Redefining Arcane Magic - Part 3

Copyright Jonathan Dale © 2014

Edited by Terence Wynne for The Guild Companion

"Mental energies may naturally accumulate and become focused in places of learning and study: Libraries, universities, and the like."

The Arcane Temple, Library, and Graveyard

In this third installment, we continue our reworking of Arcane magic. Having completed the elemental lists, we now turn to something different. One of the aspects of Arcane magic traditionally has been the ability to work with magical Nodes, upwellings of raw magical power that may be tied to ley lines, earthblood, or other manifestations of the magical flows. Although their energy is raw and disorganized, it is most similar to the Essence.

However, there are also locations where Channeling and Mentalism energies are concentrated. In the case of Channeling, the power is naturally concentrated in locations where many followers of a faith draw power from a shared source, creating a kind of Node that conventionally may be called a temple, church, or shrine. A second example in Channeling is a place where religious rites are frequently and regularly invoked to bind the magic of the soul: a graveyard. In the case of Mentalism, mental energies may naturally accumulate and become focused in places of learning and study: Libraries, universities, and the like.

In the three spell lists that follow, we examine techniques by which a user of Arcane magic may tap into, shape, and alter the energies of these types of places.

Arcane Temple

Level Spell Area of Effect Duration Range Type
1 Detect Temple 1000’ or 1 mi touch I
2 Study Faith touch I
3 Cancel Channeling spells C self F
4 Heretical Channeling I varies varies varies varies
5 Tap Temple 1 spell 1 rnd/lvl self U
6 Comprehend Rite caster self I
7 Heretical Channeling III varies varies varies varies
8 Dispel Channeling 1 target 10’ F
9 Channeling Block 1 target 1 hr/lvl 100’ F
10 Cancel Channeling Sphere 10’ R C self F
11 Deconsecrate temple touch F
12 Heretical Channeling V varies varies varies varies
13 Repel Entity 1 target 1 rnd/3 fail 100’ F
14 Channel Entity caster 1 rnd/lvl self F
15 Heretical Summoning I 1 entity varies 10’ F
16 Mass Channeling Block temple 1 hr/lvl touch F
17 Heretical Channeling X varies varies varies varies
18 Reconsecrate temple P touch U
19 Banish Entity 1 entity 100’ F
20 Repel Entity Sphere 30’ R 1 rnd/3 fail self F
25 Defile temple P touch F
30 Heretical Summoning II 1 entity varies 10’ F
35 Heretical Channeling True varies varies varies varies
40 Banish Entity True 1 entity 100’ F
50 Temple Mastery varies 1 rnd/lvl varies U
1. Detect Temple
Detects the closest Temple, providing the approximate direction and distance. Range is 1 mile if the temple is Active, 1000’ if Inactive. For purposes of this spell list, a “Temple” is any location dedicated to a faith or religion the primary function of which is worship. An Active temple is one that is in current, regular use, with the most recent use no more than one week ago. An Inactive temple may be of any age, e. g. a thousand year old abandoned ruin.
2. Study Faith
Caster learns whether a particular type of spell can be cast by the power (e. g. deity or followers) of a holy site which the caster is currently within. The type of spell must be specified with reasonable precision (e. g. caster could specify “spells for healing bleeding injuries” rather than specifying “clotting” or “cut repair,” but “healing” would be too broad). In addition, one specific spell of the specified type is memorized for use with other spells on this list. Caster may have only one spell per level memorized in this way.
3. Cancel Channeling
When the caster is a target of a spell from the Realm of Channeling, the “incoming” spell must first make an RR before the caster makes an RR. For RR purposes, each spell uses a level equal to its caster’s level. If the “incoming” spell passes the RR, it may target the caster of this spell normally; otherwise the incoming spell has no effect on this target. Being a “willing target” does not eliminate this effect, but the caster’s own spells do not need to make a RR.
4. Heretical Channeling I
Caster can accomplish the effect of a 1st level spell which has been memorized with Study Faith. Caster must be within a temple of the appropriate faith. The caster does not need to be of that faith or have the approval of followers, spirits, or deities of the faith in order to achieve the effect, although in some cases they may respond poorly to this use of their temple’s power.
5. Tap Temple
Caster may draw power points from a temple to power his own spell. Enough power is obtained to power the casting of one spell up to the caster’s level, and that spell must be cast within 1 round per level.
6. Comprehend Rite
Caster gains understanding of how a particular rite is carried out in the religion of the temple the caster is in. The rite may be one that serves a particular purpose (e. g. a marriage rite) or which uses a particular feature of the holy site (e. g. how was this fountain normally used?). This can grant a bonus up to +50 if the caster is attempting to pass himself off as a member of the faith.
