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NECROMANCER SPELLS A-F
Animate Arthropod Necromancy (undeath) Level: Nec0, Wiz/Sorc 0 Duration: Permanent Casting Time: 1 round Components: V, S, M Target: The chitinous shell of a tiny or small sized arthropod Range: Touch Saving Throw: None Spell Resistance: No This spell animates the exoskeleton of any tiny or small sized arthropod under your control. Arthropods include all vermin and any creature with a hard, armor-like full body covering as opposed to an internal bone structure (such as a crab or an ankheg). If there were any internal organs in the body these decompose into a thick slime and drip out through the joints. The creature retains its size and lacks the improved initiative feat or any DR/bludgeoning but otherwise has the same statistics as a tiny sized skeleton presented in the MM. This spell in no way harms, captures, or otherwise violates the soul of the vermin (provided that it has any). This spell also does not bring negative energy into the plane or create it but instead draws on the negative energy already present in the corpse as well as the negative energy in the surrounding area and then concentrates and channels it into the shell. You may not control more than 1 hd per caster level of animated exoskeletons. These do not count towards your limit of total skeletons or zombies controlled, nor do they count towards your limit of total undead controlled (for example, if you are a multi-classed cleric). Material Component: A vial of ink (worth 8gp) which must be poured into the dead vermin and a shard of black onyx worth 1sp Animate Dead, Lesser Necromancy(undeath) Level: Nec2 Components: V,S,M Components: V,S,M Casting Time: 1 round Duration: instantaneous Range: touch Saving throw: none Spell Resistance: no This spell animates one reasonably intact corpse with hit dice no more than (two plus one per three caster levels) as an undead skeleton or zombie. This cannot animate a creature larger than medium size. Material Component: black onyx gems worth 50gp per HD of the corpse. Animate Dead, Minor Necromancy(Undeath) Level: Nec0 Components: V,S,M Casting Time: 1 round Duration: Instantaneous Range: touch Saving Throw: None Spell Resistance: No You create tiny sized zombie or skeleton or a small skeleton from an appropriately sized corpse. This creature is automatically under your control. The total undead created by this spell cannot exceed 3HD. Material Component: Obsidian gem or obsidian shards worth a total of 10gp. These must be placed into the mouth or eye sockets of the corpse. Animate Death Mount Necromancy(Undeath) Level: Nec3 Components: V,S,M,A Casting Time: 1 round Range: 10ft Target: one dead horse Saving Throw: none Spell Resistance: no This spell animates a reasonably intact horse corpse/skeleton as a death mount (http://boards1.wizards.com/showthread.php?t=564790) under your control. Material component: Jade Worth 150gp Ability Component: 1 temp con Animate Portion Necromancy(Undeath) Level: Nec1 Components: V,S Casting Time: 1 round Duration: instantaneous Range: body portion touched Saving Throw: none Spell resistance: no You reanimate some part of a body, of which at least 20% must be present. If it is a head, it becomes a ghost skull. An arm becomes an undead arm. Legs become a pelvic horror. A complete torso becomes a rotten siggah and a 1/2hd crimson clot. Anything else becomes a rotten siggah. If the body is complete, you may choose what undead to create. Army of Darkness Necromancy(Undeath) Level: Nec9 Components: V,S,M,A Casting Time: One minute Effect: skeletons and zombies rising from the ground Area: 60ft radius eminating from caster Duration: One Night Upon casting this spell, you cause an array of undead minions to rise from the graves under your command. These consists of standard 1HD skeletons and 2HD zombies . You recieve 1d8 skeletons and 1d4 zombies per caster level. These undead are completely loyal, but do not count towards your limit of controlled undead. The army is also replete with a battering ram and a catapult. At sunrise, the spell ends and the undead crumble to dust, their souls returning to whence they came. This spell cannot be cast more than once a day. Verbal Component: Klatu Verata N(coughing sound) Somatic Component: point toward the ground and make a beckoning motion Material Component: a bone flute, black leather war drums, and a crude onyx figurine of a warrior, total value of 75gp Ability Component: 3str,5con Bind Body and Spirit Necromancy(Undeath) Level: Nec6 Components: V, S, M, A, XP Casting Time: 1 hour Duration: instantaneous Range: 5ft Saving Throw: Will Negates As Raise to Undead, with the following exceptions. The creature can be raised to unlife even if it does not wish to return, in which case it is allowed a saving throw. The creature rarely wants to return because when brought back it will be under the caster’s control and it knows this. Once an attempt at Binding a certain creature fails, the attempt to bind that particular creature cannot be made for one lunar month. Once bound under your control, the creature gets a saving throw as they receive one against Dominate Person, ranging from a +2 bonus to +8, if you force them to act against their alignment. Chill of the Grave Necromancy(Undeath) Level: Nec2 Components: V, S, M Casting Time: Standard Action Range: Touch Target: One skeleton or corpse Duration: Permanent (D) Saving Throw: None Spell Resistance: No Upon casting this spell, you cause a reasonably intact corpse or skeleton to transform into an Ethreen under your control. It can also transform