· 7 years ago · Sep 13, 2018, 10:36 AM
1Healing magic, permamence:
2
3>"While I think goats would be better …that name will do. Then, skin those
4sheep, by all means …Will excessive capture affect the local ecosystem?"
5
6>"I doubt it. In addition, the use of healing magic allows us to skin them again.
7Therefore, we will not need to capture them en masse if we do not engage in
8large-scale production. That too is thanks to the monsters called Torturers."
9
10>"Hm? Don’t severed body parts vanish when healing magic is applied?"
11
12>"About that …we have learned something during our experiments with healing
13magic. Once some great change has occurred to the severed body parts
14— mincing, for example — those parts will remain. In other words, once the
15flayed skin has been processed, the healing magic no longer recognizes it as
16part of the body and it will not vanish even when the source is healed. This is
17also why they will not die when they are fed meat. Also, this is not exactly related,
18but when either the healer or the healed one rejects the magic, it will not
19be able to operate properly and will leave a scar. Similarly, lower tier spells
20are more likely to leave scars as time passes."
21
22>"I see …magic is quite impressive. Very well, carry on, then."
23
24[V4]
25
26>"...When I summon them normally, they disappear after a while …given the
27way the sword from this world is on the ground, it would seem that equipment
28alone was not enough to bind them to this world, so it was left behind.
29If that is the case, does that Death Knight remain here because I used a corpse
30to summon it? It would appear that I can strengthen Nazarick if I had more
31corpses."
32
33[V1]
34
35>"Maybe we could summon demons to learn about Jaldabaoth …But that will
36stain the soul …And even if we summon low ranking demons, it’s quite likely
37that they won’t know anything about high ranking demons. In that case, we’ll
38need to contact a summoning adept …"
39
40[V12]
41
42>Ainz turned his gaze to the demihuman camp.
43Half of it had already been destroyed, and Soul Eaters were walking lazily
44among the fleeing demihumans. Even that much was enough to send the demihumans
45collapsing in droves from their instant death auras. The Soul Eaters
46who consumed their souls became stronger in turn.
47When Soul Eaters appeared in YGGDRASIL, they were almost always on-level
48encounters, so the chances of a player being downed by an instant death effect
49would only be one in a hundred or less. That was why this special ability of
50Soul Eaters rarely got the chance to see use.
51However, it was different this time. This was the perfect opportunity to show
52it off.
53
54>"Souls, huh …oh no. I ought to experiment with this."
55
56>Ainz suddenly landed. Then he used his ability to create mid-tier undead to
57craft a Soul Eater.
58Go.
59After he issued a mental command, the Soul Eater immediately began to move.
60At the same time, he sent an order to the Soul Eaters who were obliterating
61the demihumans outside.
62It went: leave some prey for the newly-made Soul Eater.
63Undead created with corpses did not vanish with the passage of time. But why did they not vanish?
64If it’s not because they’re using the corpse as a medium, but the soul, does it mean
65that Soul Eaters which have eaten souls won’t vanish? ... Well, even if I found
66the answer I wouldn’t know where to apply it. Still, knowing is better than not
67knowing.
68
69[V13]
70
71>That said, a patch had updated certain wands so they could be used by all
72players. Unfortunately, the wand imbued with the ninth-tier spell [True Resurrection] that he had used to resurrect Neia was not one of them, and Ainz
73would not be able to use it under normal circumstances.
74
75[V13]
76
77>In YGGDRASIL, when he used his skills to create undead, they would appear
78out of the sky in their summoner’s vicinity. However, things seemed different
79in this world.
80A cloud of black fog appeared. The cloud headed straight for the body of the
81knight whose heart had been crushed and then enveloped it.
82The mist slowly expanded, and melded with the knight’s body. After that, the
83knight wobbled before slowly rising to its feet like a zombie.
84
85>"Eeeeek!"
86
87>Momonga heard the shrieks from the sisters, but he had no time to worry
88about them. After all, he was quite surprised at the sight before his eyes.
89With a wet, dripping sound, several rills of black ichor oozed out from between
90the gaps in the knight’s helmet. It must have come from the knight’s mouth.
91The black fluid flowed out without end, until it covered the knight’s entire
92body. It looked like a human being that had been swallowed by a slime. Completely
93surrounded by the black liquid, the knight’s body began to twist and
94change.
95After several seconds, the black liquid fell off the body of what was now a
96Death Knight.