7. Heretical Channeling III
As Heretical Channeling I, except the spell may be up to 3rd level.
8. Dispel Channeling
Any active spell from the realm of Channeling that is on the target must make an RR (use the level of that spell’s caster as the spell’s level). If the spell fails its RR, it is dispelled.
9. Channeling Block
The target must make a RR before casting each Channeling spell, or the spell automatically fails. If the target is in a temple of an opposing faith, the RR is at -20.
10. Cancel Channeling Sphere
As Cancel Channeling, except for the area of effect (centered on the caster). Any spell targeting inside the area of effect may be canceled. If the radius encounters an already existing spell, that spell must make an RR (with a +30 modifier) or be neutralized within the sphere (so long as it is within the sphere).
11. Deconsecrate
The target temple is deconsecrated. Any ceremonies, rites, rituals, or spells that depend on the temple being a consecrated or holy place will fail or lose any relevant bonus. The temple remains unconsecrated until a consecration rite is performed. This spell is resisted by the highest level channeling user of the faith within the temple at the time the spell is cast, who will be aware of this spell whether resisted or not. Other channeling users of the faith may make a Perception roll to notice.
12. Heretical Channeling V
As Heretical Channeling I, except the spell may be up to 5th level.
13. Repel Entity
Causes a summoned entity to be unable to approach closer than 100’ to the caster and to retreat, if possible, to maintain that distance. If the target fails its RR by more than 30, it must flee (if of this plane) or be banished back to its home plane of existence (in which case duration is “permanent”). Entity can be either a creature aligned with the temple or of an opposing nature (e. g. a demon). This spell must be used within a temple.
14. Channel Entity
Caster is willingly possessed by a spirit or other entity aligned with the temple the caster is within. The caster is aware of everything the entity does and can cancel the spell at any time, although the entity may make a RR each round to delay the spell from being canceled. The caster may also communicate with the entity freely.
15. Heretical Summoning I
Summons an extraplanar entity of a type aligned with the temple the caster is within, which appears at a point within range designated by the caster. It takes the entity two rounds to materialize, during which it is possible to identify the kind of entity appearing by using an appropriate Lore skill. The entity may act freely once it arrives, and can remain for 1 minute per its own level. Roll to determine the power level of the entity: 1-30 Type I or level 1-5, 31-60 Type II or level 6-10, 61-80 Type III or level 11-15, 80-95 Type IV or level 16-20, 95-99 Type V or level 21-25, 100 above Type V or level 25.
16. Mass Channeling Block
As Channeling Block, except affects everyone within the temple. Caster may make a spell mastery roll to limit the effect to only members of the temple’s religion or only members of opposing faiths.
17. Heretical Channeling X
As Heretical Channeling I, except the spell may be up to 10th level.
18. Reconsecrate
If all mundane requirements have been met (e. g. holy symbols are present and not defiled, symbols of opposing faiths removed, etc), a formerly consecrated temple may be reconsecrated by this spell. If the mundane requirements have not been met, the caster becomes aware of the unmet requirements. Members of the faith may still prefer to perform a more traditional consecration rite.
19. Banish Entity
An entity from another plane that is within the temple is sent back to its place of origin. This spell is effective against entities up to Type IV or 20th level. Those whose nature is opposed to the religion of the temple suffer -20 on their RR.
20. Repel Entity Sphere
As Repel Entity, except affects all entities within the radius at the time of casting.
25. Defile
As Deconsecrate, except that the temple is reconsecrated to an opposing faith. The caster must provide a large and prominent symbol of the opposing faith. Symbols of the existing faith may shatter (roll breakage checks for each item if relevant), fall, or be otherwise covered as an effect of this spell.
30. Heretical Summoning II
As Heretical Summoning I, except the power level will be (based on a 1d100 roll) 1-20 Type I or level 1-5, 21-40 Type II or level 6-10, 41-60 Type III or level 11-15, 61-80 Type IV or level 16-20, 81-99 Type V or level 21-25, 100 above Type V or level 25.
35. Heretical Channeling True
As Heretical Channeling I, except the spell may be up to 20th level.
40. Banish Entity True
As Banish Entity, except the entity may be of any level short of a god.
50. Temple Mastery
Caster can use one lower level spell (on this list) each round.