an existing skeleton under your control into an Ethreen, healing it to full hp in the process. Material Component: a deep blue spinel gem (such gems are always worth at least 200gp) Commune with Dead Necromancy Level: Nec5 Components: V,S,A,F Casting Time: One minute Range: personal Duration: 1 minute per level Saving Throw None(harmless) Spell Resistance No (harmless Unlike Speak with Dead, this spell allows you to communicate with the actual spirit of the deceased. The normal rules for conversation apply, except that the spirit knows your identity and you cannot deceive it (all bluff checks automatically fail). It can attempt to deceive you, but the magical link grants you preternatural insight into their mind, giving you a +5 bonus to sense motive checks toward them. Other people can join in the communication if they are linked holding hands with you. Once you have contacted the spirit, you may not contact them in this manner for 1 lunar month. This spell can also allow you to communicate with all manner of undead creatures as if through a tongues spell. Focus Component: the remains of the person, a treasured personal possession of them, or their grave/memorial site. Ability Cost: 2 temporary wisdom Cone of Death Necromancy(Death, Undeath) Level: Nec6 Components: V, S, M, A Casting Time: standard action Range: close (25ft+5ft per level) Area: cone 25ft wide, 15ft long Duration: Instantaneous Saving Throw: Fort negates and ref negates (See text) Spell Resistance: Yes This spell cause a spiraling cone of inky black and bone white energies to envelope your opponents. This spell instantly kills any and all humanoids, monstrous humanoids, beasts, animals, vermin, magical beasts, giants, shapechangers, fey, and plants that have no more than half your caster level each, unless they make a successful fortitude save. Regardless of fortitude save, hit dice, and creature type, all living creatures within the cone take 1d12 negative energy damage per two caster levels (max 8d12). Undead heal an equal amount. Up to 7hd of creatures slain by this spell rise as skeletons and/or zombies under your control in 1d4 rounds. Material Component: an ivory horn set with onyx gems and a black pearl, worth 350gp. Ability Component: 1d6 temporary con Control Lesser Undead Necromancy Level: Nec1, Wiz/Sorc lvl 1 Components: V, S, F Casting Time: 1 action Range: Close Target: One mindless skeleton of 3hd or less or a zombie of 5hd or less Duration: 1 hour/ level Saving throw: None Spell Resistance: None This spell causes a targeted mindless undead to obey your commands as if you were its master. The undead will still not attack its master or leave the area where this spell was cast on it. Focus: A crude skull-shaped token carved out of obsidian, worth 3gp. Create Ghost Skull Necromancy(Undeath, Ectomancy) Level: Nec0 Components: V,S,M Casting Time: 1 round Range: touch Target: one head or skull Duration: Permanent Saving Throw: None Spell Resistance: no Upon casting this spell, you transform the skull or reasonably-intact head of a medium sized or large creature into a ghost skull under your control. Note that ghost skulls have animal intelligence, and a ghost skull released from your control will seek prey, possibly its former master, so morally conscious or responsible necromancers should keep track of how many ghost skulls they create. Material Component: Obsidian worth 10gp, placed in the socket of the skull or mouth of the head. Create Gloomshade Necromancy(Undeath) Level: Nec6 Components: V,S,M Casting Time: 3 rounds Range: touch Duration: Permanent Target: One corpse Saving Throw: No SR: None Upon casting this spell, magic and negative energy channels through the target body, absorbing the soulstain and forming into a gloomshade. The dread shadow has hit dice equal to the former creature (counting class hit dice as well as racial hit dice) and is of equal size class, but otherwise bears no resemblance to the living creature. This process destroys the body, reducing it to carbon dust and cracked bones. Although this leaves enough for a ressurection spell, spells such as raise dead will fail and the remains are not intact enough for animate dead. The dread shadow counts towards your total HD limit of controlled undead. You cannot control more than 2HD worth of incorporeal undead. Material Component: a black silk shroud worth 50gp per HD of the corpse. Cremate Necromancy(Fire) Level: Nec1 Components: V,S Casting Time: 1 action Range: Touch Target: one corpse or undead Duration: instantaneous Saving Throw: Reflex partial (see text) Spell Resistance: yes (see text) This spell instantly cremates a dead body, destroying it beyond possibility of raising or reanimation as a skeleton or zombie. If used on an undead creature, this spell requires a touch attack, does 1d4 fire damage, and forces the creature to make a reflex save or catch fire (see DMG for catching fire). Dark Scabbing Necromancy(undeath) Level: Nec1, Wiz/Sorc1 Components: V, S, M Casting Time: Full-round action Range: 10ft Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell magically infuses blood with negative energy and an ooze-like viscousity, transforming pools of blood into crimson clots. You may animate up to one crimson clot plus one per caster level (maximum 6), and each crimson clot takes roughly 4 points of hp or constitution to form (this assumes the blood is taken directly, such as from a magically bleeding wound. For use of blood spilt in normal combat assume that each three points of slashing or peircing damage generates one hit point worth of blood). The blood composing them must