Post by StoryTeller on Jan 22, 2006 6:45:09 GMT
Abkar's Spellblock (Charm, Necromancy) ƒ
Range: Touch
Components: V,S,M
Casting Time: 1 turn
Duration: 1 day/level
Area of Effect: One spellcaster
Saving Throw: Neg.
This spell allows a spellcaster to block another spellcaster's ability to cast spells. When the caster casts this spell upon another wizard, that wizard must make a saving throw v. death magic or lose his capability to cast spells for the duration of the spell. If the save is made, the spell has no effect. For every 5 levels of the target lower than the caster, the target receives a -1 to his save. The opposite is true for higher levels. The target does not lose his memory of being able to cast spells, but just cannot cast them.
The material components for this spell are a vial of ink and a small globe of glass.
Accelerated Healing (Necromancy) ó
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: One creature
Saving Throw: None
This spell was devised millenia ago to allow a wizard to heal damage much as a cleric. Since a cleric´s healing come from the God´s however, this was proven impossible. This spell was the best the wizards could come up with. The spell allows the caster to enter a dimensional pocket in time with the target creature, accelerating the metabolism of of them both to multiple speed. The target is placed in a special stasis by the spell, thus the target does not die from the wounds. While in this time field, the caster and the target experience each hour in "real time" as one full day although neither one of them needs food or drink during the time. This means that every hour spent in the field heals one hit point for the target creature (should the Skills& Powers be in effect and the target has the "Fast Healer" trait, each hour counts for two hit points). The caster must however spend the entire time in deep trance and this becomes very hard after a few hours. After having spent the caster´s Con in hours in the field, the caster must roll a Con check for each successive hour or fail to uphold the trance. Breaking the trance breaks the spell instantly with no ill effects for either one of the involved. Each hour spent after the first eight, the caster must roll for Con. The rolls are penalised by -1 for each successive hour although a roll of "1" is always considered a success. The target creature will have healed the amount of damage equal to the number of hours spent in stasis. After having used this spell, both the caster and the target will be much weakened. They have after all spent several days (eight at least) without neither food nor water. The must replentish their energies by eating and drinking three times as much as normal each day for an amount of time equal to one third of the amount of hours spent in the field. If they do not, they will suffer the effects of starvation very soon (effects left to the DM to decide). Both caster and target are very tired and exhausted after the spell and will have penalties to all rolls equal 20- Con (0 or higher counts as no penalty) for 1d4+1 days after the spell. They must spend most of these days resting or (preferrably) sleeping (even if they have no penalty).
Animate Dead III (Necromancy) ƒ
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round per level
Area of Effect: Special
Saving Throw: None
This more powerful version of Animate Dead II allows the wizard to create undead up to 1/3 of his level in Hit Dice. Otherwise it is identical to Animate Dead II (but allows to create creatures with draining attack).
Animate Graveyard (Necromancy) ƒ
Range : 0
Components : V, S, M
Duration : Istantaneous
Casting Time : 5 hours
Area of Effect: 20 feet x 20 feet/level
Saving Throw: None
When cast this spell enables 20 feet x 20 feet per level of caster of a graveyard to awaken all skeletons in the targetted area. A powerful spell for necromancers, it must be cast under the light of the moon and must have a casting time of five hours. All this time the caster will continue to chant words and use up the components. When the five hours are up (no distractions must take the caster away from cncentration or spell is ruined) all skeletons in the area of effect will rise and follow the mage's commands. The place must be a consecrated graveyard with holy ground otherwise the spell won't work. Skeletons must be buried on the ground at the least 15 feet deep. Deeper skeletons won't rise. The material components for this spell are 1 gem at least worth 5,000 (must be turned to dust then sprinkled on the area of effect. one gem per 20x20 area) 1 chalk (to draw a pentagram on floor) 1 altar (to light 5 black candles) 5 black candles 1 skull (placed on center of pentagram) extra: if ground is not holy necromancer can try to turn it holy but it will add two more hours to the spell and extra components: 1 gem of at least 5,000 (same as above) 1 cross (placed on center of pentagram) 5 white candles.
