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Necromancy [Evil]
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All corpses and dying creatures in range
Duration: 1 hour/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

When this spell is cast, all corpses and dying creatures (those below 0 hit points and disabled) in the spell's area are affected. Dying creatures are allowed a Fortitude save to avoid the spell's effects, but slain creatures are not. Those affected by the spell have all the blood drawn from their bodies (killing all those still alive), forming horrible tentacles of clotting, black blood.

These tentacles always remain in contact with the bodies from which they were drawn, lashing out and flailing at your foes. One tentacle is created per affected corpse, up to a maximum of 1 per caster level. No more than 20 tentacles can ever be created with this spell. Each tentacle is 10 feet long (large) and saves as the creature from which it was created. Each has AC 15, 1 hit point per HD of the creature from which it was drawn plus 1 hp/2 caster levels, half the attack bonus of its host creature, and a Strength score of 19. It is immune to spells that do not cause damage, save disintegrate, dispel magic, and those spells that can affect water or blood.

Each round that a tentacle is not already grappling someone, starting the round after it appears, it makes a slam attack against a foe within reach, dealing 1d6 points of damage and making a grapple attack as a free action. If the tentacle succeeds in its grapple attack, it deals no further damage but begins to drown the target (see SRD for water rules). As described in the rules, the target can hold its breath for a number of rounds equal to twice its Constitution score and may attempt to break the grapple every round. If the target fails, he must begin to make Constitution checks as described.

Material Component: A handful of dirt from a strangled man's grave.

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