be reasonably fresh and uncoagulated (blood usually becomes useless after one hour), but cool temperatures can prolong the coagulation for as much as four hours. This spell cannot create undead from blood already inside a living creature. You may choose to create clots as either diminutive or tiny, but the tiny require twice as much blood. The crimson clots are automatically under your control. Material Component: powdered red garnet worth 10gp times the total hit dice of clots, thrown onto the blood. Deadfire Necromancy(Undeath, Fire) Level: Nec1 Components: V,S Casting Time: Standard Action Range: Close Duration: 1 round/level Target: One reasonably intact corpse Saving Throw: See text Spell Resistance: no Upon casting this spell, you make a corpse of no more than 2HD per caster level animate and on fire. It becomes a skeleton or zombie with the fire subtype, it gains a burn attack, and if skeleton it loses cold immunity. At the end of the spells duration, the body burns up and crumbles to ash. The body is destroyed/cremated and reduced to -30hp. Burn(ex): creatures struck the undead’s natural attack or striking it with a natural attack touch attack or unarmed strike take 1d4 fire damage and must make a reflex save or catch fire. The save DC to avoid catching fire is the save dc appropriate for the spell. Deathchill Maelstrom Necromancy [Cold] (undeath) Level: Nec4, Sorc/Wiz5 Components: V, S, A Range: Close (see text) Casting Time: Full action (move action and standard action combined) Effect: Cone or ray of necromantic energy Area: 30ft cone originating from caster or ray Duration: Permanent Saving Throw: reflex negates (see text) Spell Resistance: Yes Upon casting this spell, a harsh blue glow and swirling foggy darkness eminate in a cone or a ray as you designate. The cone is an area effect that can be avoided entirely by a successful reflex save. If you use the ray, no save is allowed, but you must make a ranged touch attack at a single target. The creature or creatures struck by this spell take 1d4 cold damage and 1d4 negative energy damage per two caster levels. Undead creatures are healed instead of damaged by the negative energy at a 1hp for 1hp rate, but are still subject to the cold damage. Living humanoids, monstrous humanoids, giants, beasts, magical beasts, or animals with a skeletal system slain by this spell rise as Ethreen (http://boards1.wizards.com/showthread.php?t=570786) come nightfall, unless a protection from (alignment) or consecrate spell is cast upon the corpse, or the corpse is cremated or otherwise destroyed. The magic alters the physiology to a common form, so there is usually no clear resemblance the ethreen have to the shapes in life, visible or in statistics, but certain extremely deviant forms (quadrapeds, giants, etc.) may have unique variants. This spell allows you to control a total hit dice of ethreen equal to your total caster levels times one and a half. When creating new undead, if the ethreen created would exceed your current limit for controlled ethreen, you may choose which ethreen to release from control. You may release a controlled ethreen at any time. Verbal Component: Abo Kryoneth mortrom Somatic Component: Form a tight fist, then wave hand back and forth wiggling fingers. Ability Component: Casting this spell causes 1d6 temporary dexterity damage to the caster. Dreadfield Necromancy(Undeath) Level: Nec3 Components: V, S, M Casting Time: Three rounds Range: Close Area: 30ft radius emanation Duration: 1 hour per two levels Saving Throw: see text Spell Resistance: see text Upon casting this spell, an almost tangible surge of negative energy saturates the air. The light within is dimmed, with bright light such as full sunlight or a daylight spell reduced to normal illumination. The ground bubbles and quivers, as if the very organic humus ground into it has taken on a hideous half-life, or as if all the bodies buried therein are straining to break free. Living creatures suffer 1 point of cold subdual damage the first time they enter the spell, and must make a will save or be shaken for one round. Undead within the area gain a +2 morale bonus to attack rolls, damage rolls, and saving throws (bypasses the normal undead immunity to morale effects) and gain fast healing 1. Rebuke/Command attempts gain a +1 bonus and turn/destroy attempts a -1 penalty. All of these however are side effects of the main purpose. Within a dreadfield, whenever a creature take 3 or more slashing or percing damage at once, or bleed from a wound effect, the blood spawns into a crimson clot (6 damage piercing or slashing or a wound that does 2 or more damage per round or con damage produces clot with 1/2hd, otherwise 1/4hd clot). There is an equal chance that the clot will attack its originator, attack the caster, attack the nearest non-caster non-originater creature, come under the caster’s control, or flee the area. Whenever somebody of medium or large size is decapitated a ghost skull is formed the at the beginning of the next round, with the same possible outcomes as the crimson clot. If a living creature is slain, they have a 66% chance of rising as a skeleton (if slain by slashing, acid, fire, or cold), or a zombie (if slain by percing, bludgeoning, electricity, sonic, or other effects). At the same time, the formation of such a creature has a percentage chance equal to the undead’s hit dice plus the living constitution score plus one per every undead formed so far that it will “break” the spell. Material Component: A stattuete of carved bone worth (value for such stattuetes averages 55gp) Dreadful Sickness