Tomb Ward (Priest Spell)

This spell enables the priest to cast a conditional curse upon a tomb. Anyone violating the tomb becomes subject to the curse. At one point during the casting of this spell, the priest must cast a either a divine curse or ancient curse spell to define the effects.
It takes a full day to cast this spell, and the priest cannot be interrupted at any time during the casting. The caster must walk through all the passages and rooms of the tomb, marking the walls, floors, ceil­ings, and doors with signs of the curse. During this time, the priest also sets down the exact conditions that will trigger the curse. They can be as simple as “any creature entering this tomb” or as complicated as “any mortal disturbing the remains of the king, removing his burial treasure, breaking or destroy­ing his possessions, or defacing the tomb.”
The DM determines the exact effects. In gen­eral, the wording of the curse should be interpreted literally, though vague or unclear passages should be given unfavorable interpretations.
The sized of the warded tomb is limited; it can comprise an area no larger than a cube 30 feet on a side. If other priests assist the caster, however, each additional priest adds 10 feet to each side of the cube. Therefore, seven priests (including the caster) can ward a cube-shaped area up to 90 feet on a side.
The material components are the holy symbols of each priest involved. The symbols must be left in the tomb, frequently buried in the walls or floor. Optionally, a creature of the same race as the priest can be entombed alive instead of the holy symbol. A combination of creatures and holy symbols is acceptable, so long as each priest leaves one com­ponent. Entombing living creatures as a part of the spell mandates a Ravenloft powers check.
Notes: Common on the Demiplane of Dread; otherwise, rare.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells