Help on: spell possession

Syntax:cast possession <target>
Class:Necromancer
Level:16
Save:none

By tearing a possessing entity from the netherworld, and bending it to his will, a necromancer of sufficient power can force the spirit to enter into a non-magical, non-enchanted weapon or piece of armor of his choosing. Though the ritual destroys much of the spirit's free will, its controlling nature provides great benefit to the wielder. The weapon will be more swift and higher casters will find their weapons more deadly than before. Armor, while not physically improved, certainly will help protect against more subtle attacks. Unfortunately these vestiges of sentience also make themselves known in more pointed ways from time to time. Some elderly, and perhaps senile, warriors have been seen carrying on a one-sided conversation with no one.

Some necromancers may be willing to sell you the service of binding spirits, for the right price.

Spell Potency Bonuses:

Necromancers who have opted for Spell Potency of at least the second tier will be able to bend even more powerful spirits to their will and bind them to certain items. These great shades hunger constantly for power, and may help the wielder to whom they are bound. Beware, however, most items will crumble to dust from the strain of containing them.

See also: Spell Detect Life, Spell Enchant, Spell Potency

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