Note: For all temple-based spells on this list, the caster is using Arcane methods to manipulate holy energy. At best, this is unconventional, and in many cases it may be considered offensive and heretical by members of the temple’s religion. If the deities and spirits or other entities associated with the faith are actively involved in the religion, it may also attract their ire.

Arcane Library

Level Spell Area of Effect Duration Range Type
1 Detect Library 1000’ or 1 mi touch I
2 Determine Field touch I
3 Channel Knowledge I caster self I
4 Hush 10’ R/lvl 10 min/lvl touch E
5 Library Awareness 1 library C self I
6 Channel Language caster 10 min/lvl self I
7 Channel Knowledge II caster 10 min/lvl self I
8 Locate Tome library self I
9 Summon Librarian 1 librarian special library F
10 Retain Knowledge I caster 24 hr self I
11 Bestow Knowledge I 1 target touch I
12 Communicate with Librarian 1 target 10 min/lvl 10’ F
13 Homing Contribution special P touch U
14 Research Awareness 1 library C self I
15 Channel Language True caster 10 min/lvl self I
16 Return Tome 1 text 1 mi/lvl F
17 Unseal Knowledge Vault 1 vault touch F
18 Summon Ghostly Librarian 1 librarian special library F
19 Library Returning caster 10 mi/lvl U
20 Retain Knowledge II caster 24 hr self I
25 Bestow Knowledge II 1 target 10 min/lvl touch I
30 Library Gate 2 libraries C 100 mi/lvl U
35 Summon Knowledge Shade 1 shade 2d10 min 10’ U
40 Channel Librarian caster 24 hr self I
50 Comprehend Library caster 24 hr self I
1. Detect Library
Detects the closest Library, providing the approximate direction and distance. Range 1 mile if it is Active, 1000’ if Inactive. For purposes of this spell list, a “Library” is any location whose primary function is the collection, creation, or sharing of knowledge. This includes libraries, schools, universities, and museums. An Active library is one that is in current, regular use, with the most recent use no more than one week ago. An Inactive library may be of any age, e. g. a thousand year old abandoned ruin.
2. Determine Field
Determines one skill specialization that was a primary area of focus at the present Library (caster must be within the Library). Skills may be specialties of Linguistics, Lore, Science, Mental Discipline, Delving, Magical Ritual, Mechanical, Medical, or Vocation. If there are multiple topics, determine one randomly. For example, primary focuses for a typical royal library might encompass Lore: History, Lore: Region, Lore: Heraldry, and Linguistics for the local language.
3. Channel Knowledge I
Caster gains access to knowledge of a Lore or Science skill of a Library he is within, which he has detected using the Detect Field skill. This grants +25 for one use of the skill.
4. Hush
For the duration of this spell, all sounds in the area of effect are no louder than a whisper. The caster is immune to the effects of this spell. In addition, the caster can designate up to one extra target per level to be immune to the effects of the spell. By concentrating for one round, the caster may make one target immune to the effect or remove one target’s immunity.
5. Library Awareness
Caster becomes aware of the general type and location of all animate activity within the boundaries of the library that he occupies.
6. Channel Language
Caster gains use of a Linguistics skill that was a primary area of focus at a Library he is within, to a maximum of 4 ranks or one rank less than it was known at the Library, whichever is less. Note that the spoken and written forms of a language are separate skills, and a single casting of this spell obtains only one of them.
7. Channel Knowledge II
As Channel Knowledge I, except the bonus is +50 and the duration is extended.
8. Locate Tome
Caster learns the approximate direction and distance to the normal location of the nearest text on a specified topic within the present library, which may be as specific or general as the caster wishes. Texts on broad subject areas will usually have less detail than those on narrow subject areas. The text may not be in that location, e. g. if it is currently in use by another researcher, or it has been destroyed.
9. Summon Librarian
A librarian with knowledge of a specified topic will take interest in something in the area of the caster, and come to that area if able to do so. For purposes of this spell list, a Librarian is any person or entity who routinely participates in the collection, creation, or sharing of knowledge within a specific Library, e. g. a scholar, teacher, a construct designed to answer questions, a librarian who has died and been animated as undead or become a ghost haunting the library. If there is no librarian with knowledge of the specified topic, this spell will have no effect. The spell will not transport the librarian or provide the ability to manifest if the librarian lacks that ability, and the librarian will arrive by his own means in the amount of time required to reach the location (could be hours in some cases). The librarian may bring companions. Upon arriving, the librarian will act according to his own motivations and may remain or leave as soon as he wishes; the spell ends as soon as he arrives.
10. Retain Knowledge I
As Channel Knowledge I, except the skill bonus is retained for 24 hours. Only one skill may be Retained at a time. Use of this spell also satisfies any requirement for training if the caster wishes to develop the skill, if it is used for one day per rank to be developed.