Balicore’s Boiling Blood (Necromancy) o
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This is a very powerful spell that was created by Chuck Balicore, the most powerful evil Archmage on my world of Mythonia, at the height of his power. It causes all of the blood in the victim's body to boil if they fail a save vs. death at -2. The spell takes three round to kill. The first round, the victim's skin begins to grow red. The second round, they drop all weapons, spell components, ect. and their skin begins to bubble and blister. The third round, all of their hair catches on fire, and they die very painfully. Note: in order to Resurrect a victim of this spell, first Regeneration must be cast on the body by a cleric of no less than 15th level, in order to restore the boiled (and evaporated) blood to the body, followed by Resurrection. Raise Dead will not work on a being slain by this spell.
Blackthorn's Black Bolt (Necromancy) o
Range: 9 feet
Components: V,S
Duration: 1 round
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This bolt of strange black energy seeks out its target unerringly, doing 2 hit points per level of the caster in permanent damage(i.e. the damage that is done becomes the victims new hit point maximum).
Brew Contagion (Necromancy) o
Range: Nil
Components: V,S,M
Duration: Special
Casting Time: Variable
Area of effect: Special
Saving Throw: Special
This vile spell has no means of being put to good use. It allows the necromancer to brew a vile Contagion. These diseases spread quickly through a number of different means. The modifiers and effects are dealt with below:
Effect Requirements Time to Create Cost Modifier Level Requirements
Plague Type
Fevers and Delirium +1 days 10 gp 9
Insanity +2 days 100 gp 10
Death +3 days 1000 gp 11
Carrier Method
Water / Food +1 days +0 gp +0
Vermin +1 days +5 gp +1
Body Fluids +1 days +50 gp +1
Contact +2 days +1000 gp +3
Breathing +2 days +1500 gp +4
Air Currents +4 days +4000 gp +5
Special Features
Immunity to Healing Spells +4 days +10000 gp +6
Animates victims as zombies upon death +2 days +1000 gp +4
Causes 1d6 points of stat loss +2 days +1500 gp +4
The mage determines the effects of the plague, be it similar to The Red Death, or the black plague. Upon completion of the spell, the mage has created a vial of liquid which they may use to infect the chosen carrier. For example, if they chose air currents, they must smash it nearby where they want the plague to take effect. The mage is never affected by his own plague.
Cures are always determined by the DM. A wish will always cure someone who is afflicted.
The material components of this spell include a mandrake root, a mummy's bandage, liquefied gas extracted from a Ghast's abdominal cavities and one component determined by the DM that reflects the nature of the spell (for example, a spell similar to Red Death would need a drop of blood from a person who had died of a similar disease). There are other components which must be purchased. The cost is totalled above.
Celestarion's Barrier of Blackwhite (Abjuration, Necromancy) ó
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2 rounds
Area of Effect: 10-foot radius sphere
Saving Throw: Special
This spell was created by Celestarion to be his ultimate form of protection. Whether it is or is not is left up to the individual wizard, but nonetheless it is a powerful spell.
When cast, a sphere of swirling black and white light appears to surround the wizard and all those close to him. The barrier has all of the following effects:
* It prevents any spells going through it. What happens is that the spell energy is drawn into the top of the sphere.
* The lighting effects of the sphere prevent anyone from seeing through it, although those on the inside can see out. This results in a –4 to-hit penalty.
* All magic within the sphere is unaffected. Spells cannot be cast out of it, but can be cast within it.
* No living being can pass through the sphere unless a saving throw versus spell is made with a -6 penalty. If they fail their saving throw, they are simply unable to pass through.
* No magic items of any sort can pass through.
* Normal physical objects can pass through, as can psionic attacks.
* If the barrier is not hit by a spell or a magic item or any psionic discipline, then the barrier needs energy. It draws 2d4 of the wizard's hit points for every round that it isn't hit. Should the wizard's hit
points go below 10% of their maximum, he starts to lose one level per round. The spell continues for as long as his initial level in rounds.
When he has lost half his levels, then he starts to lose 1 Intelligence point per round until the spell ends.
* The wizard cannot voluntarily end the spell.
Hit point and level losses are temporary and return at the rate of one per turn each, but Intelligence losses are permanent. These effects can
be avoided if the wizard himself casts a spell at the barrier. He cannot dispel it when he wishes, however.
The material components of this spell are one star sapphire, and one black star opal of at least 20,000 gp value each. Both are lost in the
casting.
