Create Diurnalwraith
Necromancy
Level: Clr 6, Death 6, Sun 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A much more potent spell than animate dead, this evil spell allows you to create a diurnalwraith. Created diunalwraiths are not automatically under the control of their animator. You may attempt to command the undead as it forms.
The spell must be cast at nightfall, daybreak, or sunrise to create the respective diurnalwraith.
Material Component: A clay pot filled with grave dirt. The spell must be cast on a dead body. A 250 gp gem (black onyx for nightfall, pearl for daybreak, ruby for sunrise) must be placed into the mouth of each corpse. The gems are consumed in the casting.
Create Fiery Skull
Necromancy [Evil]
Level: Clr 4, Death 4, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: One skull touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones of a dead humanoid into an undead guardian that follows your spoken command. The fiery skulls can follow you or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The fiery skulls remain animated until they are destroyed (a destroyed fiery skull cannot be animated again).
The fiery skull you create remains under your control indefinitely. No matter how many times you use this spell, however, you can only control one fiery skull per level. If you exceed this number, all the newly created fiery skulls fall under your control, and any excess fiery skulls from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any fiery skulls you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Material Component: You must place one ruby worth at least 50 gp into the eye sockets of each skull (for a grand total of 100 gp). The magic of the spell turns these gems into ever-burning flames inside the skull.
Create Treasured Beast
Transmutation
Level: Drd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two animals
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
This spell combines a hare and a duck into a treasure beast. The duck disappears into the hare and the hare gains a Dexterity of 30 and the ability to run in bursts of speed. The duck only appears if the hare dies. Optionally, another type of rodent and fowl may be substituted.
Within the treasure beast, a single item of Tiny size or smaller may be placed in the hare.
The hare is immune to any effect that requires a Fortitude save and gains lowlight vision and darkvision of 60 feet. It does not eat, sleep, breathe, or age from that point onward.
Material Component: A live hare, duck, and the item to be stored in the treasure beast.