Turn Undead is Command for undead and demons, and Turn for golems (this is slightly unusual).
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Knows a "Devil Summoning N" spell of every SL. It is Summoning sphere, and summons a creature of DL=N (Outer, always evil).
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Level 1: "Caretaker ability": 1M, sacrifice a summon: Animate Dead a x0 or x1 dead creature the party has recently killed. This becomes your summon, and has the full stats and abilities it had in life. A being that is Beast of Xvim'd cannot be raised by this ability. The creature can never betray you, even from effects that steal or cause summons to become uncontrolled. If the sacrificed creature was a Camarid, the animated creature takes only that Camarid's summon slot.
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Level 1: "Spawn Ability": 1M, sacrifice a x1 (or greater) summon: Summon N Camarids, where N is the sacrificed summon's DL. Camarids are DL I (type Water) creatures with AC 20, hp 10, TH +10, dmg 10. You are allowed to have up to your level in Camarid summon slots. Any extra Camarids are wasted (they disappear immediately). Camarids are x0 beings; thus you cannot sacrifice a Camarid to get a Camarid.
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Level 1: aNR (Necromancy Resistance) of level*20%.
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Level 1: Free Grand access in one of these spheres (choose one): Astral, Guardian, Necromancy, Summoning.
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Level 4: Your turn undead chance is never worse than "20" (i.e. you never have a dash), regardless of the HD of the undead/demon.
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Level 4: If you "Spawn" (see Level 1 ability) a Water type summon, you get 1 more Camarid than usual (DL+1 instead of DL).
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Level 4: Choose another Grand access sphere from the choices in the level 1 ability.
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Level 8: All of your weapons and armor are considered "Of the Planes" (Planar Stable).
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Level 8: Choose another Grand access sphere from the choices in the level 1 ability.
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Level 9: You may "Caretaker" (see the Level 1 ability) a x2 creature, but you need to do it twice (2M and sacrifice two summons), unless you are a x2 being yourself.
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Level 12: Choose the last Grand access sphere from the choices in the level 1 ability.
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