11. Bestow Knowledge I
As Channel Knowledge I, except the effect may be conferred on someone other than the caster.
12. Communicate With Librarian
Caster gains the ability to communicate with target librarian. Communication proceeds as if a shared primary skill of the library was a language. E. g. the caster and target could communicate as if their Lore: History skill was a language, communicating fluently if each had at least 5 ranks or less fluently if fewer ranks were known. The target will believe the conversation is occurring in his own language. This spell will also permit communication with librarians who are normally unable to speak (e. g. animated undead librarians).
13. Homing Contribution
Caster may create a text on a topic related to a primary area of study of a library and place it within the library. The text must be created through conventional means (e. g. writing a book or scroll), and if such a text has been created in advance it can be used immediately (caster does not need to create a new text each time); this spell is used to link the text to the library and to the caster. Afterwards, the caster may determine at any time (by Concentrating) whether the text is still within the library and, if so, the approximate direction and distance to the library. If the text is removed from the library, this spell will be unable to detect either the text or the library.
14. Research Awareness
Caster becomes aware of all research on a particular topic currently going on within the library. This awareness includes the location and general methods of the research, the number of individuals and their general relationship to the library (e. g. students, visitors, staff), and their approximate depth of knowledge in the researched area (which could be expressed as their approximate number of ranks in the appropriate skill).
15. Channel Language True
As Channel Language, except the number of ranks is the same as the level it was known at the Library, and both spoken and written forms of a language are learned.
16. Return Tome
A specific text is teleported to the normal location in which it was meant to be stored. Caster must be touching either the text or the location which it is normally stored. If the text has been damaged, this spell will still operate but will not repair the text in any way (e. g. it could summon a pile of ashes to the bookshelf upon which the text was stored before it was burned). If the text is presently in use, the current user receives a resistance roll.
17. Unseal Knowledge Vault
Caster is able to open any locked or sealed container which holds knowledge (e. g. books or scrolls) and which is within a library. Containers holding other materials (e. g. coin, magic weapons) are not affected. If the vault is magically sealed, the spells holding it shut receive a resistance roll.
18. Summon Ghostly Librarian
As Summon Librarian, except the librarian will be dead or undead, and if the librarian is dead but not already undead the spell will cause them to manifest within the next 1d10 rounds as an incorporeal ghost able to see, hear, and speak. Summoned ghosts of this type will remain for 2d10 minutes before dissipating. Undead librarians will retain some of their former knowledge and motivations even if these differ from their current state (e. g. librarians who have become mindless undead will be temporarily possessed of their former knowledge and motivations), in which case the change will last for 2d10 minutes after their arrival at the caster’s location.
19. Library Returning
Caster who has placed a Homing Contribution within a library may teleport himself to a location just within the entrance of the library, assuming the text is still in the library.
20. Retain Knowledge II
As Retain Knowledge I, except the bonus is +50.
25. Bestow Knowledge II
As Bestow Knowledge I, except the bonus is +50 and the duration is extended.
30. Library Gate
Caster opens a 5’x10’ doorway connecting two libraries which share an area of focus (as determined by Determine Field). Caster must be in one library and have previously visited the other. The doorway is two-way and anyone may pass through (so long as they fit through the door). Arrival location will be near the entrance to the library.
35. Summon Knowledge Shade
As Summon Librarian, except a knowledge shade is created which is a non-corporeal amalgam of knowledge stored in the library, rather than any specific one entity. Shade is able to see, hear, and speak, and will remain for 2d10 minutes. Shade can speak the caster’s language and will be generally cooperative.
40. Channel Librarian
As Retain Knowledge II, except that the benefit is gained for every focus specialty of the library that a particular librarian is knowledgeable about. The librarian to channel knowledge from must be present, although they may be in any condition (e. g. living, dead, undead, summoned as a ghostly librarian). This spell cannot be used to channel knowledge from a knowledge shade.
50. Comprehend Library
Caster gains the benefit of Retain Knowledge II and Channel Language True for every skill specialty that was a focus of the library, can spend one round Concentrating to gain the benefit of Locate Tome or Research Awareness on any specific topic, and knows generally how information was organized in the library (e. g. the normal locations for texts on any given topic).

