Voadam
Legend
Pathways 6
Pathways 6
Pathfinder 1e
Osirion Mummy: “Osirion mummy” is an acquired template that can be added to any living, corporeal creature.
Canopic Conversion spell.
Canopic Conversion Trap
Canopic Conversion
School necromancy [death, evil];
Level cleric/oracle9, sorcerer/wizard 9
Casting Time 1 round
Components V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)
Range close (25 f. + 5 f./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude half;
Spell Resistance yes
This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Osirion mummy template.
The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy.
Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Will DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable.
Canopic Conversion Trap CR 10
Perception DC 34; Disable Device DC 34
Effects
Trigger touch Reset automatic
Effect spell effect (canopic conversion, caster level 18; 18d6 damage, on death creates mummy; DC 28 Fortitude half;
Pathways 6
Pathfinder 1e
Osirion Mummy: “Osirion mummy” is an acquired template that can be added to any living, corporeal creature.
Canopic Conversion spell.
Canopic Conversion Trap
Canopic Conversion
School necromancy [death, evil];
Level cleric/oracle9, sorcerer/wizard 9
Casting Time 1 round
Components V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)
Range close (25 f. + 5 f./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude half;
Spell Resistance yes
This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Osirion mummy template.
The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy.
Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Will DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable.
Canopic Conversion Trap CR 10
Perception DC 34; Disable Device DC 34
Effects
Trigger touch Reset automatic
Effect spell effect (canopic conversion, caster level 18; 18d6 damage, on death creates mummy; DC 28 Fortitude half;
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