Canopic Conversion (Spell)
- Level: Sorcerer/Wizard 9
- School: Necromancy
- Casting Time: Standard Action
- Components: V, S, M/F (a black onyx, worth 100 gp)
- Range: close (25 ft. + 5 ft./2 levels)
- Target or Area: Allied creatures only, one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30), all within 30 feet of each other.
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Harmless (Fortitude negates)
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- This spell creates an eerie magical urn in the space of your chosen target allies, and from it weird and horrible necromantic energies seem to eviscerate your targets and draw their ethereal entrails into the urns. The urns remain in their summoned squares.
- All targets of Canopic Conversion gain Greater Flight 60 feet, Airsense 30 ft, gain a +3 bonus to hit with all their ranged and melee attacks, and may make one additional attack at their full BAB whenever they make a full attack. In addition, they are forcibly converted into a form of negatively-empowered pseudo-undead. They count as living creatures for all effects except positive and negative energy healing and damage spells. Creatures under the effect of Canopic Conversion are healed by negative energy (Inflict and Harm spells) and damaged by positive energy spells (Cure and Heal spells.)
- The canopic jars remain in the squares where they were summoned, and may be picked up as a loose object (part of a move action) or touched by anyone who has the square in their melee reach. Holding or touching a jar gives certain powers. Anyone holding or touching one of the jars can communicate with the affected creature as if they share a common language over any distance or across dimensions. The bearer or toucher gains the benefits of Sanctuary (Spell), but only against that affected creature.
- Breaking a jar is a standard action but succeeds automatically, which dissipates its power (and protection) for that recipient only.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.This spell lays a dual charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell instead lays a dual charge on you, the caster. Targets which already have a dual charge, a divine charge, or an arcane charge, may choose only one of these effects to keep. Dual charges are treated as both an arcane and a divine charge, and a creature may only ever have a single arcane charge and divine charge present on them at a time.