Arcane Graveyard

Level Spell Area of Effect Duration Range Type
1 Detect Graveyard 1 mi touch I
2 Analyze Grave 1 grave 10’ I
3 Dig Grave 1 grave P 100’ F
4 Undead Language caster 1 min/lvl self U
5 Bind Grave varies 1d10 hours 100’ F
6 Identify Grave 1 grave 10’ I
7 Boneyard Gate graveyard 1d10 hours 10’ F
8 Control Mindless Undead III* varies 10 min/lvl (C) 100’ F
9 Grave Empowerment 1 undead 1d10 days 10’ U
10 Open Grave 1 grave P 100’ F
11 Create Mindless Undead 1 corpse P 10’ U
12 Master Mindless Undead varies P 50’ F
13 Summon Spirit 1 spirit 2d10 rnds 50’ E
14 Tolerate Undead caster 10 min/lvl self U
15 Graveyard Guardian 1 undead P 10’ F
16 Create Undead 1 corpse P 10’ U
17 Peaceful Rest 1 corpse 2d10 months 10’ E
18 Defending Army varies 10 min/lvl graveyard E
19 Grave Repulsions graveyard self F
20 Create Mindless Undead True 1 corpse P 10’ U
25 Summon Spirit True 1 spirit 3d10 rnds 50’ E
30 Entombment 1 target 1d10 hours 100’ F
35 Mass Mindless Undead Control varies 10 min/lvl (C) 100’ F
40 Create Undead True 1 corpse P 10’ U
50 Undead Army varies P 100’ U
1. Detect Graveyard
Detects the closest graveyard, providing the approximate direction and distance. For purposes of this list, a graveyard is a location intended for the deliberate burial or permanent storage of the dead, either as corpses or cremated ashes. It includes graveyards, mausoleums, and crypts, but not places where people merely happened to die and their bodies were left behind.
2. Analyze Grave
Determines the race, gender, and approximate age at the time of death of a body or other remains in a grave, as well as the present condition of the body (e. g. recent, skeletal, reduced to ash) and how long it has been interred.
3. Dig Grave
Digs a 7’x3’ grave in natural earth. If cast on a grave, the opening is large enough to access or extract the body or coffin within. Otherwise, the grave will be 6’ deep if cast in a graveyard or 2’ deep in any other location. The extracted earth will be piled next to the grave.
4. Undead Language
Allows the caster to understand and speak the language(s) of any undead beings.
5. Bind Grave
Prevents undead from escaping their grave (e. g. buried, in a stone sarcophagus, etc). Undead must already be entombed to be affected. Affects twice as many levels of undead as the caster’s level.
6. Identify Grave
Determines the name and former profession or occupation of a body or other remains in a grave.
7. Boneyard Gate
Any undead attempting to cross into or out of the affected graveyard must make a RR. Those failing by less than 50 within the graveyard must flee back to their graves (or, if it is not within the graveyard, to any open grave) for 1 round per 1 failure. Those failing outside the graveyard by less than 50 must flee the area for 1 round per 1 failure. Animated Dead and Class I Undead failing by more than 50 are disintegrated; Class II and higher undead failing by more than 50 are affected for 24 hours.
8. Control Mindless Undead III
Caster can control one Class III mindless undead, three Class I mindless undead, or one Class II and one Class I mindless undead. When the caster does not concentrate, the undead will stay in place and attack only if a living target is within 10’. The undead’s RR is at -30 if the caster is in a graveyard.
9. Grave Empowerment
If cast in a graveyard on an undead which was originally interred within that same graveyard, the undead is treated as one size larger for purposes of attacks it makes and those made against it.
10. Open Grave
Opens a grave exposing one entombed body or undead. If the grave is in earth, a pit is dug and any coffin opened. A stone sarcophagus will be unsealed and the lid shattered. Magical seals or bindings receive a resistance roll.
11. Create Mindless Undead
Given a body in or on its own grave, the caster can turn the body into a mindless undead. The newly-created undead will attempt to attack the closest living being (if uncontrolled), but can take no other activity than moving to that being and attacking. If controlled, the undead will do as commanded by the controller. Roll to determine the class: 1-30 Class I, 31-60 Class II, 61-90 Class III, 91-100 Class IV. The GM should determine the type based on the class and the condition of the corpse.
12. Master Mindless Undead
[RR Mod.: -25] Caster may master 1 “Class” worth of mindless undead per level of the caster. This spell must be cast separately on each undead. The target undead must already be controlled by the caster and if the target resists this spell, it will attack the caster immediately and may not be subject to the caster’s control again until the caster gains another level. A mastered undead allows the caster to control this specific undead without concentration (it will continue to follow the last order it was given).
