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Amalgamate Forge

You can create amalgamate from your reanimated undead.

Prerequisites: Amalgamate Horror, Corpse Forge.

Benefit: You can spend 1 spell point when using Corpse Forge to grant 1 amalgamate point per 3 Hit Dice of the destroyed undead to spend on special abilities to add to the undead that gains the Hit Dice (as the Amalgamate Horror talent).

Curse of Judgement

You can bestow your cursed ghost strikes as a mark upon the flesh of your foes, cursing them only if they perform an action you forbid.

Prerequisites: Curse, 3rd caster level or higher.

Benefit: When you use your Curse ghost strike on a target, you can choose to inflict the curse as a curse of judgement with no saving throw. When you place this curse, you must describe a specific action the target is not allowed to take (such as attacking or casting a spell on a specific creature). The target understands the meaning of this curse if they have an Intelligence score, even if you do not share a language. This curse has no effect on creatures without an Intelligence score. The target suffers no penalties from the Curse talent as long as they do not perform the forbidden action, but if they do they immediately suffer the effects of the curse with no saving throw.

Special: A target affected by the Curse talent in this way does not count as a failed save towards the Killing Curse talent.

Ghostly Tomb

You can affect creatures trapped or stored inside your Tomb of Flesh with your ghost strikes.

Prerequisites: Tomb of Flesh, ability to use ghost strikes

Benefit: When you cast a ghost strike that targets only a single creature, you can choose to affect a single creature trapped or stored within your Tomb of Flesh. Casting your ghost strike in this way does not provoke attacks of opportunity, and does not require an attack roll to affect the target (though, the target must still make any Saving throws if the ghost strike requires them).

Dual Sphere Feats

Skilled magicians can learn to combine different fields of magic, allowing them to produce new effects or wield multiple forms of magic simultaneously. While the results are powerful, doing so requires great skill and concentration. Only the effects of one Dual Sphere feat can be applied to any given use of sphere abilities. For example, you cannot use two Dual Sphere feats that modify the reanimate ability at any given time.

Destructive Grip (Dual Sphere)

You can use your undead to deliver destruction blasts.

Prerequisites: Death sphere, Destruction sphere; Icy Grip.

Benefit: You may have an undead you control within your dominion range deliver your destructive blast rather than adding a blast shape to the blast. Casting this blast uses your actions as normal, and allows a single one of your undead to deliver the blast as a melee touch attack sometime within the next round as a standard action. This charge is held through the round and can alternatively be delivered via a successful natural attack or unarmed strike; if the undead gets multiple such attacks, any one successful attack can deliver it. After the destructive blast is delivered via a successful attack, or after the round ends, the charge dissipates. If you spend an additional spell point when using your blast, you may grant a use of that destructive blast to each undead you control within your dominion range, but multiple undead cannot affect the same target with the same blast that round.

Distorted Undeath (Dual Sphere)

Undead you reanimate are distorted by your mastery of warp magic.

Prerequisites: Death sphere, Warp sphere; Distort Size

Benefit: Undead you reanimate gain the benefits of your Distort Size talent, allowing you to change the size of space they take up. This effect remains as long as the undead stays reanimated. You may alter the size of your undead within your dominion range as a swift action (following the normal restrictions for Distort Size). If the undead you reanimated has an Intelligence score, you can grant it the ability to change its own size as a swift action when you create it.

Empowering Tomb (Dual Sphere)

The undead you store within your Tomb of Flesh empower you and alter your shape.

Prerequisites: Alteration sphere, Death sphere; Tomb of Flesh.

Benefit: At the beginning of each of your turns, you gain 1 temporary hit point for every 5 Hit Dice of undead stored within your Tomb of Flesh. The temporary hit points are lost at the start of your next turn. When you pass certain thresholds of stored undead (see below), you may grant yourself traits you have access to through the Alteration sphere. This is a polymorph effect that stacks with the shapeshift ability of the Alteration sphere. The trait you gain is chosen as soon as you reach a threshold of absorbed undead. You lose these traits when the number of Hit Dice of undead stored lowers below one of the thresholds (you choose which trait you lose). As a full-round action, you can reassign any of the traits granted by this feat.

Exalted Undead (Dual Sphere)

You can reanimate undead fueled by the powers of positive energy.

Prerequisites: Death sphere, Life Sphere; Esoteric Healing.

Benefit: When you reanimate an undead creature using the Death sphere, you can choose to exalt it with an infusion of positive energy. This exalted undead is healed by positive energy and takes damage from negative energy. It is considered a living creature of the types it had in life for the purposes of spells and abilities that affect a specific creature type, rather than being treated as undead. The exalted undead still retains its undead typing and all other immunities, benefits, and penalties associated with that typing not listed here (such as an immunity to mind-affected effects, it having no Constitution score, etc). Exalted undead have the alignment their body possessed in life. Mindless exalted undead are still mindless creatures without an Intelligence score, and cannot have Bluff, Diplomacy, Intimidate or Handle Animal attempts made against them, even if they were of a creature type that could have said attempts made against them in life.

Hidden from Death (Dual Sphere)

Prerequisites: Death sphere, Illusion sphere; Invisibility

Benefit: When you use your Invisibility talent, mindless undead automatically fail their Perception checks to perceive the affected creature. When hiding from intelligent undead, the affected creature gains a bonus to Stealth checks equal to twice your caster level, instead of only adding your caster level once.

Telekinetic Specter (Dual Sphere)

Prerequisites: Death sphere, Telekinesis sphere; Animate Specter

Benefit: Your animated specters gain limited telekinetic abilities. They can lift objects and use them to bludgeon foes, as the telekinesis and bludgeon abilities of the Telekinesis sphere. The specter uses the lower of its Hit Dice or your caster level with the Telekinesis sphere as its caster level and its Charisma as its casting ability modifier for these abilities. The specter cannot cast the sustained force or hostile lift abilities or lift willing creatures with telekinesis.