Celestarion's Total Blast (Evocation, Necromancy) o
Range: 240 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One creature per object
Saving Throw: Special
This spell was designed as a last line of defense by Celestarion for use when all else failed. It is nothing less than a 9th-level blast of totally destructive energy. Upon casting, the following things happen, in the sequence given.
1. A blast of scintillating energy erupts from the wizard's hands and strikes the target.
2. The target has to make a saving throw versus spell at -6. This spell also causes magic resistance rolls to be made at -30%.
3. Failure of the saving throw totally disintegrates the target.
4. Success of the saving throw means the target takes 10d20 points of damage and, if still alive, is stunned for 1d4 turns.
5. The wizard, regardless of spell effects, automatically loses one level permanently, and must make a saving throw versus spell. Failure
indicates instant death, with only a Wish being able to bring him back.
Success results in losing 1d100 of his remaining spell levels, randomly chosen, and being unconscious for 1d4 rounds.
The material component of this spell is an ioun stone, which is lost in the casting.
Crafting the Lordly Knight
(Alteration, Necromancy) ƒ
Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: One person
Saving Throw: Special
This spell creates a human warrior to perform at the caster's orders, much like Create the
Humble Servant. The casting time is a base 60 days, modified by one day less for each point of the
caster's base wisdom, and the caster must work for 12 uninterrupted hours each day. The warrior will be exactly as the servant, but with no ability score below 12, and two attributes equal to his creator's
intelligence (neither of which may be Int.) Furthermore, the knight will have a starting THAC0 equal to that of the caster, but will thereafter advance as a warrior, speaks two languages of the caster's choice, and has two non-weapon proficiencies' at levels equal to that of the caster. As with Create the Humble Servant, the knight will "grow" mentally as any normal child, and will age normally (assume a starting
age of 20).
Create Ghost (Necromancy) o
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Neg.
When this spell is cast. the life force of a human or humanoid is virtually ripped from its body. This life force is then stored in a gem, and a ghost - a servant of the caster - is created. The saving throw is as follows: save vs. paralyzation with a +1 bonus for each point of Constitution over 16.
The material component of the spell is a 10,000 gp gem that has been treated on the Ethereal Plane for one week of subjective time. If the ghost is allowed access to - and destroys - the gem, he dies in peace.
Range: Touch
Components: V,S,M
Casting Time: 1 turn
Duration: 1 day/level
Area of Effect: One spellcaster
Saving Throw: Neg.
This spell allows a spellcaster to block another spellcaster's ability to cast spells. When the caster casts this spell upon another wizard, that wizard must make a saving throw v. death magic or lose his capability to cast spells for the duration of the spell. If the save is made, the spell has no effect. For every 5 levels of the target lower than the caster, the target receives a -1 to his save. The opposite is true for higher levels. The target does not lose his memory of being able to cast spells, but just cannot cast them.
The material components for this spell are a vial of ink and a small globe of glass.
Accelerated Healing (Necromancy) ó
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: One creature
Saving Throw: None
This spell was devised millenia ago to allow a wizard to heal damage much as a cleric. Since a cleric´s healing come from the God´s however, this was proven impossible. This spell was the best the wizards could come up with. The spell allows the caster to enter a dimensional pocket in time with the target creature, accelerating the metabolism of of them both to multiple speed. The target is placed in a special stasis by the spell, thus the target does not die from the wounds. While in this time field, the caster and the target experience each hour in "real time" as one full day although neither one of them needs food or drink during the time. This means that every hour spent in the field heals one hit point for the target creature (should the Skills& Powers be in effect and the target has the "Fast Healer" trait, each hour counts for two hit points). The caster must however spend the entire time in deep trance and this becomes very hard after a few hours. After having spent the caster´s Con in hours in the field, the caster must roll a Con check for each successive hour or fail to uphold the trance. Breaking the trance breaks the spell instantly with no ill effects for either one of the involved. Each hour spent after the first eight, the caster must roll for Con. The rolls are penalised by -1 for each successive hour although a roll of "1" is always considered a success. The target creature will have healed the amount of damage equal to the number of hours spent in stasis. After having used this spell, both the caster and the target will be much weakened. They have after all spent several days (eight at least) without neither food nor water. The must replentish their energies by eating and drinking three times as much as normal each day for an amount of time equal to one third of the amount of hours spent in the field. If they do not, they will suffer the effects of starvation very soon (effects left to the DM to decide). Both caster and target are very tired and exhausted after the spell and will have penalties to all rolls equal 20- Con (0 or higher counts as no penalty) for 1d4+1 days after the spell. They must spend most of these days resting or (preferrably) sleeping (even if they have no penalty).
