Post by StoryTeller on Jan 22, 2006 6:41:32 GMT
Horrid Hand Of Chaos (Necromancy) o
Range: 100 feet
Components: V
Duration: 1 round
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: ½
This spell creates severe abdominal pain to the victim suddenly. Then a pale white hand with long black razor sharp fingernails appears inside their stomach and rips its way up and out of their mouth causing d100 points of damage, or half if victim saves vs. death with a – 5 penality. A system shock roll must be made to any surviving or they instantly black out from the pain.
Implant Object (Alteration, Necromancy) ƒ
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One creature
Saving Throw: Negates
This spell allows the caster to implant one magical device into another being or himself for full effect. Weapons cannot be implanted, and there must be space in the body for the item. Gloves can be sunken under the skin, rings placed around ribs, etc. Only one item per 5 Constitution points can be implanted.
Jalakala
(Necromancy, Abjuration, Alteration) o
Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 day
Area of Effect: 10 – feet radius sphere/level
Saving Throw: None
This spell, sadly, readily accepts Permanency. The area affected by this spell becomes disjoined to the extent that one demi-human race, or one species
of animal (magical or not) cannot enter the area, or die. The creatures so affected will sense that the area is "not all right" and will seek to avoid
it. If approached cautiously, the spell delivers 4d10 points of damage to the creature that it wards against. If the internal warnings go unheeded, or
the creature cannot prevent itself from entering the area, it is killed out-right. There cannot be any living examples of the race or species to be
warded from in the area when the spell is cast, or it fails. Only one Jalakala spell can be operating in one area at a time. A second jalakala attempt simply fails. Charmed creatures told to go into a dangerous Jalakala are immediately dies-charmed due to the opposition felt in the core of their beings.
The spell can be keyed very specifically or very broadly, though not extremely broadly. For example, an Elf Jalkala would turn away Drow and Grey Elves, but a Sylvan Elf Jalakala would turn away and affect neither. An All Undead Jalakala is acceptable, as is an All Wolf Jalakala, but an All Canine Jalakala transcends species boundaries too much to be used. Hybrids are only
affected by Jalakala's aimed specifically at them. Hence, a Half-Sylvan Elf would not fear the Sylvan Elf Jalakala spoke of above.
The land known as Jalakala in the south half of the Wyrld, on the northern edge of Naiif was created by a coallition of Demio Wizards, and its ability to keep out all the major sentient races has turned it into a bleak moorish land full of evil creatures and nature run amok. The way in which several Jalakala spells were simultaneously cast and proved effective has been lost, thank god, and even the wisest of the darker sages cannot glean any information on its dark creation.
The material component is a specially crafted gem worth no less than 5000gp engraved with the name of the race or species that will be affected and a dead corpse of the race or species.
Jasmin’s Boiling Hell (Necromancy) o
Range: Touch
Components: V, S
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
Jasmin Boiling Hell, is a horrible spell. Once cast victim starts to feel very hot, and feverish. What they do not know is that their blood is rapidly nearing boiling point. The victaim suffers 1d10 per round. After 9 rounds of pain the blood starts to return to the normal temperature. Any rounds following the ninth round the victaim suffers only 1d6 points of damage. The saving throw is nil. Best advice to let your self be touched by her.
Jorami's Dance of the Dead (Necromancy) ƒ
Range : 1 mile
Components : V,S
Duration : Permanent
Casting Time : 1 day
Area of Effect : 1 square mile
Saving Throw : None
Jorami's Dance of the Dead is a powerful necromantic spell, the true necromantic spell. Accomplishing things that the school was founded for, the spell requires 1 day to cast and permanently remove 1d4 constituion points from the caster. The spell allows the caster to give undead status to anything which died within the year, raising them as skeletons which have their hit dice, abilities, and powers they wielded in life. Also, after the spell is cast all undead created charge toward's their master and bow down before them. The caster then can cast up to three Necromantic spells under eighth level within the night. If these spells are cast one-tenth of all the undead are granted the ability to deliver the spells power by touch, once a "day" per level.
