: The caster may communicate with the spirit independent of language, and may force the spirit to speak truthfully.

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__**Level 14 - Drain of Essence**__
Spell Cost: 12, Duration: Special, Components: S, Type: Normal, Range: 100 feet, Save: Will/2 for half drain, Area of Effect: One creature.
Allows the caster to drain 4BC8 Stamina points from any one creature and apply them to himself. This Stamina is considered Raw Energy damage and non-magical healing, respectively. If the victim does not have stamina equal to the amount of the drain, he falls unconscious and the caster takes only the amount of stamina the victim had left.

100: The Drain backfires on the caster, who takes 4BC8 points of damage.
1: The caster drains 3BC8 Stamina points from the victim.

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__**Level 15 - Hellfire**__
Spell Cost: 15, Duration: 5 rounds, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: 10′x10′x10′.
Allows the caster to cause the area of effect to become an inferno of black and red flames, which cause 3BC10 Fire damage to all within the area and has a 50% chance of ignition. Ignited targets suffer an additional BC8 Fire damage per round. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken immediately and at the beginning of each subsequent round. Anyone in the area of effect may spend the remainder of the round exiting the area if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Any creature remaining in the area of effect has a 50% chance of ignition per round for the duration of the spell.

100: The spell centers on the caster.
1: Initial damage is 4BC10. No Power points used.

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__**Level 16 - Control Undead**__
Spell Cost: 16/3, Duration: 2(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2, Area of Effect: Special.
Allows the caster to control one or more undead creatures, equal to or less than the caster's level. The caster may direct the creature(s) as he likes, within the range of the spell. If the caster miscalculates and tries to control an undead higher than his level (including more than one Undead totalling higher than the caster's level), the undead creature or creatures will be alerted to the caster's failed attempt and recognize the caster as a necromancer. This spell may also be cast upon devils and demons. Two necromancers attempting to control the same creature(s) (or one necromancer trying to steal control from another) will have a contest of wills to determine who succeeds.

100: The creature or creatures will immediately attack the caster.
1: Initial duration doubled, no initial Power points spent.

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__**Level 17 - Call Phantom**__
Spell Cost: 18, Duration: Special, Components: S/V, Type: Ritual, Range: Extraplanar, Save: N/A, Area of Effect: One phantom.
Allows the caster to call forth a non-corporeal spirit called a Phantom. No offering is needed, as the Phantom will be eager to gain access to the prime material plane. Because the phantom has no physical form, it can only become substantial by drawing on the life force of the summoner. It does so by draining Stamina equal to half of the caster's total. This is an automatic process; the caster cannot control the amount of Stamina drained by the Phantom. Once a Phantom is summoned, it can be commanded to perform any service the Necromancer desires, within the limits of its abilities. There is no limit to the length of the Phantom's service (unless it is destroyed or turned), but the Necromancer will not be able to regain Stamina points drained until he or she dismisses the creature. As soon as the Phantom is dismissed, the “lost” Stamina can be regained through normal healing.

In melee the Phantom may attack for BC8 of Cold damage, with these stats: Ag 50, CA 80, End 100, Def 10, Per 50, Spd 20, Sta as above, Str 0, IQ 45, Int 5, Will 30, Luck 0. Fire, cold, and lightning will not affect the Phantom; however, it will take double damage from any light-based spell, or any Divine spell. Non-magical weapons are ineffective against it, as are any control-based spells, except ones specifically geared towards undead. The Phantom has the equivalent of darkvision up to 100 ft, but cannot see well in daylight, and it suffers a -30 penalty to all actions in daylight. It may pass through non-magical solid objects (doors, walls, etc.) as if they did not exist, and ignores all mundane Defense from armor and similar modifiers (base Defense stat, enchanted armor, and the like will apply as normal). The Phantom is Level 8 for purposes of Turn Undead.

100: The Phantom appears, draining the caster, and is beyond the control of the caster.
1: The Phantom drains 1/2 the applicable Stamina from the caster, but gains full applicable Stamina points.

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__**Level 18 - Animate Dead**__
Spell Cost: 20, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One dead creature per five caster levels.
Allows the caster to animate one dead creature which has been previously embalmed (See Necromancy Level 2). The resulting creature will be a Zombie (Ag 10, CA 60, End 200, Sta 10, Str 40, all other stats 0, Attack: Punch (BC(4-1)+2). The Zombie(s) will obey very simple commands from the caster, but they have no volition of their own. Giving a zombie (or group of zombies) new commands (no more than 10 words in length) requires one full action on the part of the caster. Zombies are Level 1 for purposes of Turn Undead.

100: The creature or creatures' body(s) destroyed instantly. Caster is stunned for one day.
1: No Power points used. The Zombie's strength is 60.

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__**Level 19 - Summon Fiend**__
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Special, Save: Special, Area of Effect: Special.

