Post by StoryTeller on Jan 22, 2006 6:51:06 GMT
Ageing (Necromancy) o
Range: 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Upon casting this spell, a black bolt of energy shoots out form the wizard's hand, hitting one creature within its range. The creature struck must save versus spell or immediately age 6d10 years. Any humanoid who is aged must make a system shock roll or die from the internal strain. If a creature makes its saving throw, it is still strongly disoriented, suffering a penalty of -2 to-hit and +2 to Armour Class for one round per level of the wizard. Any creature that is slowed, paralysed, charmed or stunned suffers a –3 penalty to its saving throw, since they are less able to resist its very powerful energy. The material component of this spell is a black opal worth at least 500 gp.
Aging Bolt (Necromancy) o
Range : 50 yards + 10 yards/level
Components: V, S
Duration: Istantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw: ½
This spell ages the targeted creature 1d6 per level of the caster. Unwilling subjects get a saving throw to reduce the aging by half. This spell affects every creature except undead. Even dragons can be aged with this spell.
Arcanus's Flesh Bender (Necromancy) ƒ
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 5 hours
Area of effect: One living creature
Saving Throw: None
Without the Anatomy proficiency, this enhanced version of the 5th level spell Graft Flesh would be useless. With it though, one can perform miracles.
As with Graft Flesh, this spell allows flesh from other bodies to be attached to a body of the caster's choice. Unlike Graft Flesh though, it can work with body parts from other creatures.
This spell cannot be used to graft flesh to the caster without finding a way of operating through a remote body. A homunculus may work under circumstances, but this is up to the creativity of the player. The body needs to be opened up and prepared. When the spell is cast, the body goes into a coma for the duration of the spell. The caster needs a complete set of operational tools (like the Anatomist kit from the Complete Book of Necromancers) to operate on the body. Also, a theatre of tools and chemicals is needed, bringing the initial cost to around 10,000 gp.
The caster may attach any kinds of body parts to the body. For example, the body of a giant lizard may be grafted to the torso of a human. Additional organs may be attached as well. The DM should always decide what kind of bonuses and penalties this will give them. A snake tail instead of legs means they can no longer walk, and will have trouble going about in humanoid cities but they do gain the ability to constrict like a marillith would.
COST TO ATTACH
_____________________________________________
+1000 gp per cubic foot of familiar limb to be attached
+2000 gp per cubic foot of different limb to be attached
+3000 gp if limb is an additional one.
+5000 gp per familiar organ to be attached (that is, an organ that the host body already has)
+10000 gp per different organ to be attached (Beholder's eye stalks)
If after the operation, the recipient has gained over 80% more body mass, the heart cannot supply enough blood. Age limit, constitution score and strength score are halved unless an additional heart is attached.
Weight, water and food intake go up ever 10% of body mass over the hosts original requirements.
If alien body mass counts for over 50% of the body, part of the creatures essence is attached to the mind of the host body. This is usually a manifestation of the original creature's instincts, or sometimes it's memories. If a human is attached to the body of a lion, then the mind of the human gets the urge to hunt; on the other hand, if the head was transplanted to the body of a murderer, the recipient may start to have dreams of his crimes.
There is a 2% chance for every percent over 50 that the instincts of the former owner come through. In the murderer example, only 10% of the body was the original person's. There is an 80% chance the murderer's genetic memory will be attached. If this occurs, though the mind is still the owner's, homicidal tendencies will be added meaning they may continue the murderer's crimes. This is an opportunity for the DM to take control. Under DM's discretion, this ma only occur when the victim is asleep or unconscious. A sort of werewolf-like thing.
Things this spell cannot do:
-Attach material of incorporeal, extraplanar or elemental nature.
-Attach another brain.
-Attach sexual organs.
Banshee (Necromancy) ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 Body
Saving Throw: None
This spell animates a single dead body as a banshee, but it’s not under caster’s control. The corpse must be that of a dead, evil, female elf.
The material component is a silk white shroud, embroidered with silver wire (400 gp) and exposed to the light of full moon, for a full night.
Black Fire (Necromancy) o
Range: 10 yards
Components: V, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Targets
Saving Throw: None
Caster must roll against the targets AC, unmodified only by magical and dexterity bonuses, the ROF is 2/1. Each time a target is hit with black fire, they take 5d6 damage and temporally lose one point of strenght, dexterity and constitution. If any one of theses scores are reduced to 0, the victim dies.
The material component is a drop of oil.
