2nd-Level Spells
Embalm (Necromancy, Alteration)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: 1 corpse
Saving Throw: None
An embalm spell enables the caster to protect a corpse (or a harvested part thereof)
against the natural forces of decay and dissolution, until some later time when
it is needed for a spell. If the embalmed cadaver is later animated as a zombie, golem, or other form of animated
undead, the creature gains +2 hit points per hit die (8 hp/HD maximum) because of the
greater strength and resiliency imparted by the spell to the dead tissue. It
has no beneficial effect if cast on skeletal remains or on previously animated
undead.
Thus preserved, a corpse permanently retains the same odor and appearance it
had at the time of casting. Embalm does not reverse the effects of putrefaction, but it does prevent any further
decay of an individual’s physical remains. Unlike more powerful spells (such as Nulathoe’s ninemen (FOR) or the clerical spell spirit bind), embalm does not facilitate subsequent resurrection of a corpse. The material
component is a drop of vinegar.
Table of Contents