Post by StoryTeller on Jan 22, 2006 6:50:19 GMT
Corpion's Quartering (Necromancy) o
Range: 15 yards
Components: V, S
Duration: 1 round/ 4 levels
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
This evil spell causes the victim to find himself caught in a pulling force that threatens to rip the victim apart. The victim finds each of his limbs being pulled by a terrible force, reducing the victim's movement by half and making any attacks difficult, at a -4 penalty to hit. The victim's armor class is also worsened by -2.
Each round the spell is in effect, the victim must make a saving throw vs. spells or find one of his limbs ripped free (roll randomly: 1=head, 2=left arm, 3=right arm, 4-5=left leg, 6-7=right leg, 8=roll two, ignoring this result again). If the victim's head is ripped free, the victim dies instantly (unless the victim had more than one head, such as a hydra or ettin). The loss of an arm causes the immediate loss of 25% of the victim's hit points, 15% of which will be permanent. The loss of a leg causes 50% loss of hit points, 25% of which is permanent. The loss of any limb calls for an immediate system shock or the victim falls unconscious.
The spell ends when the duration expires and no limb has been ripped free, the victim makes four successful saving throws, or one limb, plus one limb per 3 full levels past 16th, are ripped free of the victim.
Create Higher Undead (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Create Higher Undead is used by evil necromancers to create some of the more powerful undead (most of these undead can also be created in other ways). This spell will create wraiths, mummies, spectres, swordwraiths, soul beckoners and inquisitors. Other undead can be created at the discretion of the DM. The wizard must have the correct spell components (listed below) and then cast the spell, which takes about one turn per Hit Die of the undead. The undead are not under the direct control of the necromancer, but they do tend to follow his commands. The source of this control is not loyalty but fear, and if the necromancer is weak then the undead may turn on him. In addition to the specific components listed below, the necromancer must have a cup of dirt from a grave that is at least one hundred years old, and a considerable portion of his own blood. Due to this contribution of blood, the necromancer will be weak the day after the spell is cast (-2 to-hit and to all saving throws), and the spell cannot be cast again before a full week has past.
* Wraith: the body of an extremely evil human who obtained at least seventh level in life; five vials of unholy water created by the high priest of an evil religion (minimum of fourteenth level).
* Mummy: the mummified body of an evil human who obtained at least seventh level in life; a solid gold statue of an evil Egyptian god (usually Set;
minimum 5000 gp value).
* Spectre: the body of an extremely evil human who obtained at least ninth level in life; a painting of the person being animated (the painting must have been done when the person still lived).
* Swordwraith: the body of an evil human fighter who obtained at least seventh level in life (the fighter must have been part of a military organization and must have fallen in a battle where his side eventually lost).
* Soul Beckoner: the body of an evil human, half-elf or elf that obtained at least eighth level in life (the person must have died of natural causes and must have been either a wizard or a thief) ; a philtre of persuasion.
* Inquisitor: the body of an evil human or demi-human who obtained at least seventh level in life (the person must have been a ruthless, sadistic torturer who was in charge of a torture facility); a rack or other torture instrument on which a paladin of at least ninth level has recently (within one year) been tortured to death.
Create Skeletal Warrior (Necromancy) ƒ
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
This spell allows a mage to create a powerful undead servant, a skeleton warrior (as described in the monstrous manual). The spell requires the skeletal remains of a warrior, of no less than 9th level. It also requires the preparation of a special golden circlet. This must be of exquisite craftsmanship, worth no less than 5,000 gp. The mage prepares the circlet by casting the spells Command Undead and Wizard Eye upon it. He then holds it over the skeleton and casts a trap the soul spell (the circlet being the material component rather than the usual gem). Finally, he intones the create skeletal warrior spell. The base chance of success is 60%, +1% per level of the caster. He gains a +5% bonus if he is a necromancer, and a further 5% bonus if he has either the necrology or undead lore proficiency. The chance of success is –10% if the skeleton was a paladin or of a warrior diametrically opposed in alignment to the caster. If the spell fails, the caster must make a save vs. death magic and a wisdom check. If either of these fail, the warrior animates, and attacks the mage, with the circlet offering no control or protection. If the rolls succeed, the warrior remains inanimate, and the whole ceremony must be repeated.