97
98>As the Death Knight’s silhouette shrank into the distance, Momonga was keenly aware of a difference between this new world and YGGDRASIL.
99That was â€independenceâ€.
100Originally, the Death Knight should have stayed by its summoner’s side to
101await his orders and attack any enemies which approached. Yet, it had disregarded
102that order and launched an attack of its own accord. This difference
103might be a fatal vulnerability in an unknown situation like this one.
104
105[V1]
106
107>"Is that so. You still haven’t been able to induce a natural genesis, then?"
108
109>"Indeed. Not even a Skeleton, the least of all undead, has appeared so far. Currently,
110we are placing corpses beside it in the hope of inducing the creation of
111Zombies."
112
113>"Mhm."
114
115>Fluder stroked his long beard, and then looked down at the sight beneath him.
116There were ten-odd Skeletons there, and they were tilling a field.
117Each Skeleton raised their hoe, then swung them down, in an identical manner
118to the one on either side of it. If one were to look at them from the side, their
119overlapping forms would seem like just a single Skeleton.
120This highly coordinated spectacle, which vaguely resembled a form of group
121exercise, was the true identity of the large-scale project which the Empire had
122been conducting. In other words, it was "undead labor".
123
124>The undead did not need to eat, drink or sleep, and they did not tire. In other
125words, they were the perfect workers. Granted, low-tier undead were unintelligent;
126they could only listen to orders, and they could not perform complex
127tasks. However, that problem could be solved by having someone stand by to
128supervise them every step of the way.
129The merits of ordering the undead to carry out tasks in a crop field had exceeded
130their expectations. The reduction of manpower costs had reduced the
131prices of crops, expanded the farms and fields, eliminated the risk of human related
132damage and so on. It was truly a dream plan.
133There were other, similar plans, using summoned monsters and Golems instead,
134but after taking all factors into consideration, the undead were still the
135most cost-effective choice.
136However, there was still a reason why such a seemingly-perfect plam could
137not be put into practice on a large scale.
138That was because people opposed it — in particular, the factions led by the
139priests. They believed that creating undead, creatures of death which hated
140life, was an act which stained the soul.
141
142>For these reasons, the clergy opposed this plan.
143Ultimately, the true reason for this plan was to increase their military power.
144With the undead to handle production, they could divert their human resources
145elsewhere, potentially increasing the amount of talent for the knight corps and
146other fields.
147
148>In addition, once undead labor became widespread, there were people who
149were worried that human laborers would be made redundant. In addition,
150the undead would not listen to humanity forever, and large amounts of undead
151might upset the balance of life and death and lead to the spontaneous genesis
152of more powerful undead. It was not just the priests, but anyone who heard
153of the plan that was unsettled by it.
154The reason for this facility’s existence was to address each of these concerns
155and find a solution to them.
156
157>"You haven’t found the underlying reason yet?"
158
159>"No, Master. My deepest apologies, Master."
160
161>Why did the undead arise by themselves? Exploring this fundamental reason
162would have a decisive influence on the future.
163There was a place which was perpetually shrouded in a light mist that only
164lifted when the Kingdom and the Empire did battle. That place was a cursed
165land, known as the Katze Plains. Undead appeared here at an alarmingly high
166rate, even Skeletal Dragons — some of the most powerful undead beings —
167who were immune to magic.
168Even if the Empire wanted to conquer the region around E-Rantel in the future,
169they did not want to have undead-spawning land in their domain. Thus,
170discovering the process by which the undead arose would definitely be an aid
171to rulership. Perhaps they might even find a way to keep the undead from
172spawning ever again.
173[V7]
174
175Apparently, people’s souls resided in their bodies, and when the body started
176to decay, the soul would be summoned to the side of the gods. That was why
177the dead were essentially buried in graveyards right away — in the embrace
178of the earth — but this was different for certain nobles and those in power.
179
180[V7]
181
182"An excellent question, Varmilinen. Indeed, that country’s queen has been
183confirmed to have inherited the ability to use what we call ancient magic, or
184primal magic, or perhaps the magic of the soul. There are many names for
185that sort of magic."
186
187[V9]
188
189They were gauntlets.
190The left gauntlet was an evil-looking thing that resembled the hand of some
191demonic lifeform. It seemed to be made out of some sort of ominous black
192metal which was covered in twisted thorns. Its fingertips were sharpened into
193points, and the dirty radiance surrounding it seemed vaguely metallic, but resembled
194some sort of strange secretion. Just a single look filled all who saw it
195with a distasteful feeling, like their very souls were rejecting it.