Animate Dead III (Necromancy) ƒ
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round per level
Area of Effect: Special
Saving Throw: None
This more powerful version of Animate Dead II allows the wizard to create undead up to 1/3 of his level in Hit Dice. Otherwise it is identical to Animate Dead II (but allows to create creatures with draining attack).
Animate Graveyard (Necromancy) ƒ
Range : 0
Components : V, S, M
Duration : Istantaneous
Casting Time : 5 hours
Area of Effect: 20 feet x 20 feet/level
Saving Throw: None
When cast this spell enables 20 feet x 20 feet per level of caster of a graveyard to awaken all skeletons in the targetted area. A powerful spell for necromancers, it must be cast under the light of the moon and must have a casting time of five hours. All this time the caster will continue to chant words and use up the components. When the five hours are up (no distractions must take the caster away from cncentration or spell is ruined) all skeletons in the area of effect will rise and follow the mage's commands. The place must be a consecrated graveyard with holy ground otherwise the spell won't work. Skeletons must be buried on the ground at the least 15 feet deep. Deeper skeletons won't rise. The material components for this spell are 1 gem at least worth 5,000 (must be turned to dust then sprinkled on the area of effect. one gem per 20x20 area) 1 chalk (to draw a pentagram on floor) 1 altar (to light 5 black candles) 5 black candles 1 skull (placed on center of pentagram) extra: if ground is not holy necromancer can try to turn it holy but it will add two more hours to the spell and extra components: 1 gem of at least 5,000 (same as above) 1 cross (placed on center of pentagram) 5 white candles.
Balicore’s Boiling Blood (Necromancy) o
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This is a very powerful spell that was created by Chuck Balicore, the most powerful evil Archmage on my world of Mythonia, at the height of his power. It causes all of the blood in the victim's body to boil if they fail a save vs. death at -2. The spell takes three round to kill. The first round, the victim's skin begins to grow red. The second round, they drop all weapons, spell components, ect. and their skin begins to bubble and blister. The third round, all of their hair catches on fire, and they die very painfully. Note: in order to Resurrect a victim of this spell, first Regeneration must be cast on the body by a cleric of no less than 15th level, in order to restore the boiled (and evaporated) blood to the body, followed by Resurrection. Raise Dead will not work on a being slain by this spell.
Blackthorn's Black Bolt (Necromancy) o
Range: 9 feet
Components: V,S
Duration: 1 round
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This bolt of strange black energy seeks out its target unerringly, doing 2 hit points per level of the caster in permanent damage(i.e. the damage that is done becomes the victims new hit point maximum).
Brew Contagion (Necromancy) o
Range: Nil
Components: V,S,M
Duration: Special
Casting Time: Variable
Area of effect: Special
Saving Throw: Special
This vile spell has no means of being put to good use. It allows the necromancer to brew a vile Contagion. These diseases spread quickly through a number of different means. The modifiers and effects are dealt with below:
Effect Requirements Time to Create Cost Modifier Level Requirements
Plague Type
Fevers and Delirium +1 days 10 gp 9
Insanity +2 days 100 gp 10
Death +3 days 1000 gp 11
Carrier Method
Water / Food +1 days +0 gp +0
Vermin +1 days +5 gp +1
Body Fluids +1 days +50 gp +1
Contact +2 days +1000 gp +3
Breathing +2 days +1500 gp +4
Air Currents +4 days +4000 gp +5
Special Features
Immunity to Healing Spells +4 days +10000 gp +6
Animates victims as zombies upon death +2 days +1000 gp +4
Causes 1d6 points of stat loss +2 days +1500 gp +4
The mage determines the effects of the plague, be it similar to The Red Death, or the black plague. Upon completion of the spell, the mage has created a vial of liquid which they may use to infect the chosen carrier. For example, if they chose air currents, they must smash it nearby where they want the plague to take effect. The mage is never affected by his own plague.
Cures are always determined by the DM. A wish will always cure someone who is afflicted.