The material components of the spell are the circlet and the skeleton, plus the components of the other required spells. (Please note: a mage may only have one skeleton warrior under his command at a time, and must always wear the circlet to control it).
It is believed that Tulsa found the formula for this spell on a stone tablet he found in an ancient tomb.
Create the Humble Servant (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 servant to perform at the caster's orders. The casting time is a base of
40 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. At the end of the spell, the nascent servant must save vs.
spells a t his master's level, and success means he is born, fully functional. The servant will have 10s in all but one attribute, which may be as high as the caster's Intelligence, and which may not be Int. The servant will be able to speak one language of the caster's choice (that the caster knows), and may have one other talent, skill, or knowledge (Nwp) at the caster's level. The servant will have no
personality traits or direction of its own to begin with, and will follow orders from anyone who gives them(even if ordered not to by the caster). As the spell duration is permanent, the servant will "grow" mentally as any normal child, and will age normally (assume a starting age of 20).
Create Undead Legion (Necromancy) ƒ
Range : 40 yards
Components : V, S, M
Duration : Istantaneous
Casting Time : From sunset to sunrise
Area of Effect : Special
Saving Throw : None
This spell is a improved Animate Dead spell, the undeads combined Hd may not exceed one and a half time the casters level. Each undead created by this spell will be infused with some negative energy, giving them a heart of negative energy. This gives every undead created an extra Hd, 10% in magic resistance, immunity to non-magical weapons, they are turned as wraiths, and has low intelligence. When one of these are destroyed the negative energy heart explodes inflicting 1d6 points of damage to any good creatures within a 5 feet radius. The heart also gives the undead some protection against positive energy, any effect from positive energy is halved (duration, damage etc.). This spell must be cast at a graveyard, the material components is dust from a wraith, and a object brought from the Negative Plane.
Criogene Life Preservation (Necromancy) ó
Range : 0
Components : V,S,M
Duration : Until dispelled
Casting Time : 8
Area of Effect : One individual
Saving Throw : Neg.
This powerful spell allows the caster to preserve one individual of up to L size (less than one foot up to 12').
It is useful for preserving the bodies of the dead for long journeys, possibly for revival. It can also be used to keep a living person in stasis, this power is most used for those who have strange diseases of which, at the time, no cure is
known. Those affected by this spell do not age, and the spreading of any disease is halted. In combat, the mage may preserve an individual who is about to die from their wounds, to be brought to a healer afterwards. Unwilling individuals are allowed a saving throw vs. spell. Success indicates that the effects of the spell are negated. The
spell is permanent until the wizard dispels it, as long as the body is left in climes with an average temperature of 0 or below. Otherwise the body is preserved for as many weeks as the wizard has levels.
The material components are a shard of para-elemental of ice and the body to be preserved.
CyroBane's Blizzard Death (Necromancy) o
Range: 30 yards
Components: S
Duration: 2 rounds
Casting Time: 5
Area of Effect: 50-feet radius
Saving Throw: None
This causes a blizzard storm to rain upon a 50 – feet radius area. All targets in the area suffer 6d10 damage. No saving throw can be made. Creatures immune to cold are unaffected. Any Cold Resistance spells won't protect a target either. Anyone wearing any armor and helm in the area will not take damage, but rather their armor and helm will freeze and become useless, unless it's +3 or better, then it will lose 2 pluses to it. If the armor is frozen, the target can remain still and wait for someone to come thaw it out, or wait 4 hours for it to fully thaw. If a target moves, then the armor will be cracked and be useless, unless it's +3 or better. This spell should be cast with caution, for many will seek revenge if such a spell is cast on them.