If you possess any of the following talents, your specter can use them to modify their own telekinesis (they don’t benefit from any other Telekinesis talents not listed here): Acceleration, Forceful Telekinesis, Increased Range, Orbit, Powerful Telekinesis, and Weaponize.

Undeath’s Companion (Dual Sphere)

Prerequisites: Death sphere, Conjuration sphere; Undead Creature talent.

Benefit: Whenever you conjure a companion with the Undead Creature type, you may treat it as an undead creature under your control for the purposes of your Death sphere talents (it is not counted against the number of Hit Dice of undead under your control). It does not benefit from any talents that allow you to modify or enhance your undead upon their creation.

If this companion is reduced to 0 HP while within your dominion range, as an immediate action you may spend a spell point to reanimate the companion as an undead creature rather than having it disappear. If reanimating your companion would push you beyond the limit of undead you can control, you may release or destroy one of your controlled undead as normal. Your reanimated companion has a duration equal to the normal duration of your reanimate ability or until you complete a rest to regain spell points, whichever is shorter. If you have the Permanent Undead advanced talent the reanimated companion has a duration of instantaneous, but is automatically destroyed when you complete a rest to regain spell points. You can dismiss this reanimated companion as a free action, as normal for your summoned companions, but doing so ends the reanimation effect. If this reanimated companion is reduced to 0 hit points, its duration ends or if it is dispelled, it disappears as normal for a Conjuration sphere companion reduced to 0 hit points. You cannot use Call the Departed on a reanimated companion unless it has been destroyed or dismissed.

Traits

Disciple of Death (Religion)

Benefit: You gain a +2 trait bonus to the caster level of the Death sphere. This bonus cannot cause your CL to exceed your Hit Dice.

Sphere-Specific Drawbacks

Death

Spirit Caller

You gain Animate Specter as the bonus talent granted by this drawback. You cannot animate corporeal undead using your reanimate ability, only Specters.

Incompatible: Corpse Grafter, Favored Undead, Flesh Artisan, Necromantic Limit (Reanimate), Spiritual Voyager, Undead Trainer

Corpse Grafter

You cannot reanimate undead creatures using the Death sphere. You gain the Undead Graft talent with the bonus talent granted by this drawback, and may only create grafts using your reanimate ability.

Incompatible: Corpse Grafter, Favored Undead, Flesh Artisan, Necromantic Limit (Reanimate), Spirit Caller, Spiritual Voyager, Undead Trainer

New Magic Items

New Magic Staves

Staff of the Undead Master

Aura moderate Necromancy; CL 10th;

Slot none; Price 27,250 gp; Weight 5 lbs.

Description

This quarterstaff is formed of shaped bone and embedded with countless shards of onyx. It allows the use of the following spell: animate dead (2 charges)

When creating undead with more than 10 Hit Dice using this staff, you must provide additional onyx gemstones worth 25 gp per Hit Die above 10 which are consumed as part of using the staff. Undead created using this staff obey whoever wields the staff, rather than being directly under your control. If nobody is wielding it, the undead follow their previous orders to the best of their ability. The staff can control a total of 20 Hit Dice of undead at a time. If more undead are created using the staff than it can control, you choose which undead created by the staff are released from its control.

In addition, whenever you roll initiative, you may spend one of the staff’s charges to allow all undead you or the staff controls within 50 feet of you to use your initiative count. Use the undead’s own initiative modifier when settling ties. You may choose to act before or after any of your undead when you determine the order of your turns.

Construction Requirements

Craft Staff; Spells animate dead; Cost 13,625 gp

Staff of the Undead Lord

Aura moderate Necromancy; CL 15th;

Slot none; Price 80,800 gp; Weight 5 lbs.

Description

This staff functions as the staff of the undead master, save that it can cast the following spells, and may control up to 30 hit dice of undead:

Animate dead (1 charge)

Create undead (2 charges)

Create greater undead (4 charges)

When creating undead with more than 15 Hit Dice using this staff, you must provide additional onyx gemstones worth 25gp per Hit Die above 15 for animate dead, and 50gp per Hit Die above 15 for create undead and create greater undead.

Construction Requirements

Craft Staff; Spells animate dead, create undead, create greater undead; Cost 40,400 gp

New Implements

Rod of Undeath’s Command

Aura strong Necromancy; CL 15

Slot none; Price 28,000 gp; Weight 2 lb.

Description

This +2 death implement grants you a greater deal of control over the undead under your command. Whenever you roll initiative, you may spend a spell point to allow undead you control within your dominion range to use your initiative count. Use the undead’s initiative modifier to settle any ties. You may choose to act before or after any of your undead on your turn.

Construction Requirements

Craft Implement of Power, Death sphere; Cost 14,000 gp

New Implement Special Abilities

Reanimating

Aura strong Necromancy; CL 10

Slot implement; Price +1 bonus; Weight -

Description

This enchantment can only be applied to implements that grant a caster level bonus to the Death sphere and take up a worn magic item slot such as the ring or headband slots.

While using this implement, add the implements caster level increase to the Death sphere when determining the maximum Hit Dice of undead you control and reanimate using the Death sphere. This increase to the number of Hit Dice of undead you control only persists as long as you are wearing the reanimating implement. This increase is not considered a caster level increase to those abilities, and is not multiplied by two (or more) when determining the maximum Hit Dice of undead you can reanimate and control. If you remove it and you control more Hit Dice of undead than your new maximum, you must release or destroy your controlled undead as normal.

You only gain the benefits of the reanimating property if you have worn the implement for at least 24 hours consecutively.

Construction Requirements

Craft Implement of Power, Death sphere

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