Necromancy(Undeath) Level: Nec4 Components: V, S, A Range: Touch Target: one living creature Duration: One Day/Level (D) Saving Throw: Fort Negates Spell Resistance: Yes This spell afflicts the subject with Dread Rot, a supernatural disease which affects only living, non-fey, non-elemental, non-outsider creatures. This requires a successful touch attack and allows for a fortitude save. If the creature is killed by this sickness rises as a zombie under your control. You may choose to provide a set of commands worked into the spell when you cast it, otherwise the newly risen zombie seeks you out (it knows your location until initial contact). Ability Cost: 1d4 con Dread Rot Supernatural Disease Incubation: Time until nightfall plus one hour Saving Throw: DC26 Damage: 2str and 1d6con Ease Pain Necromancy(Healing) Level: Nec1, Drd1, Clr1 Components: V,S Casting Time: standard action Range: touch Target: creature touched Duration: 15 minutes per level/see text This spell reduces dexterity penalties brought on by pain by 2, and all other penalties by 1. It grants a morale bonus to saves against pain equal to 2 plus one per two levels, and it heals one point of subdual damage per level. Enlist Dread Vassal Necromancy(undeath Level: Nec7? Components: V,S,M,A Casting Time: One minute Range: Touch Duration: Permanent(D) Saving Throw: None Spell resistance: no This spell turns a reasonably intact corpse into a dread vassal. It is under your control and inherently obedient to you. Regardless of how many times you cast this spell, you may only control one dread vassal at a time. Material Components: A black pearl worth 500gp, placed in each eye socket of the corpse. Ability Components: Con 1d6, Int3,Cha2 Fleshweave, Minor Necromancy(healing) Level: Nec0, Brd0 As Fleshweave, but this only converts a single point of slashing or piercing damage to subdual. Fleshweave, light Necromancy(healing) Level Nec1,Wiz/Sorc2 Casting Time: 1 action Duration: instantaneous Components: V, S, F Target: one living creature Range: touch This spell closes wounds and seals flesh, converting an amount of slashing or piercing damage equal to 1d6 plus 1 point per two levels to subdual damage. It also seals off bleeding wounds to stabilize a dying or wounded creature. This must be cast within 1 hour of the damage occurrence to convert the damage. Used on undead, this spell heals instead of converting damage to subdual. Focus Component: a piece of cloth and a bone needle |
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Fleshweave, Moderate
Necromancy(Healing) Level: Nec2, Wiz/Sorc3 As Light Fleshweave, only it converts 2d6 plus 1 per two levels slashing or piercing damage to subdual. Fleshweave, Major Necromancy(Healing) Level: Nec2, Wiz/Sorc3 As Light Fleshweave, only it converts 3d6 plus 1 per level slashing or piercing damage to subdual. Fleshweave, Serious Necromancy(Healing) Level: Nec2, Wiz/Sorc3 As Light Fleshweave, only it converts 4d6 plus 1 per level slashing or piercing damage to subdual. Flesh Graft Necromancy Level: Nec1, Wiz/Sorc 1 Casting Time: 1 action Duration: 1 minute per level Components: V, S, M Target: One Living Creature Range: Touch This spell temporarly enhances a creature by infusing it with partially reanimated flesh, granting 1 temporary hit point, +1 natural armor, and a +1 enhancement bonus to strength. Material Component: A peice of meat from a creature with natural armor +2 or higher with some of the hide still attached. Such meat can be bought for 2sp or taken from a fallen opponent. Ghostly Manifestations Necromancy [Ectomancy] Level: Nec0, Clr0, wiz/sorc0 Components:V,S,F Casting time: One action Range: Close Duration: See Text Target: See text This spell channels ectoplasmic energy to create a number of effects: Chill/Warm: The surrounding area or object becomes unusually warm or uncomfortably cold for 1 hour. Move: Slowly moves unattended matter weighing up to 1 pound. Stain: Up to one ounce of blood appears on or trickles out of the target, then dries in 1d4 rounds. Script: Shadowy writing slowly appears on a surface. Dim: Lights slightly drop or one mundane light is suppressed for 1d4 minutes. Glow: One object emits a dim light illuminating the surrounding area for 5 feet around for 1 hour per level. Image: A crude mundane image appears on a surface lasting until washed away with 1/8 pound of soap and 1 gallon of water or removed by an erase spell. Noise: Audible sound equal to the voice of a single person emanates from a source for 1 minute. Open/Close: One simple mundane object operates in a cyclical and binary manner for 1d12 rounds. Example: Door opens and closes, light goes on and off, pump moves up and down etc. This object has an effecteve strength modifier of -6 for the purpose of opposed strength checks (such as holding an affected door open or shut) and cannot inflict damage. The substances created by this spell cannot be used as material components. Focus: A small ritualistic tool carved from a single bone worth 6sp. Gravebind Illusion(Phantasm, Mind-affecting, Fear) Maybe Necromancy? Level: Nec2, Brd2, Sor/Wiz2, Sha2 Components:V,S,F Casting time: Standard Action Range: Medium (100ft+10ft/level) Duration: 1 round per level Target: One creature plus one per three levels, which must be no more than 10ft away from at least one other target Saving Throw: Will Negates (disbelief) Spell Resistance: Yes Upon casting this spell, the target sees animated corpses reach out of the ground and grab them around the waist. They become entangled, they must make a concentration check at the spell save DC to maintain concentration or cast