Undead Spells

Coffin Ward
School necromancy; Level cleric/oracle 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target one coffin that has been slept in at least once by a vampire
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance yes
You etch necromantic runes upon a coffin so that the vampire
within will not be disturbed while it slumbers. The ward detonates
when the coffin is touched by the living, dealing 6d6
points of negative energy damage. Anyone touching the coffin
takes the full damage with no saving throw; any other creature
within 10 feet of the coffin is entitled to a Reflex save for half
damage. The coffin and its undead inhabitant take no damage
from the discharge but the undead is alerted. Any given coffin
may only have one such ward on it at a time.
You and any characters you specify during the casting can touch
the coffin without hazard. Likewise, you can remove the ward
whenever desired. Another creature can remove the ward
with a successful dispel magic or erase spell, but attempting to
dispel or erase the ward and failing to do so triggers the blast.
Magic traps such as coffin ward hard to detect and disable. A character
with the trapfinding class feature (only) can use Disable
Device to thwart this ward. The DC to find magic traps using
Perception and to disable them is 25 + spell level, or 28 for coffin

Coffin Ward, Greater
School necromancy; Level cleric/oracle 5, sorcerer/wizard 5
As coffin ward, except it does 8d6 damage (Reflex save for half
damage) and imparts 1d4 temporary negative levels (Fortitude
save to avoid). Assuming the victim survives, these negative
levels last only one hour per caster level (max. 15). They do
not become permanent but they do stack.

School necromancy; Level alchemist 1, antipaladin 1, bard 1, inquisitor
1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level (D)
You briefly disguise yourself as one of the living. Your flesh becomes
warm and you even gain a heart beat. You lose your
undead aura (thus defeating detect undead). You gain a +10 to
Disguise checks to appear as one of the living.
Primarily intended for vampires, this spell does not change your
appearance (besides perhaps giving you a ruddier complexion).
However combined with disguise self, this spell allows
virtually any corporeal intelligent undead to pass for human.
The bonus to disguise from disguise self and this spell do not stack,
though they could be applicable for different things. This spell
will convince townsfolk that you are not a vampire. Disguise
self will convince them you are not a specific individual for example,
Prince Vlad.

Quicken the Dead
School necromancy; Level alchemist 3, bard 2, inquisitor 3, sorcerer/
wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target undead creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell counteracts the lethargy that sometimes over takes the
unliving for a time and imbues a single undead creature with
power and vigor. The target gains a +2 bonus on attack rolls,
saves, and skill checks.

Restore the Destroyed
School necromancy [evil]; Level cleric/oracle 7, witch 8
Casting Time 1 minute
Components V, S, M (flawless black onyx worth 10,000 gp), DF
Range touch
Target destroyed undead remains touched
Duration instantaneous
Saving Throw none, see text; Spell Resistance yes (harmless)
With this spell you are able to restore unlife to a destroyed undead
creature. This is not like create undead because it is not bringing
into existence a new undead creature. This is restoring the
destroyed remains of an existing undead to its full might and
potency with all its memories intact.
Upon completion of the spell, the creature is immediately restored
to full hit points, vigor, and health, with no loss of prepared
spells. The subject of the spell is permanently sickened until it
either feeds on the blood of a living sentient creature (in the
case of vampires) or until it has destroyed a living sentient
creature using a negative energy attack or spell(in the case of
a lich).

Seal Against Positive Energy
School necromancy; Level alchemist 3, cleric/oracle 3, inquisitor 3,
sorcerer/wizard 3, summoner 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one undead creature
Duration 10 min./level or until discharged
Saving Throw Fortitude negates (harmless); Spell Resistance yes
This spell grants a temporary reprieve from one of the most hated
weapons of the undead’s enemies. The caster touches the target
and leaves a warding seal emblazoned in their dead flesh
Seal Against Positive Energy grants temporary immunity to positive
energy (such as cure spells or channelled positive energy).
When the spell absorbs 12 points per caster level of energy
damage (to a maximum of 120 points at 10th level), it is discharged.

Undead Spells

The Way of the Wicked Macgreine