Description: In a ritual that requires three hours' unbroken concentration to perform, the necromancer can summon one or more fiends from the Abyssal plane. The ritual consumes materials equal to 15 ss per level of fiend summoned (i.e., summoning two Level 5 fiends would cost 150 ss in materials, and summoning a single Level 20 fiend would consume 300 ss in materials). These materials are expended even if the spell fails. Additionally, the caster must have a summoning circle, which requires 500 ss in materials to construct and is not transportable. The circle can be re-used.

The caster can specify types of fiends to be summoned, but this is an inexact art and there is always a risk that more, fewer, or different fiends will answer the call than requested. There is a base 50% chance of getting exactly the number and type of celestial(s) called, with a 25% chance of skewing high and a 25% chance of skewing low. The specifics of what will happen upon skewing high or low will vary depending on exactly what the caster is trying to summon. Those versed in cosmology are able to tailor their summons more precisely.

The caster can summon up to 1.5 times his own level in extraplanars (i.e., a Level 20 necromancer can summon up to 30 levels of extraplanar beings). This is a total control limit, not per spell; if a necromancer already has some extraplanars summoned, and wishes to call more, he must dismiss the old ones or the spell automatically fails. Fiends count as their own levels. Elementals and creatures of Ombrathond count as 1.5 times their actual levels. Celestials count as twice their actual levels. The same multiplier applies to the creature's effective level for purposes of determining the control check.

Upon summoning the extraplanar creature, the caster must succeed in a contested Will check to control it. The necromancer and the summoned creature each roll d100 and add their Wills to the result; the higher total wins. For every level that the necromancer is higher over the total of all creatures summoned with the spell, he gains a +10 bonus to his roll. For every level that he is lower, the extraplanar gets a +10 bonus. If multiple creatures are summoned, each rolls a separate Will check, but the same modifiers apply to each roll.

If the necromancer wins the contest, he can give the fiend instructions, which it is bound to obey, or ask it questions, which it is bound to answer truthfully (but not always completely). The fiend will remain in Bierilon for up to one day per caster level; however, for each day after the first that it remains, it gets another contested Will check with the same modifiers to break free of the caster's control. If the caster chooses to interrogate the fiend rather than giving it orders, he may ask one question for every four levels he possesses (fractions rounded down). For each question after that limit, the fiend gets another contested Will check to escape control. In either case, the caster will not automatically know that his fiend has broken loose and may be unpleasantly surprised.

A fiend that has escaped control, but is still inside its summoning circle, may save vs. Will/2 to break free of its confines. If it fails, the necromancer can send it back to its home plane without further consequence. If the fiend is already out of the circle (such as if it is performing extended tasks and slips control while doing that), it is automatically freed. A free-willed fiend remains in Bierilon until "slain," which banishes it back to its home plane. If multiple fiends are in a summoning circle, and one of them breaks free, all of them can escape.

Example: Darc the Evul, a Level 20 necromancer with 50 Will, summons three barghests, each of which counts as a Level 10 fiend, for 30 total levels of fiends in one spell. Upon arrival, he rolls a d100 to control them and gets a 55. His total is 105 (50 Will + 55 on the d100). Because there are three barghests, each of them gets a +100 bonus to its Will check ([30 -20] x 10 = 100). Barghest A rolls a 60. Barghest B rolls a 44. Barghest C rolls an 80. Darc fails to control any of his summoned fiends. If any one of them succeeds in its Will/2 check to escape, he will probably get eaten for lunch. If not, he can banish them and try again.

100: The caster accidentally draws the attention of a much more powerful fiend than desired.
1: The caster gains a +25 bonus to his control check.
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__**Level 20 - Simulacrum**__
Spell Cost: 25, Duration: Special, Components: SVM, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One specially prepared object.
This spell requires a specially prepared icon, created from precious materials in the likeness of the caster, costing at least 1000 ss. This spell prepares the receptacle to receive the caster's soul should he die. If the receptacle is destroyed while he still lives, the caster must save vs. Will or be slain instantly. A Simulacrum is intimately bound up with its caster's soul; should it fall into hostile hands, it may be used in various spells of control and possession. The Simulacrum has base Stamina points equal to its caster's level; for each additional 100 ss spent in its creation, it gains another 5 Stamina.

Upon dying, the caster's soul will flee to the receptacle, where it will be safe for 48 hours. If the Simulacrum is brought to the caster's corpse and kept with it for one uninterrupted hour within 48 hours of death, the soul will be able to reenter the body, resurrecting the caster. If the hour is interrupted in any way, the spell will fail. The corpse must be in a “livable” condition (not dismembered, cremated, etc) for this spell to function. Any fatal wounds on a livable body will be healed upon resurrection, leaving the caster at 1 Stamina.

100: Caster falls to -10 stamina and traps himself in the Simulacrum. He cannot return to the body unless it is slain.
1: The icon will last for one week after the caster's death.
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