Damnation of the Lycanthrope
(Alteration, Necromancy) o
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
This spell curses one creature with one of the most horrible existing curses: the curse of lycanthropy. The creature has saving throw versus death magic; if it saves, the spell is negated; if it fails it is affected as below. The creature is turned into a lycanthrope of the caster's desires. It might not even be apparent that the creature has suffered under the spell - until the next full moon sets in. At that point the creature will change into the lycanthrope desired by the caster and it is under the complete control of the caster who is immediately notified that one of his creatures has changed into a lycanthrope. The caster can see through the creature's eyes, hear through the creature's ears, and use all other senses of the creature as the creature can. He can even force the creature to do his will. If that is tried, the creature gains a saving throw versus spell to resist the
command. Once it resists one command per level of the caster, it is free of the caster's control and the caster cannot use its senses any more nor can he try to force the creature to do his bidding. Until this point is reached, the creature has no chance whatsoever of being cured - unless a full wish is used. After this point is reached, the normal
chances exist for the creature to be cured by the normal means. During the time the creature is a werecreature it has no recollections of what it was as a human, elf, etc. and vice versa.
The effect of this spell is permanent unless it is cured somehow. How difficult this is is dependent on the DM. The duration of the control is dependent as described above.
The material component is the head of a master lycanthrope (one who controls at least ten others of its type) of the type the caster wishes the creature to be changed into. The head has to somehow have stayed in its animal shape without changing back to its normal humanoid shape. This head has to be treated like a tathlum (a druidic or Celtic weapon,
described in the Legends and Lore book). It also has to be hurled at the opponent. The caster has to make a to-hit roll; if he does not hit the target, the spell (and the component) is wasted.
Deathgaze (Necromancy) o
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: Negate
This spell is assumed to have been the last known spell of Black Marentail's creation. The fate of Marentail is unknown, but many point to the death of the mage by his own spells. It is assumed these stories are merely tales told to warn other wizards of dealing with evil magic.
Once cast, the caster's eyes become solid black, and anyone whom the caster gazes at is stricken dead should they fail their saving throw. The victim need not gaze at the caster to be slain by this spell. Reflective devices such as mirrors can be very deadly to a mage employing this spell, for if he catches even a glimpse of his own gaze (10% chance/round), he is slain, and unraisable by even a Wish spell. The caster can affix up to one gaze per round, and can end the spell at any time. The caster cannot slay a person with a casual glance, and therefore he is not likely to slay his allies with this spell.
The material components of this spell are the eyes of a Catelopas which is dusted with the crushed remains of a Scarab of Death. The caster must keep the eye firmly grasped in his hand for the duration of the spell, or it ends instantly.
Defy (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell allows the caster to impose a penalty to turning equal to half his level, so a 20th-level necromancer would totally nullify the turning attempts of a 10th-level priest. The spell affects all evil extraplanar creatures that can see the caster. The material component of this spell is a holy symbol of some evil god (not necessarily the
caster's own). It is consumed in the casting.
Degeneration (Necromancy) o
Range: 30 yards
Components: V
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: None
The victim of this spell is immediately stricken with a horrible, rotting disease. In the first round of infection, strength, dexterity, constitution and charisma are reduced by 2. The character is attacked by excrutiating, stabbing pains, decreasing AC by 3 and making spellcasting impossible. He becomes feverish and disoriented, causing a -3 to attack and damage rolls. The victims bones become embrittled, reducing movement by a sixth each round, to a minimum of 1. For every round after the first, the aforementioned attributes decrease by 2 until they reach 0. Vision is lost on the third round as the eyes dry up and rot away. Speech is lost on the fourth round when the toungue shrivels, and vocal cords snap. On the fifth round, all feeling is lost when the nerves die, and the nervous system is basically destroyed. When dexterity reaches 0, the bones of the poor soul have become mush, making any movement whatsoever impossible. At 0 strenght, the victims heart stops pumping blood, as all muscle in the body decays to useless flesh, also stooping the function of the lungs. All this leads to a painful death when the characters constitution reaches 0. Only Wish can stop the complete deacying of the victim, but the damage already done is irreparable, unless another Wish or a Heal spell is used. Creature immune to disease are still affected by this spell, but creatures immune to rot and disease are immune.
Demon’s Breath (Evocation, Necromancy) o
Range: 100 yards + 10 yards/level
Components: V, S
Duration: Istantaneous
Casting Time: 3
Area of Effect: 20-feet-radius
Saving Throw: None
This spell is similar in many ways to a fireball. It is essentially a black fireball. It inflicts 10d6 points of damage with no saving throw. The bad part is that damage from the spell can only be healed through natural means. Any healing other than the body's natural processes will fail. If you are killed by this spell you can only be raised by a wish or a ressurection spell.
