Cleansing Storm (Repose Sphere)

School necromancy (curse, good; see text); Level vicar 20; Sphere repose


Casting Time 1 minute
Components V, S, DF


Range touch
Area 500-ft.-radius, centered on you
Duration permanent
Saving Throw see text; Spell Resistance no (see text)


When a cleansing storm spell is cast, you invoke a powerful blessing that heals the living, destroys undead, and prevents those that have died from rising again.

On the first round, the whole area is infused with positive energy. This cures all living creatures for 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting them: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.

On the second round, the whole area is subject to a permanent consecrate spell. The area is treated as if it contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, increasing the sacred bonus to positive channeled energy DCs to +6, and penalties to attack rolls, damage rolls, and saves for undead in the area to –2.

On the third round, all undead creatures are subject to an undeath to death spell, except that it slays 1d6 HD worth of undead creatures per caster level (maximum 25d6). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No undead creature of 12 HD or more can be affected, and HD that are not sufficient to affect a creature are wasted.

On the fourth round, the whole area is subject to a mass sanctify corpse spell, affecting any dead creatures in the area from being turned into undead. This effect is permanent.

On the fifth round, the whole area is subject to a rest eternal spell, except that the level check DC for anyone casting a spell that would communicate with a dead creature or return the dead to life increases to 15 plus your caster level. The dead cannot be turned into undead due to the previous round’s effect.

On the sixth and final round, you and a number of allies in the area up to your Wisdom modifier are subject to a death ward spell, but you gain a +6 moral bonus on saves against all death spells and magical death effects +4.

An area can receive only one cleansing storm spell (and its associated spell effects) at a time. Cleansing storm counters but does not dispel curse of the undying.