a spell, and they take 1d6 subdual damage each round (psychosomatic harm from the tearing and biting and mental stress). Each round they get a new saving throw to break the effect. Focus Component: an index finger or a monkey's paw Great Skeleton Level: Nec2 Components: V,S,M Casting Time: 1 round Range: touch Target: one intact corpse Duration: permanent Saving Throw: None Spell Resistance: No This spell animates a skeleton of up to 3 hit dice with special properties. It gains turn resistance+1, +4strength, increases its claw damage by one damage dice, and gains 1 extra hit point per hit die. This spell can be used on an already animate skeleton. If so, the skeleton is healed by 1d12 hit points plus one per level, and it also gains Liferend Liferend(su): if a great skeleton hits with both claw attacks, the creature struck takes 1d12 negative energy damage. Material Component: two black onyx gems, one placed in each socket of the skull, Grimfield Necromancy Level: Nec2 Components: V, S, M Casting Time: 2 rounds Range: Close (25ft plus 5ft per two levels) Area: 20ft radius emination Duration: 1 hour/level Saving Throw: no Spell Resistance: yes Upon casting this spell, you create a visible fluctuation of negative energy. This can be detected by a slightly darker shade to colors in the area and a slight chill that living creatures feel in it. Within this spell, checks to turn/destroy undead suffer a -2 resistance penalty, rebuke/control checks gain a +2 penalty, and undead gain a +1 enhancement bonus to attack rolls, damage rolls and saves. Grimfield counters and dispels consecrate and desecrate, and is countered and dispelled by those spells. Material Component: powdered bone and crushed onyx, worth 30gp and sprinkled around the area. Infusion Sacromantic Necromancy (undeath) Level: Wiz/Sorc 5, Nec4 (http://boards1.wizards.com/showthread.php?t=592532) Components:V,S,M Casting Time: 1 minute Range: Touch Target: Corpse Touched (see text) Duration: Instantenous Saving Throw: None Spell Resistance: No This spell functions only on a resonably intact corpse of a humanoid, giant, or monstrous humanoid possessing exactly two arms, two legs, and one head. The body rises and is transformed into a zerthose of equal size class and hit dice with the base creature's strength and dexterity scores plus two. Small wounds are magically sealed leaving only darkened scars and large injuries are filled in with a black fleshy substance of tar-like appearance. The zerthose created is under complete control of its master, and its hit dice count towards the limit of skeletons and zombies controlled. A zerthose that becomes uncontrolled will simply wander aimlessly with a general tendency towards graveyards, not even defending itself until an outside force (such as an evil cleric) takes control of it. Zerthose are created and animated only by negative energy and magic, and no trapping of a soul is involved. Consequently, a person who was animated as a zerthose can still be restored by a true ressurection spell (although raise dead or ressurection will fail because the vessel is already occupied). Material Component: Three black onyx gems worth 50gp each placed in the mouth and hands, and daimond worth 100gp placed on the chest. Knit Bone, Light Necromancy(Healing) Level Nec1,Wiz/Sorc2 Casting Time: 1 action Duration: instantaneous Components: V, S, F Target: one living creature Range: touch This spell causes bones to repair themselves, converting 1d6 plus 1 point per level of sonic or bludgeoning damage into subdual damage. It must be cast within 1 hour of the damage occurance. If used on a skeleton (or skeletal undead creature, such as a Ghost Skull) this spell heals lethal damage instead of subdual damage. Focus Component: a twig glued together with willow sap Knit Bone, Minor Necromancy(Healing) Level Nec0 As light bone knit, but this spell only converts 1 point of bludgeoning or sonic to subdual. Knit Bone, Moderate Necromancy(Healing) Level Nec2,Wiz/Sorc3 As light bone knit, but converts 2d6 damage plus one per two levels. Knit Bone, Major Necromancy(Healing) Level Nec3 As light bone knit, but converts 3d6 damage plus 1 per level. Life Transfusion Level: Nec2 Components: S, A Casting Time: 1 action Range: touch Target: one living creature other than the caster Duration: instantaneous Saving Throw: none (harmless) Spell Resistance: no This spell heals the subject by 1d6 plus one hit point per two levels, maximum +7. It also heals 1 point of temporary constitution, strength, dexterity, or charisma damage. Ability Cost: this spell deals 2 points of temporary constitution damage to the caster. Mind over Meat Necromancy(Undeath) Lvl: Nec2 Components: None Casting Time: full action (takes up move and standard action) Range: Close (25ft plus 5ft/two levels) Target: one reasonably intact corpse Duration: concentration plus one round or 1 round per level, whichever is shorter. Saving Throw: None Spell Resistance: No Casting this spell you enforce your pure will over a dead body through magical currents, temporarily animating it as a zombie or skeleton. It must have total hit dice not exceeding your necromancer level, and if it still has 50% or more of its flesh you may not make it a zombie. You need not speak to command it, the undead responds directly to your will. Open Ressurection Necromancy(Healing) Level: Nec4, Wiz/Sor5 Components: V,S,M,XP Casting Time: 1 minute Range:5ft Duration: Instantaneous This spell attempts to restore a person to life by opening a channel to the infinite beyond. It has limited practicality, as even when it “succeeds” it can go horribly wrong. Roll d% for the effect. 