Range: 15 yards
Components: V, S
Duration: 1 round/ 4 levels
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
This evil spell causes the victim to find himself caught in a pulling force that threatens to rip the victim apart. The victim finds each of his limbs being pulled by a terrible force, reducing the victim's movement by half and making any attacks difficult, at a -4 penalty to hit. The victim's armor class is also worsened by -2.
Each round the spell is in effect, the victim must make a saving throw vs. spells or find one of his limbs ripped free (roll randomly: 1=head, 2=left arm, 3=right arm, 4-5=left leg, 6-7=right leg, 8=roll two, ignoring this result again). If the victim's head is ripped free, the victim dies instantly (unless the victim had more than one head, such as a hydra or ettin). The loss of an arm causes the immediate loss of 25% of the victim's hit points, 15% of which will be permanent. The loss of a leg causes 50% loss of hit points, 25% of which is permanent. The loss of any limb calls for an immediate system shock or the victim falls unconscious.
The spell ends when the duration expires and no limb has been ripped free, the victim makes four successful saving throws, or one limb, plus one limb per 3 full levels past 16th, are ripped free of the victim.
Create Higher Undead (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Create Higher Undead is used by evil necromancers to create some of the more powerful undead (most of these undead can also be created in other ways). This spell will create wraiths, mummies, spectres, swordwraiths, soul beckoners and inquisitors. Other undead can be created at the discretion of the DM. The wizard must have the correct spell components (listed below) and then cast the spell, which takes about one turn per Hit Die of the undead. The undead are not under the direct control of the necromancer, but they do tend to follow his commands. The source of this control is not loyalty but fear, and if the necromancer is weak then the undead may turn on him. In addition to the specific components listed below, the necromancer must have a cup of dirt from a grave that is at least one hundred years old, and a considerable portion of his own blood. Due to this contribution of blood, the necromancer will be weak the day after the spell is cast (-2 to-hit and to all saving throws), and the spell cannot be cast again before a full week has past.
* Wraith: the body of an extremely evil human who obtained at least seventh level in life; five vials of unholy water created by the high priest of an evil religion (minimum of fourteenth level).
* Mummy: the mummified body of an evil human who obtained at least seventh level in life; a solid gold statue of an evil Egyptian god (usually Set;
minimum 5000 gp value).
* Spectre: the body of an extremely evil human who obtained at least ninth level in life; a painting of the person being animated (the painting must have been done when the person still lived).
* Swordwraith: the body of an evil human fighter who obtained at least seventh level in life (the fighter must have been part of a military organization and must have fallen in a battle where his side eventually lost).
* Soul Beckoner: the body of an evil human, half-elf or elf that obtained at least eighth level in life (the person must have died of natural causes and must have been either a wizard or a thief) ; a philtre of persuasion.
* Inquisitor: the body of an evil human or demi-human who obtained at least seventh level in life (the person must have been a ruthless, sadistic torturer who was in charge of a torture facility); a rack or other torture instrument on which a paladin of at least ninth level has recently (within one year) been tortured to death.
Create Skeletal Warrior (Necromancy) ƒ
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
This spell allows a mage to create a powerful undead servant, a skeleton warrior (as described in the monstrous manual). The spell requires the skeletal remains of a warrior, of no less than 9th level. It also requires the preparation of a special golden circlet. This must be of exquisite craftsmanship, worth no less than 5,000 gp. The mage prepares the circlet by casting the spells Command Undead and Wizard Eye upon it. He then holds it over the skeleton and casts a trap the soul spell (the circlet being the material component rather than the usual gem). Finally, he intones the create skeletal warrior spell. The base chance of success is 60%, +1% per level of the caster. He gains a +5% bonus if he is a necromancer, and a further 5% bonus if he has either the necrology or undead lore proficiency. The chance of success is –10% if the skeleton was a paladin or of a warrior diametrically opposed in alignment to the caster. If the spell fails, the caster must make a save vs. death magic and a wisdom check. If either of these fail, the warrior animates, and attacks the mage, with the circlet offering no control or protection. If the rolls succeed, the warrior remains inanimate, and the whole ceremony must be repeated.
