Control Undead

Necromancy [Evil, Minion]
Level: Necromancer 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One undead creature
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
Spell Points: 13

“Your undead flesh is mine now.”

You can control the actions of a undead creature through a link that you establish with the remnants of its soul.

You can force the subject to perform as you desire, within the limits of its abilities (including intelligence). A common language is not necessary. If the creature is mindless, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the creature is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given the controlled undead a command, it continues to attempt to carry out that command to the exclusion of all other activities. A Sense Motive check against DC 25 can determine that the subject’s behavior is being influenced by a spell (as if the spell were an enchantment effect).

Changing your instructions or giving a controlled Undead a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the undead creature, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Undead creatures are absolutely helpless while so controlled, even obviously self-destructive orders are carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the undead creature are on the same plane. You need not see the creature to control it.

If you don’t spend at least 1 round concentrating on the spell each day, the creature receives a new saving throw to throw off the control.

Aligned Protection or a similar spell can prevent you from exercising your control or using the link while the subject is so warded, but such an effect neither prevents the establishment of the spell nor dispels it.

Augment: You can augment this spell in one or both of the following ways.

  1. For every 2 additional spell points you spend, this spell can affect an additional target. Any additional target cannot be more than 15 feet from another target of the spell.

  2. If you spend 1 additional spell point, this spell’s duration changes to 1 hour. If you spend 2 additional spell points, this spell’s duration changes to 1 day. If you spend 4 additional spell points, this spell’s duration changes to 1 day per caster level.