Rift (Wizard Spell)

With this spell, the caster creates a rift be­tween the Prime Material Plane and the Negative Material Plane, centered upon himself, and greatly enhancing the potency of undead crea­tures.
During preparation, the wizard must first study undisturbed for at least four hours per day for four months, reading scrolls and books about the planes.
Upon casting, all undead within the area of effect gain nine times their original hit points as bonus hit points for the duration of the spell (one night). In combat, the bonus hit points are lost first. For example, a zombie with 5 hit points, gains an additional 45 hit points for the entire night. Undead affected by this enchantment are turned as “special" undead.
The area of the rift moves with the caster, pos­sibly placing some undead out of the sphere or encompassing others as he moves. Bonus hit point are gained immediately by an undead crea­ture upon entering the area, but only once from a single casting of the spell. The caster cannot con­trol which undead receive the bonus; all undead entering the area are affected, and retain the hit points even if they leave the area.
The material component is an obsidian goblet containing ground bones from a dead necro­mancer.
Notes: Restricted to preservers and defilers, common.
Category:Psionic Enchancements
Category:Wizard Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Wizard's Spell Compendium
Category:Spells