Ghost Lure

Necromancy
340 XP

MP Cost: 1 per round of concentration
Components: V, S, M
Casting Time: One action
Range: Medium (100 ft. + 10 feet per level)
Effect: Attracts all ghosts and free-willed undead within range
Duration: Concentration + 1d6 rounds
Saving Throw: Will negates
Prerequisites: Magic attack bonus +2, the dead speak
Magic Attack Roll: Sets DC for target’s saving throw

When this spell is cast, the sorcerer scatters a few droplets of blood around. Any ghosts or other undead creatures within range of the spell scent this sweet blood and are drawn to the location where the spell is cast. Undead creatures must make a Will save each round that the spell is maintained to resist this compulsion. Undead creatures that have prior commandments have a +5 bonus to their Will saving throws to resist this spell. Undead creatures that sight living foes clearly or are commanded by their master have a +10 bonus to their Will saving throws to resist. Undead creatures that are attacked or in combat may ignore the spell completely. The primary use of ghost lure is in concert with a ghost trap – it increases the chance that a ghost is caught that day by 5% per round of concentration. It can also be used to distract undead guards or horrors.

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