1-5 Portal opens to the negative energy plane. This portal remains upon for 1d4 rounds, and each round it is open there is a cumulative chance equal to the caster level that a random entity from the negative energy plane is summoned forth through it. 6-11 The subject’s petitioner is called forth 12-21 A random outsider from the subject’s current plane is called forth. 22-46 The subject rises as an undead appropriate to the manner of their death. For example, somebody who died in a fire would become an effigy, somebody who drowned would become a drounth or a lacedon, a mass killer would become a morgh, etc. The DM is the final advocate for what undead type is appropriate the circumstances, but unless anything particularly presents itself, the subject rises as a ghost or a mindless undead (skeleton/zombie), equal chance. In the latter case, there is an equal chance they will obey the caster or attack the caster. [*47-66 ]The subject is restored as if by a Raise to Undead spell. 67-00 The subject is restored as if by a Raise Dead spell. Material Component a moonstone and an onxy gem, worth a combined total of 100gp. XP Cost: 75xp Raise as Undead Necromancy(Healing, Undeath) Lvl: Nec5, Ressurection (http://boards1.wizards.com/showthrea...hreadid=144113) 6 Components:V,S,M,XP,A Casting Time: 1 minute Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless) This spell restores a dead person's soul to their body but does not restore any life functions and rather than drawing in positive energy it enhances the negative energy in the corpse left over from death. The body must be intact enough for an animate dead spell and must not have been dead for more than 1 day per level. The person gains the Reanimated Walker template. The person cannot be brought back if they don’t wish to return to life, but they cannot tell that they are being brought back as an undead instead of to their full living state unless this is used in conjunction with a Commune with Dead spell. Willingly becoming undead violates a paladin's code of conduct and causes them to lose their class abilities. Clerics who worship dieties specifically opposed to undead (such as pelor) lose their class abilities, but simply being a cleric of a good-aligned god does not. This spell cannot animate sombody who was previously turned into an undead creature and then just killed, and hence a person cannot be reanimated twice in a row. Effects that prevent raising also prevent reanimating, with the exception of death effects. The subject has 1 hit point upon reanimation. Material Component: A black pearl worth 500gp XP cost: 100xp Ability Component: In as part of the casting of this spell the necromancer takes 2d4 con, 5str, 2cha temporary damage. RAINBOW of weakness Necromancy Level: Wiz/Sorc 1 Casting time: 1 round Components: V,S,M Area: 10ft cone emanating from you Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Upon casting this spell, a full spectrum of colors spreads out from your fingertips attacking the life force of those caught within it. Each creature with the area is hit by 1 ray. Each ray has different effects. Roll 1d12 and consult the table for colors hit, then read the description for the effect of each color. 1 Red 2 Orange 3 Yellow 4 Green 5 Blue 6 Indigo 7 Violet 8 Red and Orange 9 Orange and yellow 10 green and blue 11 Blue and indigo 12 Indigo and violet Red: Deals 1 temporary strength damage Orange: Deals 1 temporary dexterity damage Yellow: Deals 1 temporary constitution damage Green: Deals 1 temporary intelligence damage Blue: Deals 1 temporary wisdom damage Indigo: Deals 1d4 negative energy damage Violet: Deals 1d2 temporary charisma damage Verbal component: Necros, abjume, spectro cromi mortis! Somatic Component: Wave hand in an arch from left to right, then move it to the bottom at the center of the "arch" with a slashing motion, then spread fingers. Material Component: An elegantly made fan made out of two bones with a stretch of paper made from the wood of a hemlock tree between them, each section dyed with special poisonous ink one of the seven colors of the visible spectrum and with each fold seperating them lined with the hair of a wight, costing 3gp. Reanimative Virus Necromancy(Undeath) Level: Nec8 Components: V, S, A, M, XP Range: Touch Target: one living creature Duration: One Day/Level (D) Saving Throw: Fort Negates Spell Resistance: Yes This spell afflicts the subject with Dread Rot, a supernatural disease which affects only living, non-fey, non-elemental, non-outsider creatures. This requires a successful touch attack and allows for a fortitude save. If the creature is killed by this sickness rises as a Reanimated under your control. You may choose to provide a set of commands worked into the spell when you cast it, otherwise the newly risen Reanimated seeks you out (it knows your location until initial contact). During the course of its control, if you force it to commit any act that violates its alignment, it is allowed a will save to break control with a bonus appropriate to the action (as per Dominate Person). Ability Cost: 1d6 con, 1d4 Int [i]Material Component[/b]: Bloodstone worth 300gp XP Cost: 75xp Dread Rot Supernatural Disease Incubation: Time until nightfall plus one hour Saving Throw: DC26 Damage: 2str and 1d6con Reaper's Raincheck Necromancy Level: Clr0, Nec1 Components: V,S,M,XP Casting Time: 1 round Duration: Permanent Target: 1 mortal Range: Touch The creature's maximum lifespan is increased by 1 day. Treat this as an enhancement bonus. Material Component: A pearl worth 4gp or more XP cost: 7xp Reduce