Range: 100 feet
Components: V
Duration: 1 round
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: ½
This spell creates severe abdominal pain to the victim suddenly. Then a pale white hand with long black razor sharp fingernails appears inside their stomach and rips its way up and out of their mouth causing d100 points of damage, or half if victim saves vs. death with a – 5 penality. A system shock roll must be made to any surviving or they instantly black out from the pain.
Implant Object (Alteration, Necromancy) ƒ
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One creature
Saving Throw: Negates
This spell allows the caster to implant one magical device into another being or himself for full effect. Weapons cannot be implanted, and there must be space in the body for the item. Gloves can be sunken under the skin, rings placed around ribs, etc. Only one item per 5 Constitution points can be implanted.
Jalakala
(Necromancy, Abjuration, Alteration) o
Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 day
Area of Effect: 10 – feet radius sphere/level
Saving Throw: None
This spell, sadly, readily accepts Permanency. The area affected by this spell becomes disjoined to the extent that one demi-human race, or one species
of animal (magical or not) cannot enter the area, or die. The creatures so affected will sense that the area is "not all right" and will seek to avoid
it. If approached cautiously, the spell delivers 4d10 points of damage to the creature that it wards against. If the internal warnings go unheeded, or
the creature cannot prevent itself from entering the area, it is killed out-right. There cannot be any living examples of the race or species to be
warded from in the area when the spell is cast, or it fails. Only one Jalakala spell can be operating in one area at a time. A second jalakala attempt simply fails. Charmed creatures told to go into a dangerous Jalakala are immediately dies-charmed due to the opposition felt in the core of their beings.
The spell can be keyed very specifically or very broadly, though not extremely broadly. For example, an Elf Jalkala would turn away Drow and Grey Elves, but a Sylvan Elf Jalakala would turn away and affect neither. An All Undead Jalakala is acceptable, as is an All Wolf Jalakala, but an All Canine Jalakala transcends species boundaries too much to be used. Hybrids are only
affected by Jalakala's aimed specifically at them. Hence, a Half-Sylvan Elf would not fear the Sylvan Elf Jalakala spoke of above.
The land known as Jalakala in the south half of the Wyrld, on the northern edge of Naiif was created by a coallition of Demio Wizards, and its ability to keep out all the major sentient races has turned it into a bleak moorish land full of evil creatures and nature run amok. The way in which several Jalakala spells were simultaneously cast and proved effective has been lost, thank god, and even the wisest of the darker sages cannot glean any information on its dark creation.
The material component is a specially crafted gem worth no less than 5000gp engraved with the name of the race or species that will be affected and a dead corpse of the race or species.
Jasmin’s Boiling Hell (Necromancy) o
Range: Touch
Components: V, S
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
Jasmin Boiling Hell, is a horrible spell. Once cast victim starts to feel very hot, and feverish. What they do not know is that their blood is rapidly nearing boiling point. The victaim suffers 1d10 per round. After 9 rounds of pain the blood starts to return to the normal temperature. Any rounds following the ninth round the victaim suffers only 1d6 points of damage. The saving throw is nil. Best advice to let your self be touched by her.
Jorami's Dance of the Dead (Necromancy) ƒ
Range : 1 mile
Components : V,S
Duration : Permanent
Casting Time : 1 day
Area of Effect : 1 square mile
Saving Throw : None
Jorami's Dance of the Dead is a powerful necromantic spell, the true necromantic spell. Accomplishing things that the school was founded for, the spell requires 1 day to cast and permanently remove 1d4 constituion points from the caster. The spell allows the caster to give undead status to anything which died within the year, raising them as skeletons which have their hit dice, abilities, and powers they wielded in life. Also, after the spell is cast all undead created charge toward's their master and bow down before them. The caster then can cast up to three Necromantic spells under eighth level within the night. If these spells are cast one-tenth of all the undead are granted the ability to deliver the spells power by touch, once a "day" per level.