The material components of this spell include a mandrake root, a mummy's bandage, liquefied gas extracted from a Ghast's abdominal cavities and one component determined by the DM that reflects the nature of the spell (for example, a spell similar to Red Death would need a drop of blood from a person who had died of a similar disease). There are other components which must be purchased. The cost is totalled above.
Celestarion's Barrier of Blackwhite (Abjuration, Necromancy) ó
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2 rounds
Area of Effect: 10-foot radius sphere
Saving Throw: Special
This spell was created by Celestarion to be his ultimate form of protection. Whether it is or is not is left up to the individual wizard, but nonetheless it is a powerful spell.
When cast, a sphere of swirling black and white light appears to surround the wizard and all those close to him. The barrier has all of the following effects:
* It prevents any spells going through it. What happens is that the spell energy is drawn into the top of the sphere.
* The lighting effects of the sphere prevent anyone from seeing through it, although those on the inside can see out. This results in a –4 to-hit penalty.
* All magic within the sphere is unaffected. Spells cannot be cast out of it, but can be cast within it.
* No living being can pass through the sphere unless a saving throw versus spell is made with a -6 penalty. If they fail their saving throw, they are simply unable to pass through.
* No magic items of any sort can pass through.
* Normal physical objects can pass through, as can psionic attacks.
* If the barrier is not hit by a spell or a magic item or any psionic discipline, then the barrier needs energy. It draws 2d4 of the wizard's hit points for every round that it isn't hit. Should the wizard's hit
points go below 10% of their maximum, he starts to lose one level per round. The spell continues for as long as his initial level in rounds.
When he has lost half his levels, then he starts to lose 1 Intelligence point per round until the spell ends.
* The wizard cannot voluntarily end the spell.
Hit point and level losses are temporary and return at the rate of one per turn each, but Intelligence losses are permanent. These effects can
be avoided if the wizard himself casts a spell at the barrier. He cannot dispel it when he wishes, however.
The material components of this spell are one star sapphire, and one black star opal of at least 20,000 gp value each. Both are lost in the
casting.
Celestarion's Total Blast (Evocation, Necromancy) o
Range: 240 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One creature per object
Saving Throw: Special
This spell was designed as a last line of defense by Celestarion for use when all else failed. It is nothing less than a 9th-level blast of totally destructive energy. Upon casting, the following things happen, in the sequence given.
1. A blast of scintillating energy erupts from the wizard's hands and strikes the target.
2. The target has to make a saving throw versus spell at -6. This spell also causes magic resistance rolls to be made at -30%.
3. Failure of the saving throw totally disintegrates the target.
4. Success of the saving throw means the target takes 10d20 points of damage and, if still alive, is stunned for 1d4 turns.
5. The wizard, regardless of spell effects, automatically loses one level permanently, and must make a saving throw versus spell. Failure
indicates instant death, with only a Wish being able to bring him back.
Success results in losing 1d100 of his remaining spell levels, randomly chosen, and being unconscious for 1d4 rounds.
The material component of this spell is an ioun stone, which is lost in the casting.
Crafting the Lordly Knight
(Alteration, Necromancy) ƒ
Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: One person
Saving Throw: Special
This spell creates a human warrior to perform at the caster's orders, much like Create the
Humble Servant. The casting time is a base 60 days, modified by one day less for each point of the
caster's base wisdom, and the caster must work for 12 uninterrupted hours each day. The warrior will be exactly as the servant, but with no ability score below 12, and two attributes equal to his creator's
intelligence (neither of which may be Int.) Furthermore, the knight will have a starting THAC0 equal to that of the caster, but will thereafter advance as a warrior, speaks two languages of the caster's choice, and has two non-weapon proficiencies' at levels equal to that of the caster. As with Create the Humble Servant, the knight will "grow" mentally as any normal child, and will age normally (assume a starting
age of 20).
Create Ghost (Necromancy) o
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Neg.
When this spell is cast. the life force of a human or humanoid is virtually ripped from its body. This life force is then stored in a gem, and a ghost - a servant of the caster - is created. The saving throw is as follows: save vs. paralyzation with a +1 bonus for each point of Constitution over 16.
The material component of the spell is a 10,000 gp gem that has been treated on the Ethereal Plane for one week of subjective time. If the ghost is allowed access to - and destroys - the gem, he dies in peace.