Repose Domain
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.
Granted powers: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature's current hit points, it dies.
- Repose Level 1: Deathwatch: Reveals how near death subjects within 30 ft. are.
- Repose Level 2: Gentle Repose: Preserves one corpse.
- Repose Level 3: Speak With Dead: Corpse answers one question/two levels.
- Repose Level 4: Death Ward: Grants immunity to death spells and negative energy effects.
- Repose Level 5: Slay Living: Touch attack kills subject.
- Repose Level 6: Undeath To Death: Destroys 1d4 HD/level undead (max 20d4).
- Repose Level 7: Destruction: Kills subject and destroys remains.
- Repose Level 8: Surelife: Protects you against a natural condition or occurence that would cause your certain death.
- Repose Level 9: Wail Of The Banshee: Kills one creature/level.
- Deathwatch
- Necromancy [Evil]
- Level: Clr 1
- Components: V, S
- Casting Time: 1 standard action
- Range: 30 ft.
- Area: Cone-shaped emanation
- Duration: 10 min./level
- Saving Throw: None
- Spell Resistance: No
- Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
Deathwatch sees through any spell or ability that allows creatures to feign death.
- Gentle Repose
- Necromancy
- Level: Clr 2, Sor/Wiz 3
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Corpse touched
- Duration: One day/level
- Saving Throw: Will negates (object)
- Spell Resistance: Yes (object)
- You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
The spell also works on severed body parts and the like.
Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).
- Speak with Dead
- Necromancy [Language-Dependent]
- Level: Clr 3
- Components: V, S, DF
- Casting Time: 10 minutes
- Range: 10 ft.
- Target: One dead creature
- Duration: 1 min./level
- Saving Throw: Will negates; see text
- Spell Resistance: No
- You 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.
If 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.
This 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.
Indeed, it can’t even remember being questioned.
This spell does not affect a corpse that has been turned into an undead creature.
- Death Ward
- Necromancy
- Level: Clr 4, Death 4, Drd 5, Pal 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 min./level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Death ward does not protect against other sorts of attacks even if those attacks might be lethal.
- Slay Living
- Necromancy [Death]
- Level: Clr 5, Death 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.
- Undeath to Death
- Necromancy
- Level: Clr 6, Sor/Wiz 6
- Components: V, S, M/DF
- Area: Several undead creatures within a 40-ft.-radius burst
- Saving Throw: Will negates
- This spell functions like circle of death, except that it destroys undead creatures as noted above.
Material Component: The powder of a crushed diamond worth at least 500 gp.
- Destruction
- Necromancy [Death]
- Level: Clr 7, Death 7
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).
- Surelife
- Abjuration
- Level: Repose 8
- Components: V, S, M
- Casting Time: 1 round
- Range: Personal
- Target: You
- Duration: 1 minute/2 levels
- This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster’s person. At the end of the spell’s duration, the condition has full normal effects if the character is still subjected to it.
- Wail of the Banshee
- Necromancy [Death, Sonic]
- Level: Death 9, Sor/Wiz 9
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: One living creature/level within a 40-ft.-radius spread
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- You emit a terrible scream that kills creatures that hear it (except for yourself ). Creatures closest to the point of origin are affected first.