196In contrast, the right gauntlet looked like the pure, immaculate hand of a maiden.
197It was white in color and its slender proportions were covered in elaborate
198gold embroidery, which further emphasized its exquisite beauty. It drew the
199eye like bees to honey, and just like seeing a world-class beauty, the onlookers
200felt like they might lose their souls to it.
201
202[V9]
203
204"The magic of the soul, huh …"
205
206Wild Magic was different from normal magic. It was magic that used souls.
207Therefore, if she sacrificed many of her people and then destroyed the souls
208which were produced, she could cast a powerful spell. Her great-grandfather
209the Dragon Lord had told her about the great explosion which was the Platinum
210Dragon Lord’s ultimate attack. In all likelihood, she could imitate it easily.
211However, since she was much weaker than a Dragon Lord, she would have to
212sacrifice over a million people to cast a spell like that.
213
214[V9]
215
216===================================================================
217
2183.5
219
220Raise Dead
221
222 You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
223
224Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
225
226A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.
227
228A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
229
230Resurrection
231
232 This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.
233
234The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.
235
236Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot be repaired by any means.
237
238You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.
239
240True Resurrection
241
242 This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).
243
244Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
245
246You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures.
247
248Even true resurrection can’t restore to life a creature who has died of old age.
249
250Animate Dead
251
252 This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
253
254The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
255
256Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
257
258The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
259Skeletons
260
261A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
262Zombies
263
264A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
265
266Create Undead
267
268 A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.
269
270You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
271
272This spell must be cast at night.
273
274Undead Master
275
276You can marshal vast armies of the undead to serve you.
277
278Prerequisites: Spell focus (necromancy), the ability to cast animate dead or command undead.
279
280Command Undead
281
282 This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
283
284A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,†“go there,†“fight,†“stand still,†and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.
285
286Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
287
288Your commands are not telepathic. The undead creature must be able to hear you.
289
290=================================================================
291
2922nd Edition (2nd Edition Heterochromia hints, speak with dead hint, NW follows SW+2nd Edition)
293
294Souls in 2nd Edition: The Soul is what resurrection is cast on. It's the blue print of a person or creature. Spirit Annihilation targets this and prevents resurrectin by destroying the soul.
295
296
2973rd Edition
298
299Dark Craft
300
301Experience points and gold pieces can be granted as rewards after a sacrifice. These so-called dark crafted rewards have no actual physical manifestation, but the celebrant after a sacrifice sense their prescence like a shadow on the soul. Dark craft gold ieces and dark craft experience points can't be used to buy goods or attain higher levels, but they can be used instead of actual gold pieces or experience points when making a magic item. Only a single application of dark craft experience points and dark craft gold pieces can be applied
302toward a magic item's creation process. The time spent creating the item does not change when the celebrant uses dark craft resources. When the celebrant completes a magic item created by the use of any dark craft
303resources (as little as 1 gp or 1 XP), the item is tainted with evil. Others can sense this evil, as described for an object of lasting evil. Dark craft experience points and dark craft gold pieces can be combined with the destruction of souls to make a magic item even easier to build.
304
305Souls as Power
306
307Souls are the incarnate manifestation of life energys. As such they contain a vast amount of power. Their power is so great, in fact, that they serve as currency in other realms. Fiends gather evil souls in the form of larvae, then sell or trade them for goods, services, or simply as tribute to more powerful entities. Huge infernal machines and demonic devices are powered by souls in those realms.
308
309Souls can be used as spell components, and they can also replace experience point expenditures when creating magic items. Each soul is the equivalent of 10 experience points needed to create an item. When the creator finishes making the magic item, it is tainted with lasting evil. Magic item creators can use souls in conjunction with dark craft experience points and dark craft gold pieces.
310
311To use a soul in any way, it must be properly prepared and stored. The best way to do this is in a proper receptacle, such as the gem involved in a soul bind or trap the soul spell, or the storage object used in an imprison soul spell. The dark altar stone magic item is also useful in this regard. Subdued or captured larvae, or other extraplanar spirits of the dead can serve as souls if properly prepared. Even incorporeal undead can be used in this way if they can be imprisoned somehow.
312
313Using a soul in any way other than simply transferring it as barter consumes it completely, destroying it forever. Destroying a soul is an evil act, even if the soul was evil.