The material components of the spell are the circlet and the skeleton, plus the components of the other required spells. (Please note: a mage may only have one skeleton warrior under his command at a time, and must always wear the circlet to control it).
It is believed that Tulsa found the formula for this spell on a stone tablet he found in an ancient tomb.
Create the Humble Servant (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 servant to perform at the caster's orders. The casting time is a base of
40 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. At the end of the spell, the nascent servant must save vs.
spells a t his master's level, and success means he is born, fully functional. The servant will have 10s in all but one attribute, which may be as high as the caster's Intelligence, and which may not be Int. The servant will be able to speak one language of the caster's choice (that the caster knows), and may have one other talent, skill, or knowledge (Nwp) at the caster's level. The servant will have no
personality traits or direction of its own to begin with, and will follow orders from anyone who gives them(even if ordered not to by the caster). As the spell duration is permanent, the servant will "grow" mentally as any normal child, and will age normally (assume a starting age of 20).
Create Undead Legion (Necromancy) ƒ
Range : 40 yards
Components : V, S, M
Duration : Istantaneous
Casting Time : From sunset to sunrise
Area of Effect : Special
Saving Throw : None
This spell is a improved Animate Dead spell, the undeads combined Hd may not exceed one and a half time the casters level. Each undead created by this spell will be infused with some negative energy, giving them a heart of negative energy. This gives every undead created an extra Hd, 10% in magic resistance, immunity to non-magical weapons, they are turned as wraiths, and has low intelligence. When one of these are destroyed the negative energy heart explodes inflicting 1d6 points of damage to any good creatures within a 5 feet radius. The heart also gives the undead some protection against positive energy, any effect from positive energy is halved (duration, damage etc.). This spell must be cast at a graveyard, the material components is dust from a wraith, and a object brought from the Negative Plane.
Criogene Life Preservation (Necromancy) ó
Range : 0
Components : V,S,M
Duration : Until dispelled
Casting Time : 8
Area of Effect : One individual
Saving Throw : Neg.
This powerful spell allows the caster to preserve one individual of up to L size (less than one foot up to 12').
It is useful for preserving the bodies of the dead for long journeys, possibly for revival. It can also be used to keep a living person in stasis, this power is most used for those who have strange diseases of which, at the time, no cure is
known. Those affected by this spell do not age, and the spreading of any disease is halted. In combat, the mage may preserve an individual who is about to die from their wounds, to be brought to a healer afterwards. Unwilling individuals are allowed a saving throw vs. spell. Success indicates that the effects of the spell are negated. The
spell is permanent until the wizard dispels it, as long as the body is left in climes with an average temperature of 0 or below. Otherwise the body is preserved for as many weeks as the wizard has levels.
The material components are a shard of para-elemental of ice and the body to be preserved.
CyroBane's Blizzard Death (Necromancy) o
Range: 30 yards
Components: S
Duration: 2 rounds
Casting Time: 5
Area of Effect: 50-feet radius
Saving Throw: None
This causes a blizzard storm to rain upon a 50 – feet radius area. All targets in the area suffer 6d10 damage. No saving throw can be made. Creatures immune to cold are unaffected. Any Cold Resistance spells won't protect a target either. Anyone wearing any armor and helm in the area will not take damage, but rather their armor and helm will freeze and become useless, unless it's +3 or better, then it will lose 2 pluses to it. If the armor is frozen, the target can remain still and wait for someone to come thaw it out, or wait 4 hours for it to fully thaw. If a target moves, then the armor will be cracked and be useless, unless it's +3 or better. This spell should be cast with caution, for many will seek revenge if such a spell is cast on them.
Damnation of the Lycanthrope
(Alteration, Necromancy) o
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
This spell curses one creature with one of the most horrible existing curses: the curse of lycanthropy. The creature has saving throw versus death magic; if it saves, the spell is negated; if it fails it is affected as below. The creature is turned into a lycanthrope of the caster's desires. It might not even be apparent that the creature has suffered under the spell - until the next full moon sets in. At that point the creature will change into the lycanthrope desired by the caster and it is under the complete control of the caster who is immediately notified that one of his creatures has changed into a lycanthrope. The caster can see through the creature's eyes, hear through the creature's ears, and use all other senses of the creature as the creature can. He can even force the creature to do his will. If that is tried, the creature gains a saving throw versus spell to resist the
command. Once it resists one command per level of the caster, it is free of the caster's control and the caster cannot use its senses any more nor can he try to force the creature to do his bidding. Until this point is reached, the creature has no chance whatsoever of being cured - unless a full wish is used. After this point is reached, the normal
chances exist for the creature to be cured by the normal means. During the time the creature is a werecreature it has no recollections of what it was as a human, elf, etc. and vice versa.
