Raise Nation (Wizard Spell)

This spell allows the caster to animate the skeletons of a long-dead civilization. Before preparation can begin, the caster must locate an appropriate site of ruins. This site need not con­tain complete skeletons; these will assemble from powdered fragments, it that is all that is left of them. The site must not have any creatures living there, and must have been abandoned for at least 100 years.
During preparation, the wizard must spend all his waking hours searching the ruins, learning everything he can about them, readying the site for his necromancy.
Once cast, a number of skeletons will animate according to the general size of the ruin site. The DM knows the extent of the ruins and can use the table, modified for any special circumstances he envisions (see table).
 Raise Nation
Size 	Number of Skeletons
Outpost 	10-40
Village 	40-400
City 	200-2,000
Great City	1,000-4,000
The skeletons are completely under the com­mand of the caster. They are no different from other skeletons. They have no knowledge of their past lives or civilization—they merely serve the caster. The skeletons remain active until de­stroyed, but will not venture further than 75 miles from their ruins.
Once cast on a set of ruins, this spell cannot be cast there again by any wizard. A randomly dis­covered ruin is 10% likely to have had a raise nation spell already cast there, but the caster has no way to know this without some sort of divina­tion magic.
The material component for the spell is a col­lection of items from the ruin site that have been well preserved; these items must total at least 1,000 cp in present day value.
Notes: Restricted to 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