13. Summon Spirit
Summons the spirit of a body buried within 50’ and which has not been dead for more than 1 day/level of the caster (1 week/level if the caster is in a graveyard). The caster may converse with the spirit, although the spirit will suffer some confusion due to its state.
14. Tolerate Undead
Caster is not subject to automatic harmful effects caused by the proximity of the undead. This provides no protection against deliberate attack.
15. Graveyard Guardian
Target undead is bound as the guardian of the graveyard it is within. The undead must be willing or (if mindless) controlled. Treat the guardian as one size larger for purposes of attacks by and against it. The guardian will not leave the graveyard, and if forcibly removed will exert all possible efforts trying to return. With a successful spell mastery roll, the caster may specify the terms of guardianship, but otherwise the guardian will attack or attempt to repel anyone trying to disturb any grave, crypt, or mausoleum or those who attack any guardian of the graveyard, but will otherwise ignore those within the graveyard.
16. Create Undead
If cast upon a dead body whose spirit has been summoned using Summon Spirit, the body may be turned into an undead. Roll to determine the class: 1-30 Class I, 31-60 Class II, 61-90 Class III, 91-100 Class IV. The GM should determine the type based on the class and the condition of the corpse. Upon creation, the undead must make an RR against its creator. If it fails, it will be non-hostile to its creator until some circumstance (such as a failed attempt to Control it) should change things. If it succeeds, it will attack its maker if uncontrolled. Note that, even if the caster has conversed with the spirit and it is willing and cooperative, it may become hostile simply due to becoming undead.
17. Peaceful Rest
When cast on a body within a grave, the body cannot be turned into any type of undead, even if it is removed from the grave. In addition, it will receive an additional RR against any attempt to open its grave magically.
18. Defending Army
Up to 1 dead body per level of the caster within a graveyard will rise as animated dead and defend the graveyard against all intruders other than the caster and up to one additional person per caster level defined at the time of casting. If buried, the animated dead will take 1d10 rounds to reach the surface. Use the stats from Creature Law for Class I Standard Created Undead except that the move rate is halved. At the end of the duration, any animated dead still able will return to their graves.
19. Grave Repulsions
All undead within the graveyard failing their RR by less than 50 must flee the graveyard for 1 round per 1 failure. Those of Class II or less failing by 50 or more are disintegrated. Those of Class III or higher failing by 50 or more must avoid the graveyard for 1d10 days. Guardians created with the Graveyard Guardian spell are immune.
20. Create Mindless Undead True
As Create Mindless Undead, except the Class: 1-30 Class III, 31-60 Class IV, 61-90 Class V, 91-100 Class VI.
25. Summon Spirit True
As Summon Spirit, except the duration is extended, the spirit will be relatively coherent, and the body may have been dead for 1 week per level of the caster (1 month/level if the caster is in a graveyard).
30. Entombment
Target is swallowed up by earth or stone, and will begin to suffocate unless freed or able to free themselves. Target is covered to a depth of 3’ in earth (loosely packed) or 3” in stone (solid); RR is at +25 in stone. Undead targets also suffer the effects of Bind Grave.
35. Mass Mindless Undead Control
As Control Mindless Undead III, except a total of 1 Class of undead per caster level may be controlled.
40. Create Undead True
As Create Undead, except the spirit must be called using Summon Spirit True, and the class of undead created: 1-35 Class III, 36-70 Class IV, 71-100 Class V.
50. Undead Army
As Create Mindless Undead True, except Summon Spirit True is not required and enough corpses are affected to create a total of 1 Class of undead per caster level. At the time the army is raised, the caster can give it an order that it will relentlessly follow for 1 day. At the end of that time, the undead will become uncontrolled and begin attacking the nearest living targets. Additionally, corpses may be as old as one week dead per level of caster (one month per level if the caster is in a graveyard).