314
315Soul Bind
316Necromancy
317Level: Clr 9, Sor/Wiz 9
318Components: V, S, F
319Casting Time: 1 standard action
320Range: Close (25 ft. + 5 ft./2 levels)
321Target: Corpse
322Duration: Permanent
323Saving Throw: Will negates
324Spell Resistance: No
325
326You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
327Focus
328
329A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
330
331Death (Rule)
332
333Dead
334
335The character’s hit points are reduced to -10, his Constitution drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.
336
337Elementals have a single soul and body. Everything else has a soul and body that are separte.
338
339The body has memories but the soul is the actual person's self, whatever that is.
340
341Speak with Dead
342Necromancy [Language-Dependent]
343Level: Clr 3
344Components: V, S, DF
345Casting Time: 10 minutes
346Range: 10 ft.
347Target: One dead creature
348Duration: 1 min./level
349Saving Throw: Will negates; see text
350Spell Resistance: No
351
352You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.
353
354If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.
355
356This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.
357
358Indeed, it can’t even remember being questioned.
359
360This spell does not affect a corpse that has been turned into an undead creature.
361
362What animates golems
363
364Golems are animated by Elementals conjured and bound to the body of the Golem. This is true for Flesh Golems, Clay Golems, Iron Golems, Stained Glass Golems, or Doll Golems.
365
366MAFUBA!!!!!!
367
368Magic Jar
369Necromancy
370Level: Sor/Wiz 5
371Components: V, S, F
372Casting Time: 1 standard action
373Range: Medium (100 ft. + 10 ft./level)
374Target: One creature
375Duration: 1 hour/level or until you return to your body
376Saving Throw: Will negates; see text
377Spell Resistance: Yes
378
379By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.
380
381To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
382
383While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)
384
385You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
386
387Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.
388
389If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.
390
391As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.
392
393If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
394
395If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host’s location.
396Focus
397
398A gem or crystal worth at least 100 gp.
399
400Trap the Soul
401
402Conjuration (Summoning)
403Level: Sor/Wiz 8
404Components: V, S, M, (F); see text
405Casting Time: 1 standard action or see text
406Range: Close (25 ft. + 5 ft./2 levels)
407Target: One creature
408Duration: Permanent; see text
409Saving Throw: See text
410Spell Resistance: Yes; see text
411
412 Trap the soul forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.
413
414Depending on the version selected, the spell can be triggered in one of two ways.
415Spell Completion
416
417First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature’s name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.
418Trigger Object
419
420The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.
421Material Component
422
423Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
424
425
426
427Vile Damage
428
429Vile damage, like regular damage results in the loss of hit points or ability score points. Unlike regular damage, vile damage can only be healed by magic cast within the area of a consecrate or hallow spell. Vile damage represents such an evil violation to a character's body or soul that only in a holy place can healing magic repair the damage.
430
431Negative Energy as a Supportive Force: While atrocity
432may serve as a trigger for unlife, it is not enough to bring about
433a transformation of this magnitude on its own. It requires the
434very energy that drives dark spirits and their unquenchable
435thirst for life. That which is dead has no vitality, so where does
436the energy of animation come from? Negative energy—a force
437that is marshaled, stored, and utilized mostly by evil creatures,
438malign deities, and their servants—provides the power for this
439metamorphosis. Just as blood suffuses living creatures, negative
440energy suffuses undead, providing them all their abilities, from
441mobility to sentience, from fl esh-eating to soul-devouring.
442Negative Energy as a Draining Force: Some claim that
443undead exist concurrently on the Material Plane and the Negative
444Energy Plane. More precisely, they believe that undead
445on the Material Plane are linked to the Negative Energy Plane
446via a conduit, just as life itself somehow partakes of positive
447energy.
448The Negative Energy Plane is the heart of darkness—the
449hunger that devours souls. It is a barren, empty place, a void
450without end, and a place of vacant, suffocating night. Worse, it
451is a needy, greedy plane, sucking the life out of anything vulnerable
452to its grasp. Heat, fi re, and life itself are all drawn into the
453maw of this plane, which perpetually hungers for more.
454The very existence of even the weakest undead produces a
455constant drain on the energies of the Material Plane, which
456accounts for sensations of cold often attributed to the unliving.
457As part of the enchantment of their creation, undead “siphonâ€
458a bit of the energy fl owing from the Material Plane toward the
459Negative Energy Plane. This “stolen†energy serves to power
460their ongoing existence.