Blood Storm (Evocation, Necromancy) o
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: 40 foot diameter circle
Saving Throw: Special
Spell unleashes a downpoor of blood droplets. All creatures within the area of effect are coated with thick blood. The blood can only be washed off with vinegar, light acid or a dispel magic. Creatures coated with must save vs. Poison or become diseased, and suffer the same effects as the Stinking Cloud (qv.) spell, until leaving the area of effect. Those making their saving throw suffer a -2 to attack and must continue to save at -1 until leaving the area of effect or the duration ends. The components for this spell are a pinch of sulfer, bat guano and a few drops of the casters blood.
Bloodfires (Alteration, Necromancy) o
Range: 0
Components: V, S, M
Duration: 1-4 rounds
Casting Time: 8
Area of Effect: One person
Saving Throw: ½
This spell turns the target's marrow into molten lead. They take 4d8 points of damage each round, and must make a Con check to avoid doing anything but screaming in pain This spell is useful for the times when you don't just want to kill an enemy, but you want to hear them scream first. The material components are a bar of lead and a bone, which are cast into a brazier.
Burble's BloodFire (Alteration, Necromancy) o
Range: 0
Componets: V,S
Duration: 1 round per level
Casting Time: 8
Area of Effect: 30 ft Radius
Saving Throw: Special
An isidious spell created by the Lord of Bones, Burble BlackTome of Phardown. It allows a necromancer to actually turn all blood in a 30 feet radius to flesh corrosive acid, whether inside the body or out. Victims must roll a save vs spell at -3 or have thier internal liquids turn to acid. Those attacking an enemy that is affected by this spell get a save at +1 or suffer from its spreading effects as if he failed his first savingthrow. The spell causes damage equal to 1d4 X the level of the necromancer or transmuter that casted it. Every round the damage is decreased by 8 points but usually this doesn't matter because of the large amount of damage caused to begin with. Every round after they have failed thier saving throws they get another to stop its effects at -2 and if they fail they get another at -1 the next round until they finally get pluses to save. This spell is devastating to see. People haveing thier jellied organs spill from the burnt and blackened bodies is never a pleasant sight. All viewing the spell, the caster excluded must roll a save vs spell or be paralyzed by fear and get a -1 against saves if they are within radius or walk into the radius of the spell. The BloodFire shell moves with the caster, causing damage to all those who enter it. It can affect 1 creature per level.
Range: 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Upon casting this spell, a black bolt of energy shoots out form the wizard's hand, hitting one creature within its range. The creature struck must save versus spell or immediately age 6d10 years. Any humanoid who is aged must make a system shock roll or die from the internal strain. If a creature makes its saving throw, it is still strongly disoriented, suffering a penalty of -2 to-hit and +2 to Armour Class for one round per level of the wizard. Any creature that is slowed, paralysed, charmed or stunned suffers a –3 penalty to its saving throw, since they are less able to resist its very powerful energy. The material component of this spell is a black opal worth at least 500 gp.
Aging Bolt (Necromancy) o
Range : 50 yards + 10 yards/level
Components: V, S
Duration: Istantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw: ½
This spell ages the targeted creature 1d6 per level of the caster. Unwilling subjects get a saving throw to reduce the aging by half. This spell affects every creature except undead. Even dragons can be aged with this spell.
Arcanus's Flesh Bender (Necromancy) ƒ
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 5 hours
Area of effect: One living creature
Saving Throw: None
Without the Anatomy proficiency, this enhanced version of the 5th level spell Graft Flesh would be useless. With it though, one can perform miracles.
As with Graft Flesh, this spell allows flesh from other bodies to be attached to a body of the caster's choice. Unlike Graft Flesh though, it can work with body parts from other creatures.
This spell cannot be used to graft flesh to the caster without finding a way of operating through a remote body. A homunculus may work under circumstances, but this is up to the creativity of the player. The body needs to be opened up and prepared. When the spell is cast, the body goes into a coma for the duration of the spell. The caster needs a complete set of operational tools (like the Anatomist kit from the Complete Book of Necromancers) to operate on the body. Also, a theatre of tools and chemicals is needed, bringing the initial cost to around 10,000 gp.
The caster may attach any kinds of body parts to the body. For example, the body of a giant lizard may be grafted to the torso of a human. Additional organs may be attached as well. The DM should always decide what kind of bonuses and penalties this will give them. A snake tail instead of legs means they can no longer walk, and will have trouble going about in humanoid cities but they do gain the ability to constrict like a marillith would.
