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Dark Channeling (Dread Codex Spell)

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{{#set:Summary=Place yourself in an undead creature's body, gain their special abilities. }} {{#set:School=Necromancy }}

Dark Channeling
Necromancy
Level: ,|x|Level::x}}
Components: ,|z|Component::z}}
Casting time: 1 minute
Range: Long (400 ft. + 40 ft./level){{#set:Range=Other}}
Target: You and one undead creature
Duration: 10 minutes/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes


With this powerful spell, you place your body in a state of suspension and project your psyche into any corporeal undead creature within range. If the undead creature is intelligent, it is entitled to a Will save to resist the dark channeling. If this saving throw is successful, the spell fails. The caster must have line of sight to the undead before casting the spell.

If the undead fails its save, you gain control of the undead target upon completion of the spell. You can use its body as if it were your own, including any special abilities of the undead. If you inhabit a vampire, for example, all of the vampire's special attacks and qualities are available for use. You retain your own intelligence, but lose the ability to cast spells unless the creature you are inhabiting is a spellcaster as well. If unable to do so normally, the dark channeling empowers the possessed undead to speak.

You cannot move beyond the range limit of this spell, counting your location when the spell was cast as the center point, without ending the spell immediately. You can vacate the one undead host in favor of another within range by concentrating for one round. As normal, if the new would-be undead host is intelligent, it is entitled to a Will save. If the undead host is destroyed before you can vacate it, you must succeed a Will save (DC 20). Failure means your disembodied spirit is unable to escape before being destroyed as well. Success immediately ends the spell and stuns you for 1d10 rounds.

Focus: A bronze brazier in which you must burn 1,000 gold pieces worth of incense. You must wear a cap made from the flesh of a sentient creature during the casting.



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