461
462Atrocity Calls to Unlife: Evil acts can resonate in multiple
463dimensions, opening cracks in reality and letting the blight
464creep in. A suffi ciently heinous act may attract the attention of
465malicious spirits, bodiless and seeking to house themselves in
466fl esh, especially recently vacated vessels. Such spirits are often
467little more than nodes of unquenchable hunger, wishing only to
468feed. These comprise many of the mindless undead. Sometimes
469these evil infl uences also manage to reinvigorate the decaying
470memories of the body’s former host. Thus, some semblance of
471the original personality and memories remain, though the newly
472awakened being is invariably twisted by the inhabiting spirit,
473resulting in an evil, twisted, and intelligent creature. However,
474this being is not truly inhabited by the spirit of the original
475creature, which has left to seek its ultimate destiny in the Outer
476Planes. This amalgamation is something entirely new.
477Other times, atrocious deeds call dark, reanimating spirits
478into the fl eshy form of the newly deceased, leaving the original
479spirit intact. This might happen if the person was already
480evil, or was tempted to evil in life. Alternatively, some good
481spirits might be unnaturally trapped within their bodies,
482slowly being perverted to evil as the dark spirits convert the
483body to undead status.
484
485Creating Undead Spawn: Many undead have the ability to
486create spawn (an equal or lesser version of themselves, but under
487their control) simply by slaying their victims. Presumably, the
488undead must have drained at least one of the victim’s ability
489scores or bestowed at least one negative level for this death to
490occur. (For instance, a wight that pushes a gravestone over on an
491enemy, killing it, shouldn’t expect to gain a new wight servant
492from the victim’s remains.)
493
494Unlike living creatures, which grow and mature throughout
495their life cycles, undead are usually changeless, frozen in the
496moment of their creation. Most are cursed to never adopt new
497philosophies, or change with the uncertainties and lessons of
498life, or ever fi nd happiness.
499An undead that persists for century after century sometimes
500fi nds ways to grow in strength and knowledge. Its connection
501to the Negative Energy Plane, originally a mere trickle, can
502become an actual current over hundreds of years, and given
503enough time, a mighty stream.
504Gaining Class Levels: Intelligent undead have the option
505of receiving training and gaining levels in an NPC or PC class.
506Not all intelligent undead have the mental aptitude necessary for
507some of the more intellectual endeavors, so less cerebral classes,
508such as barbarian and fi ghter, often prove popular among them.
509Particularly intelligent undead are usually drawn to spellcasting
510classes. Undead that started as high-level spellcasters and used
511magic to bridge the gulf separating them from mortality may
512continue to add spellcasting classes normally.
513Evolution: Sometimes undead just become stronger
514through time. This seasoning of ability takes hundreds of years
515of existence, and even then, of those undead that persevere for
516so long, only a handful grow more powerful. This maturity
517of power is dependent on the undead’s tie to the Negative
518Energy Plane. As the creature’s existence stretches through
519the centuries, its connection to this void energy slowly grows
520more secure, imbuing the monster with strength, vigor, and
521dark purpose. (See the evolved undead template, page 99, for
522more details.)
523
524VARIANT RULE: UNDEAD DENSITY
525When too many undead are spawned (or gather on their own
526initiative), the concentration of undead within a given area rises.
527As the density increases, the influence of so many creatures suffused
528with negative energy can have real effects.
529Undead density is expressed in terms of the total Hit Dice of
530undead in a 100-foot-radius sphere (regardless of intervening
531walls or other barriers). If the total Hit Dice of undead in this
532area rises to 1,000 or higher, the saturation of negative energy
533effectively grants all undead in the area +4 turn resistance.
534An even higher undead density could grant greater turn resistance,
535but such density would be difficult to achieve due to space
536requirements and crowding.
537
538TOMB-BORN FORTITUDE [GENERAL]
539The power of undeath taints you, body and soul. Its power has
540hardened your fl esh and given it the foul look of the grave.
541Prerequisite: Nongood alignment, Tomb-Tainted Soul.
542Benefi t: You have a 25% chance to resist critical hits. When
543a critical hit or sneak attack is scored against you, there is a 25%
544chance that the critical hit or sneak attack is negated and damage
545is instead rolled normally.
546In addition, you do not risk death from massive damage.