The effect of this spell is permanent unless it is cured somehow. How difficult this is is dependent on the DM. The duration of the control is dependent as described above.
The material component is the head of a master lycanthrope (one who controls at least ten others of its type) of the type the caster wishes the creature to be changed into. The head has to somehow have stayed in its animal shape without changing back to its normal humanoid shape. This head has to be treated like a tathlum (a druidic or Celtic weapon,
described in the Legends and Lore book). It also has to be hurled at the opponent. The caster has to make a to-hit roll; if he does not hit the target, the spell (and the component) is wasted.
Deathgaze (Necromancy) o
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: Negate
This spell is assumed to have been the last known spell of Black Marentail's creation. The fate of Marentail is unknown, but many point to the death of the mage by his own spells. It is assumed these stories are merely tales told to warn other wizards of dealing with evil magic.
Once cast, the caster's eyes become solid black, and anyone whom the caster gazes at is stricken dead should they fail their saving throw. The victim need not gaze at the caster to be slain by this spell. Reflective devices such as mirrors can be very deadly to a mage employing this spell, for if he catches even a glimpse of his own gaze (10% chance/round), he is slain, and unraisable by even a Wish spell. The caster can affix up to one gaze per round, and can end the spell at any time. The caster cannot slay a person with a casual glance, and therefore he is not likely to slay his allies with this spell.
The material components of this spell are the eyes of a Catelopas which is dusted with the crushed remains of a Scarab of Death. The caster must keep the eye firmly grasped in his hand for the duration of the spell, or it ends instantly.
Defy (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell allows the caster to impose a penalty to turning equal to half his level, so a 20th-level necromancer would totally nullify the turning attempts of a 10th-level priest. The spell affects all evil extraplanar creatures that can see the caster. The material component of this spell is a holy symbol of some evil god (not necessarily the
caster's own). It is consumed in the casting.
Degeneration (Necromancy) o
Range: 30 yards
Components: V
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: None
The victim of this spell is immediately stricken with a horrible, rotting disease. In the first round of infection, strength, dexterity, constitution and charisma are reduced by 2. The character is attacked by excrutiating, stabbing pains, decreasing AC by 3 and making spellcasting impossible. He becomes feverish and disoriented, causing a -3 to attack and damage rolls. The victims bones become embrittled, reducing movement by a sixth each round, to a minimum of 1. For every round after the first, the aforementioned attributes decrease by 2 until they reach 0. Vision is lost on the third round as the eyes dry up and rot away. Speech is lost on the fourth round when the toungue shrivels, and vocal cords snap. On the fifth round, all feeling is lost when the nerves die, and the nervous system is basically destroyed. When dexterity reaches 0, the bones of the poor soul have become mush, making any movement whatsoever impossible. At 0 strenght, the victims heart stops pumping blood, as all muscle in the body decays to useless flesh, also stooping the function of the lungs. All this leads to a painful death when the characters constitution reaches 0. Only Wish can stop the complete deacying of the victim, but the damage already done is irreparable, unless another Wish or a Heal spell is used. Creature immune to disease are still affected by this spell, but creatures immune to rot and disease are immune.
Demon’s Breath (Evocation, Necromancy) o
Range: 100 yards + 10 yards/level
Components: V, S
Duration: Istantaneous
Casting Time: 3
Area of Effect: 20-feet-radius
Saving Throw: None
This spell is similar in many ways to a fireball. It is essentially a black fireball. It inflicts 10d6 points of damage with no saving throw. The bad part is that damage from the spell can only be healed through natural means. Any healing other than the body's natural processes will fail. If you are killed by this spell you can only be raised by a wish or a ressurection spell.