Gravehorde (3.5e Spell)

No matter how many zombies you cut down, the horde seemed to have no end!

When you cast this spell the ground it is cast upon begins boiling up skeletons and/or zombies en masse. The undead are weak but effectively infinite, new undead boiling up from the depths the moment there is room. All creatures in the area must make Reflex saves or be rendered entangled and immobile for 1 round. They also take 6d6 physical damage (bludgeoning, piercing, and slashing) which bypasses DR/magic each round they're in the area. Effects which require concentration must succeed on a concentration check DC 15 + caster level of this spell. A successful save still entangles and damages, but they can move at half speed through the mass. Creatures in the area attacking farther than 5 ft away treat their targets as having soft cover (+4 AC) due to all the undead in the way.

Attacking the mass is pointless as there are too many undead, but area effects which deal at least 40 damage clear the area for 1 round. Turning or rebuking undead also works, automatically clearing the area for 1 round as long as they can turn undead of a HD equal to the caster level (this overrides the normal effects of turning or rebuking).

If the mass is exposed to 40 points of negative energy, the damage of the entire mass doubles for 1 round (to 12d6).

If prepared in a spell slot one level higher, you can exclude allies from the detrimental effects of the horde. In addition if prepared in a spell slot one level higher, you can make the duration 10 minutes/level. You can combine both effects (thus making it two levels higher, ignoring allies with the extended duration).

Material Component: A handful of onyx dust mixed with powdered flesh or bone.