547Your skin takes on the pallor and texture of a dead creature of
548your race. KHAJIIT
549
550NECROTIC
551TERMINATION
552Necromancy [Evil]
553Level: Cleric 9, sorcerer/wizard 9
554Components: V, S, F, XP
555Casting Time: 1 standard action
556Range: Medium (100 ft. + 10 ft./level)
557Target: Living creature with necrotic
558cyst
559Duration: Instantaneous
560Saving Throw: Fortitude partial
561Spell Resistance: No
562You cause the cyst of a subject already
563harboring a necrotic cyst (see spell
564of the same name) to physically and
565spiritually enlarge itself at the expense
566of the subject’s body and soul. If the
567subject succeeds on her saving throw,
568she takes 1d6 points of damage per level
569(maximum 25d6), and half the damage is
570considered vile damage (see necrotic bloat).
571The subject’s cyst-derived saving throw
572penalty against effects from the school
573of necromancy applies.
574If the subject fails her saving throw,
575the cyst expands beyond control, killing
576the subject and digesting her soul. Raise
577dead, resurrection, true resurrection, wish,
578and miracle cannot return life to the
579subject once her soul is digested—she is
580gone forever. On the round following the
581subject’s death, the cyst exits the fl esh of
582the slain subject as a free-willed undead
583called a skulking cyst (see page 120).
584Focus: Caster must possess a mother
585cyst (see page 28).
586XP Cost: 1,000 XP.
587
588checks made to pass as the victim. It also gains profi ciency in
589the skills of the victim; treat this as an enhancement bonus to
590the skill check equal to the number of ranks the victim had in
591life. The visage does not gain the victim’s extraordinary, supernatural,
592or spell-like abilities, nor does it gain any spellcasting
593powers of the victim. The visage retains its own ability scores,
594special attacks, and special qualities.
595This effect lasts for 24 hours, though the visage can dismiss
596it at will. While a visage is in the form of its victim, that victim
597can’t be returned to life except by a true resurrection spell (which
598also immediately ends the effect on the visage). After 24 hours, or
599if the identity is dismissed, the soul is damaged, and the victim
600can be returned to life only by a miracle or wish spell followed
601by a true resurrection.
602
603Mane(s) demons are formed directly from the souls of evil creatures.
604
605Orcus is specifically called out as eating larvae.
606
607The Pact Primeval is the basis for diabolical forces to claim lawful evil souls, punish them, and ultimately convert them to divine energy. This energy flows to the local lord as specified in the Pact Primeval. Once they are wrung of their essence, the remains are transformed into Lemures.
608
609In essence, souls are the lowest ranking soldiers in both the abyss and the hells. If they are not constantly harvested, then there will be a shortage of troops for the Blood War, which, if that happens to either side, will spell certain doom.
610
611Devils who risk falling short of their soul quota run the very real risk of being demoted, which is one of the worst fates that can befall them. As such, Devils are usually quite eager to make a deal for easy access to souls, which is where you might be able to step in...
612
613After the death of the body, a soul lingers in the world for a few days or even longer, and during that time the body can be returned to life with a powerful enough ritual. The soul of a hero is particularly likely to remain, determined even after the death of the body to hold on just a little longer. Other souls immediately depart, slipping into the Shadowfell and flashing across its dim expanse like falling stars. Even then, a soul can be called back to life with the proper ritual, such as Raise Dead. The vast majority of souls that are not called back flow through the gates of the Raven Queen’s abode, and from there pass beyond the cosmos . . . to where, even the gods cannot say.
614A favored few souls are called by their gods after death to serve in the god’s dominion. Some (the exalted) are selected because of the great deeds they accomplished in life in support of that god’s ideals, whereas others (the damned) might be selected for punishment, because they were subjected to a curse, or because these individuals sold their souls when they were still living mortals.
615Devils and other foul creatures also crave the souls of mortals. Such creatures sometimes hunt the Shadowfell, looking to gather bodiless souls, but rarely with any success. Only exceptional effort allows a living creature to affect a bodiless soul in any fashion whatsoever, and even great devils lack this ability. Thus, these creatures have learned to arrange for taking mortal souls into custody while those souls yet inhabit living bodies. An individual who makes a deal with a devil usually comes to this sort of end.