COST TO ATTACH
_____________________________________________
+1000 gp per cubic foot of familiar limb to be attached
+2000 gp per cubic foot of different limb to be attached
+3000 gp if limb is an additional one.
+5000 gp per familiar organ to be attached (that is, an organ that the host body already has)
+10000 gp per different organ to be attached (Beholder's eye stalks)
If after the operation, the recipient has gained over 80% more body mass, the heart cannot supply enough blood. Age limit, constitution score and strength score are halved unless an additional heart is attached.
Weight, water and food intake go up ever 10% of body mass over the hosts original requirements.
If alien body mass counts for over 50% of the body, part of the creatures essence is attached to the mind of the host body. This is usually a manifestation of the original creature's instincts, or sometimes it's memories. If a human is attached to the body of a lion, then the mind of the human gets the urge to hunt; on the other hand, if the head was transplanted to the body of a murderer, the recipient may start to have dreams of his crimes.
There is a 2% chance for every percent over 50 that the instincts of the former owner come through. In the murderer example, only 10% of the body was the original person's. There is an 80% chance the murderer's genetic memory will be attached. If this occurs, though the mind is still the owner's, homicidal tendencies will be added meaning they may continue the murderer's crimes. This is an opportunity for the DM to take control. Under DM's discretion, this ma only occur when the victim is asleep or unconscious. A sort of werewolf-like thing.
Things this spell cannot do:
-Attach material of incorporeal, extraplanar or elemental nature.
-Attach another brain.
-Attach sexual organs.
Banshee (Necromancy) ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 Body
Saving Throw: None
This spell animates a single dead body as a banshee, but it’s not under caster’s control. The corpse must be that of a dead, evil, female elf.
The material component is a silk white shroud, embroidered with silver wire (400 gp) and exposed to the light of full moon, for a full night.
Black Fire (Necromancy) o
Range: 10 yards
Components: V, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Targets
Saving Throw: None
Caster must roll against the targets AC, unmodified only by magical and dexterity bonuses, the ROF is 2/1. Each time a target is hit with black fire, they take 5d6 damage and temporally lose one point of strenght, dexterity and constitution. If any one of theses scores are reduced to 0, the victim dies.
The material component is a drop of oil.
Blood Storm (Evocation, Necromancy) o
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: 40 foot diameter circle
Saving Throw: Special
Spell unleashes a downpoor of blood droplets. All creatures within the area of effect are coated with thick blood. The blood can only be washed off with vinegar, light acid or a dispel magic. Creatures coated with must save vs. Poison or become diseased, and suffer the same effects as the Stinking Cloud (qv.) spell, until leaving the area of effect. Those making their saving throw suffer a -2 to attack and must continue to save at -1 until leaving the area of effect or the duration ends. The components for this spell are a pinch of sulfer, bat guano and a few drops of the casters blood.
Bloodfires (Alteration, Necromancy) o
Range: 0
Components: V, S, M
Duration: 1-4 rounds
Casting Time: 8
Area of Effect: One person
Saving Throw: ½
This spell turns the target's marrow into molten lead. They take 4d8 points of damage each round, and must make a Con check to avoid doing anything but screaming in pain This spell is useful for the times when you don't just want to kill an enemy, but you want to hear them scream first. The material components are a bar of lead and a bone, which are cast into a brazier.
Burble's BloodFire (Alteration, Necromancy) o
Range: 0
Componets: V,S
Duration: 1 round per level
Casting Time: 8
Area of Effect: 30 ft Radius
Saving Throw: Special
An isidious spell created by the Lord of Bones, Burble BlackTome of Phardown. It allows a necromancer to actually turn all blood in a 30 feet radius to flesh corrosive acid, whether inside the body or out. Victims must roll a save vs spell at -3 or have thier internal liquids turn to acid. Those attacking an enemy that is affected by this spell get a save at +1 or suffer from its spreading effects as if he failed his first savingthrow. The spell causes damage equal to 1d4 X the level of the necromancer or transmuter that casted it. Every round the damage is decreased by 8 points but usually this doesn't matter because of the large amount of damage caused to begin with. Every round after they have failed thier saving throws they get another to stop its effects at -2 and if they fail they get another at -1 the next round until they finally get pluses to save. This spell is devastating to see. People haveing thier jellied organs spill from the burnt and blackened bodies is never a pleasant sight. All viewing the spell, the caster excluded must roll a save vs spell or be paralyzed by fear and get a -1 against saves if they are within radius or walk into the radius of the spell. The BloodFire shell moves with the caster, causing damage to all those who enter it. It can affect 1 creature per level.