Pain Necromancy(Healing) Level: Nec2, Drd2, Clr2 As Ease Pain, but dex penalties are reduced by 4, all others are reduced by 2, and the save bonus is 3 plus one per level. Regrowth Necromancy(Healing) Level: Nec1, Drd1 Components: V,S,F Casting Time: standard action Range: Touch Target: creature touched Duration: instantaneous This spell regrows lost body tissue, converting certain damage types into subdual and restoring things such as lost teeth or chunks of bitten-off flesh. It converts acid, fire, electric, light (from a searing light spell or a lantern archon’s light rays), and any damage dealt by special attacks that remove chunks of body tissue such as rend or a gibbering ball’s tooth drain to subdual damage at a rate of 1d6 plus 1 per two levels. This spell cannot regrow entire limbs, but it can recover digits, eyeballs, teeth, noses, and other facial orifaces. The spell must be cast within 1 hour to convert damage, although there is no time limit on its ability to restore lost body portions. Focus Component: A piece of willow bark. Regrowth, minor Necromancy(Healing) Level: Nec0, Drd0 As Regrowth, but this spell converts only 1 point of damage. Regrowth, moderate Necromancy(Healing) Level: Nec2, Drd2 As Regrowth, but this spell converts 2d6 damage plus one per two levels, and can cure 1d4 points of ability damage or 1 point of ability drain, provided it was dealt by an attack that removes bodily tissue such as blood drain. Regrowth, Major Necromancy(Healing) Level: Nec2, Drd2 As Regrowth, but this spell converts 3d6 damage plus one per level, and can cure one point of ability damage provided it was dealt by an attack that removes bodily tissue such as blood drain. Remove Pain Necromancy(Healing) Level: Nec4 Components: V,S Casting Time: standard action Range: touch Target: creature touched Duration: 10 minutes per level/see text This spell removes any existing pain effects, heals 1d12 subdual damage plus 1d4 per level, and grants the subject immunity to pain. Restore Life Necromancy(Healing) Level: Nec7 Components: V,S,A,XP Casting Time: one minute Range: 10ft Target: one willing undead creature Duration: instantaneous Saving Throw Will negates (harmless) Spell Resistance: yes (harmless) This spell transforms a willing undead creature into its living state, with 1d6 hp. Any major body parts missing remain missing when the creature is brought to life, but if attached by temporary means (such as stitching or gluing) they will be fuzed together and made whole again when the spell is cast. Ability Component: 4 con, 2cha XP Cost: 100xp |
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Sacrolotous
Necromancy(undeath) Level: Nec5 (http://boards1.wizards.com/showthrea...5#post8571295)[/u] Components: V, S, M Casting Time: 1 round Range: 5ft Target: one headless corpse Duration: permanent(D) Saving Throw: no Spell resistance: none Casting this spell causes a target headless corpse to rise as an undead decapiti under your control. The creature must have been headless when it was alive, so the caster cannot simply cut the head off of a corpse. Material component: a carved black onyx skull worth 500gp and a silver neck brace worth 137gp. Skeleton Warrior Necromancy(Undeath) Level: Nec4 Components: V,S,M, A Casting Time: One Round Range: 15ft Target: one corpse Duration: instantaneous This spell animates a corpse as a skeleton warrior, invested with a spark of sentience and combat ability. It is similar to a standard skeleton, but it retains all weapon, armor, and shield proficiencies it had in life. If it had any fighter, warrior, paladin, samurai, or barbarian levels, they are converted to warrior levels and then half of them are converted to undead racial hit dice. It gains int3,Wis12,Cha2. These mental abilities come from a grafted portion of your mind, not from the body’s former occupant, and as such it has the same alignment as you. If you subsume any hit dice into the skeleton warrior, you can choose to convert them to warrior levels so long as the total warrior levels do not exceed the total racial undead hit dice of the skeleton warrior. This spell cannot create an undead if the total hit dice (class and racial) exceed your current level. If the skeleton warrior becomes uncontrolled, it retains the alignment but is likely to go off and pursue other things. Each night it spends on its own it has a cumulative 1% chance to develop its own view and mind independent of its creator. Material Component: Dragon teeth worth 50gp per hit die of the warrior. Ability Component: casting this spell forces you to take 2 temporary int damage Socket’s glow Necromancy Level: Nec2 Components: V, S, M Casting Time: Two rounds Range: touch Target: one corpse or undead (see text) Duration: Permanent (D) Saving Throw: None Spell Resistance: No Upon casting this spell, you animate a reasonably intact dead body as a skeleton. If the body had flesh, the skeleton spends one round clawing it off, aided by its rapid decomposition. You have a special link with this undead. Its darkvision increases to 90ft, and its eye sockets which glow the same color as your iris. You can see all it sees, and to an extent you can hear what it hears, though at a -4 penalty. You gain the benefits of the awareness feat while within 60ft of each other, and you can send it instructions directly through a mental link. This cannot animate a skeleton with more than five hit dice You may cast this spell on an already animated skeleton that you control, and it heals the skeleton by 2d6 points per one per caster level when applied. It also gains +1 turn resistance. Material component: two onyx gems with Continual Flame cast upon them, each placed in an eye socket of the corpse (an onyx gem with continual flame is worth 110gp at least, 20 for the gem and 90 for the spell effect), and a silver and jet whistle worth 30gp. Total cost 250gp. Sooth Pain Necromancy(Healing) Level: Nec3,Drd3,Clr3 As Ease Pain, but dex penalties are reduced by 6, all others are reduced by 3, it heals 1d4 subdual damage plus 2 subdual damage per level, and the save bonus is 4 plus two per level. This spell can also be used to counter or dispell an existing pain spell, the latter requiring an opposed caster level check. The Dead Talk Back Level: Nec4 Components: V, S, M Casting Time: 1 round Range: 10ft Target: one reasonably intact corpse Duration: Permanent Saving Throw: None Spell Resistance: No Upon casting this spell, you animate a corpse as a skeleton or zombie. In addition to the powers normally granted skeletons and zombies, this undead creature has the ability to speak. It can answer a total of three questions as if by a Speak with Dead spell, except that there is no save for a creature that was formerly of a differing alignment. The creature can speak any language it new in life, although it can’t necessarily understand words or make real communication. It can however be made to repeat concrete observations or say something as part of its instructions (tell me what creature you saw stealing the gem, say “Leave or meet your doom” and then attack if they do not exit the room within 6 seconds, etc.). The questions can be asked within any time span of each other, but once answered, the three questions are used up. Material Component: a silver or white pearl worth 100gp per two hit dice of the undead created. Unspoken Animation Necromancy(Undeath) Level: Nec5 Components XP Casting Time 1 round Range 5ft This spell functions as Animate Dead, except that it has no verbal, somatic, or material components. XP Cost: 10xp per hit die of the skeletons or zombies created. Vessel of Flesh Necromancy(Undeath) Level: Nec4 Component: V, S, M, A Casting Time: 2 rounds Range: 10ft Target: one corpse or zombie Duration: permanent Saving Throw: None Spell Resistance: No This spell causes a reasonably intact corpse to rise as a zombie with a supernatural connection to you. You can see and hear all that the zombie can; you can telepathically send instructions to the zombie, and upon creation you may invest one touch spell in the zombie so that it may deliver it. You may also cast this spell on an existing zombie you control. If you do, it heals it as if by an inflict critical wounds spell, and the zombie is granted turn resistance +1 and spells treat it as an intelligent undead for the purpose of determining if it gets a will save. Material Component: jet gems worth 100gp per 2 hit dice of the undead created, or a bloodstone gem worth at least 50gp (if cast on an existing undead) Ability Component: as part of this spell, the caster takes 1 temporary int damage and 1 temporary wisdom damage. Vitality Glamer Illusion(Glamer) Level: Nec1, Wiz/Sorc2 Component: V, S, F Casting Time: one round Range: touch Target: one living or undead creature Duration: 1 hour per level (D) Saving Throw: see text. Upon casting this spell, the target’s appearance is changed. If the target is undead, it is disguised as a living version of itself. If the target is living, they appear undead, either a rotting corpse or a bare skeleton with glowing eye sockets (you choose). If the target is unwilling, you must make a touch attack to deliver the spell. As with the spell change self/disguise self, targets are allowed a will save for disbelief when they receive conflicting sensory information, such as feeling flesh where they see a gap between ribs or touching a caked wound where they perceive smooth skin. Focus Component: A gold pocket-mirror with an obsidian glass, worth 15gp. Walking Pyre Necromancy(Undeath) Level: Nec3 Components: V,S,M Casting Time: One round Range: 10ft Target: one corpse or skeleton Duration: permanent Saving Throw: none Spell Resistance: no Upon casting this spell, you reanimate a dead body as a flaming skeleton. This is similar to a usual skeleton, except that it loses its cold immunity, gains the fire subtype, +2dex, and gets the special attacks flame and ignite. It cannot have more hit dice than your necromancer level. If cast on an existing skeleton under your control, it gains these benefits along with fast healing 1 and turn resistance+2. Flame(ex): a creature struck by a flaming skeleton's natural attacks, or strikng it unarmed or with natural attacks, takes 1d8 fire damage and is subject to its ignite ability. Ignite(ex): creatures and flammable materials striking or struck by a flaming skeleton must make a reflex save dc:10+1/2HD+skeleton's Dex Mod or catch fire for 2 rounds. Material Component: bloodstone gems worth 60gp per hit die of the skeleton. Windowpane Dust Necromancy(Undeath) Level: Nec0 Components: V,S Casting Time: standard action Range: 5ft Duration: 1d4 rounds This spell animates collection of dead insects (one handful) as an undead swarm. The swarm is undead, possesses the normal undead and swarm traits, has 6hp (1hd), a swarm attack that deals 1 damage, and any amount of area damage destroys it. It moves at a fly speed of 5ft(good), and has a land speed of 5ft, occupying a five foot square. A character my try to simply swat through it with a large object. A medium-sized weapon can deal 1 damage to it and a large weapon deals 2 damage. Swatting at a swarm is a full-round action. |
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