616
617
618That said, 2E did have some answers to this. In 2E, characters who became sentient undead did not have their souls go on to the Outer Planes. No petitioner forms on the plane of their alignment or domain of their god, and their memory core doesn't go to the Astral Plane. It was hinted at, though never outrightly said, that destroying undead sent them to oblivion, soul and all. There was no repository of "undead who are no more". It was also vaguely noted that undead don't keep their souls however, and negative energy now resides where the soul once was. The presumption here was that an undead's soul has been destroyed (or is somehow trapped in the undead shell, since they could still be resurrected).
619
620Soul Eater
621
622
623
624The soul eater is a monstrous being that feeds on the very essence of life force.
625Requirements
626
627Base Attack Bonus: +5
628
629Alignment: Any evil
630
631Skills: Knowledge (arcana) 2 ranks
632
633Feats: Alertness , Weapon Focus (claw or other natural weapon)
634
635Type: Any living nonhumanoid (monstrous humanoid is acceptable)
636
637Special: Soul eaters are usually created against their will. Sometimes, the emissary of an evil god or a powerful fiend approaches a monster on the verge of death. In exchange for continued life, the creature must feed on souls thereafter. More rarely, a creature desiring the ability to feed on souls undergoes a forbidden, profane ritual that allows it to become a soul eater.
638
639Energy Drain (Su): A soul eater gains the ability to drain energy, bestowing negative levels upon its victims. Beginning at 1st level, the touch of a soul eater bestows one negative level on its target. At 7th level the Soul eater bestows two negative levels with a touch.
640
641Soul Strength (Su): When a 2nd-level soul eater uses its energy drain ability, it gains a +4 enhancment bonus to Strength for 24 hours.
642
643Soul Blast (Su): When a 3rd-level soul eater uses its energy drain ability, it may project a 100-foot ray of force that deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + soul eater's class level + soul eater's Cha bonus). this supernatural ability can be used once per day when the soul eater has drained levels.
644
645Soul Enhancement (Su): When a 4th-level soul eater uses its energy drain ability, it gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that apply to saves or checks.
646
647Soul Endurance (Su): When a 5th-level soul eater uses its energy drain ability, it gains +4 enhancement bonus to Constitution for 24 hours.
648
649Soul Radiance (Su): If a 6th-level soul eater completely drains a creature of energy, it may adopt the creatures soul radiance, taking the victims's form, appearance, and abilities (as the shapechange spell) for 24 hours.
650
651Soul Agility: When an 8th-level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Dexterity for 24 hours.
652
653Soul Slave (Su): If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater.
654
655Soul Power (Su): After a 10th-level soul eater had drained energy, all spell-like and supernatural abilities gain a +2 profane bonus to their saving throw DC for 24 hours. Further, and and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period. For example, if an aboleth soul eater drains energy, it may use its enslave power six times per day rather than three times per day.
656
657==================================================================
658
659 Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence.
660
661Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.
662
663Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner’s turn in the initiative order.
664
665All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes.
666
667Purpose
668
669An item’s purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of "defeat/slay arcane spellcasters" doesn’t mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizard’s cabal to ruin, as well as end the rule of a sorceress-queen in a nearby land. Likewise, a purpose of "defend elves" doesn’t mean that if the wielder is an elf, he only wants to help himself. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of "defeat/slay all" isn’t just a matter of self-preservation. It means that the item won’t rest (or let its wielder rest) until it places itself above all others.
670
671Dedicated Power
672
673A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated power even if the owner is dominant (see Items against Characters, below).
674
675Item Ego
676
677Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated can its Ego score be calculated. An item’s Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.
678Items Against Characters
679
680When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.
681
682When a personality conflict occurs, the possessor must make a Will saving throw (DC = item’s Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following.
683
684 Removal of associates or items whose alignment or personality is distasteful to the item.
685 The character divesting herself of all other magic items or items of a certain type.
686 Obedience from the character so the item can direct where they go for its own purposes.
687 Immediate seeking out and slaying of creatures hateful to the item.
688 Magical protections and devices to protect the item from molestation when it is not in use.
689 That the character carry the item with her on all occasions.
690 That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.
691
692In extreme circumstances, the item can resort to even harsher measures, such as the following acts:
693
694 Force its possessor into combat.
695 Refuse to strike opponents.
696 Strike at its wielder or her associates.
697 Force its possessor to surrender to an opponent.
698 Cause itself to drop from the character’s grasp.
699
700
701Item Ego Attribute of Item Ego Points
702Each +1 of item’s enhancement bonus 1
703Each +1 of bonus for special abilities 1
704Each lesser power 1
705Each greater power 2
706Special purpose (and dedicated power) 4
707Telepathic ability 1
708Read languages ability 1
709Read magic ability 1
710Each +1 of Intelligence bonus 1
711Each +1 of Wisdom bonus 1
712Each +1 of Charisma bonus 1
713
714 Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.
