Dress Corpse
NecromancyNecromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (a pickled herring)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- corpse touchedHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- instantaneousHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You cause the flesh and bones of a corpse to shift themselves to suit a narrative of your choosing. This spell can hide or create telltale wounds, bruising, and other subtle clues as to the nature of the target’s death, and the final hours leading up to it, allowing you to make the corpse appear to have died in just about any way. You could, for example, make stab wounds close up as though they were never there, rearrange bruises on the neck, evaporate traces of poison within the body into nothingness, make burn marks grow to cover the corpse’s skin, or shrivel the target’s body as though the creature had starved. This spell can’t hide extreme alterations to the body (such as the loss of a limb), nor can it restore flesh to a skeletal corpse or strip a corpse down to skeletal form. It is also unable to change the apparent identity of the corpse.
Anyone who closely examines the corpse can attempt a Perception check (DC = 10 + your caster level) to notice that the corpse’s wounds (or lack thereof) don’t look natural, but this doesn’t allow the observer to determine what the corpse looked like before this spell was cast. Closely examining the corpse with a successful Heal check (DC = 15 + your caster level) not only reveals that the target’s apparent wounds are false, but also what the originally obscured wounds were.
Anyone who closely examines the corpse can attempt a Perception check (DC = 10 + your caster level) to notice that the corpse’s wounds (or lack thereof) don’t look natural, but this doesn’t allow the observer to determine what the corpse looked like before this spell was cast. Closely examining the corpse with a successful Heal check (DC = 15 + your caster level) not only reveals that the target’s apparent wounds are false, but also what the originally obscured wounds were.