715
716All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior.
717
718Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessors. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.
719
720 A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.
721Physical Description
722
723A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 ½ inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 ½ inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
724
725To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.
726Activation
727
728To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.
729
730Activate the Spell
731
732Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
733
734To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
735
736 The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
737 The user must have the spell on his or her class list.
738 The user must have the requisite ability score.
739
740If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.
741Determine Effect
742
743A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.
744
745The writing for an activated spell disappears from the scroll.
746Scroll Mishaps
747
748When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
749
750 A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
751 Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
752 Spell takes effect at some random location within spell range.
753 Spell’s effect on the target is contrary to the spell’s normal effect.
754 The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
755 Some innocuous item or items appear in the spell’s area.
756 Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.
757
758Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don’t involve themselves in scribing scrolls).
759
760Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don’t involve themselves in scribing scrolls).
761
762If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).
763
764Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.
765
766Alchemist Savant
767
768(Magic of Eberron variant, p. 53)
769
770The alchemist savant excels in the capacity to break down the normal barriers that lie between alchemy and magic, between potion and alchemical fluid, between science and art.
771
772
773Brew Universal Potion (Su): At 5th level, you gain the ability to create a universal potion—a potion that you can "flavor" with a particular spell or infusion at a later date. To create a universal potion, you choose the maximum spell or infusion level it can hold (1st, 2nd, or 3rd). You then brew the universal potion, consulting the table below for the cost to create it. (Universal potions have no market price, since only the creator can take advantage of their utility.) An uncharged universal potion radiates faint magic of no school.
774
775Once the universal potion is brewed, you can place any infusion or arcane spell you know (including spells in your spellbook, if you are a wizard) of the appropriate level (or lower) into the potion by shaking the flask as a move action. A character who uses infusions rather than arcane spells can imbue any infusion (of the appropriate level or lower) into the universal potion; treat this as an oil that holds the infusion. The spell or infusion to be placed into the universal potion must have a casting time of 1 minute or less; it otherwise follows the normal rules for the types of spells that can be put into potions. (Despite the name of this ability, you can create either a potion or an oil when you imbue the universal potion with the chosen spell.)
776
777Placing a spell or imbuing an infusion into a universal potion doesn't actually cost you a spell slot or infusion slot, though if the spell or infusion requires a costly material component, focus, or an XP cost, you must expend the material component, have the focus on hand, or pay the XP cost.
778
779Upon completion of this action, the universal potion is treated as a standard potion (or oil) of the minimum caster level for the spell or infusion, and it can be used by any character normally.
780Maximum Spell Level Cost
7811st 100 gp, 8 XP
7822nd 600 gp, 48 XP
7833rd 1,500 gp, 120 XP
784
785I would also guess that vampire spawn (vampires with 5 or less HD) don't have souls, hence why they don't get their living selves' class levels and what not, but that's neither here nor there.
786================================================================
787
788Summary: A body is needed for lower level spells like Raise Dead. But True Resurrection shows it isn't absolutely the same. The speak with dead shows the body and soul are greatly related, one being the essence of a person,t eh other being the physical aspect fo them. Think the body is the playstation and the soul is the playstation operating system. When the soul is destroyed, you destroy the person and prevent resurrection.
789
790Death is defined as the soul leaving the body in D&D. And souls have an intrinsic XP value, much as how gold and jewels can be used to resurrect people in Tier magic at least. Souls do indeed degrade when separated from the body, see Zaryusu beign pulled in every direction hence the time limit on resurrection and raise dead spells. Undead also vary in their souls, liches, ghosts, death knights have a soul, but mindless undead like ghasts, skeletons, and mummies are controlled by a malign intelligence, basically a plane of existence that is entropy and gluttony given form and influence.
791
792Assuming Soul Eaters are the same shows souls can be used to strengthen abilities, some only for 24 hours. Souls can be used to take ones form, their abilities, and appearance for 24 hours. A soul eater can be any race, but if they drained enough souls they can use their natural abilites like Create Undead twice as much.
793
794In terms of value, 1 soul is equal to 10 experience points or 50 gold pieces.
795
796Leinas: Festering Anger