Post by StoryTeller on Jan 22, 2006 6:40:41 GMT
Jordac’s Cataclysm (Necromancy) o
Range : Special
Components : V, S
Duration : Instantaneous
Casting Time : 1
Area of Effect : 1000' radius
Saving Throw : None
This spell is possiply one of the most powerful in Jordac's arsenal. It centers upon the caster and spreads outward like a vast sphere of unlight. The raw magical blast from this spell destroys all life within the area of effect (a sphere 2000' in diameter)! No saving throw is possible for any creature on the Prime Material plane, though creatures of demigod or higher status simply get blown back into their own plane. On alternate planes, creature of demigod or higher status receive a save vs. death to see if they survive the spell. If so, they suffer no damage.
All non-magical solid or liquid material within the area of effect is immediately and irrevocably destroyed. Magical devices receive a save vs. disintegration to see if they are destroyed. Artifacts and relics are not harmed.
When this spell is cast, all the caster's possessions are subject to the effects of the spell, the caster ages a year instantly upon casting, and the force of the powerful magicks reduces him or her to 1 hit point. As such, it is usually a spell of last resort. It is impractical for warfare because the large area covered would most certainly destroy allies as well as foes.
Kalli's Dark Oblivion
(Invocation/Evocation, Necromancy) o
Range: 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 5 – feet radius
Saving Throw: Negate
It is doubted by many that Kalli Bloodblade is the creator of this spell. Many argue she does not possess the knowledge to create such a spell, and reason she has stolen this from a more powerful necromancer she defeated. Others argue if she was powerful enough to beat this necromancer, she surely is powerful enough to wield this spell herself.
When this spell is cast, the wizard calls upon the hungry souls of those surrounding an enemy. These souls take material form, breaking from the earth as rotting cadavers with long claws and sharp fangs. They appear so fast there is little chance of attacking the corpes assailing the victim. The area affected is roughly five feet across, and will usually affect only one person. However, characters close together or back to back may find themselves dragged down together.
The victim must immediately save vs. spells as these cadavers attacks. Failure means the victim is pulled into the earth, and into the realms beyond from where these souls come (many argue Hades) where the victim is devoured. This leaves the victim unable to be regained short of a wish spell - for without the body, not even resurrection can bring the victim back.
The material component for the spell is a scroll made of crushed papyrus with "written permission" for the souls to come and claim its victims. The scroll bursts into flames when the spell is spoken, and some deaders whisper they have seen the scrolls posted to impaled, flayed corpses dangling from cages or posts in the Gray Wastes (Hades).
Kereptis's Touchdeath (Necromancy) o
Range: Touch
Components: V,S
Duration: 1d4 turns per victim
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
When this spell is cast, the wizard gains the power that whomever he touches in the next 1d4 turns must save vs. death or die. Those who succeed merely lapse into a state resembling feign death for 1d4 turns (though it can affect even unwilling foes and cannot be ended by the victim prematurely). However, this insidious spell does not stop there. Anyone who touches the slain/sleeping victim in the next 1d4 turns must make a saving throw vs. death or die. Success means nothing happens, though subsequently touching the victim while the spell is still in effect requires another saving throw. This process repeats in turn until no one contacts the dead body in 1d4 turns. (ex. A mage casts this spell on a victim who makes his saving throw. The victim falls into a feign death-like coma because the save was successful. The DM rolls a 4-sided dice, coming up 3. The initial victim is a carrier for 3 turns. A party member attempts to move the character out of combat, and upon grasping him, is forced to save vs. death. The poor soul fails, dying. The DM again rolls 1d4 for the new victim. His body will carry the touchdeath for 2 turns. Despairing, another character attempts to drag the new victim out of combat's way. This character succeeds his saving throw, and is unaffected. Had he failed, the character would have been slain as well. Instead, he moves the dead character to safety. Next round, the character attempts to move the original character. The touchdeath is still in effect on this first character, and the character must make a saving throw to avoid being slain. This time, the character fails, and drops dead. The DM again rolls 1d4, this time scoring a 4 - the newly slain character will cause anyone who touches him in the next four turns to save vs. death or be stricken dead, and carry the touchdeath!) The wizard is immune to this effect he causes, no matter how many bodies it may travel through. Implements such as body slings, mancatchers and the like can be used to move and manipulate the dead or feigning character without activating it against the manipulator. Gloves are not sufficient protection to stop the effects of the touchdeath.
A dispel magic will not reverse the effects of this spell, though they will negate the residual killing effect in a victim affected by this spell. Victims slain by this spell can be resurrected normally.
Kiri's Soul Transfer (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: The caster and one other person
touched
Saving Throw: Negates
This morally questionable spell causes two beings or the caster and another being to completely switch bodies. All skills, class abilities, hit points, Intelligence, Wisdom and Charisma stay the same as they were in the original body. The physical statistics (Strength, Dexterity, Constitution) are now those of the new body (note that the hit points
may have to be adjusted according to the new Constitution). The same occurs to the second person involved in the spell.
Unwilling participants are allowed a saving throw versus spell. If Trap The Soul is cast at the same time, Kiri's Soul Transfer is saved against at -4.
The material components of the spell amount to 7000 gp worth of preparations taking 2 days.
Krilus "Says Your Soul Is Mine" (Necromancy) o
Range : 1 foot/level
Components : V
Duration : 5 rounds +1 round/level
Casting Time : 1
Area of Effect : One creature
Saving Throw : None
The victim of this spell has had the soul sucked from his body to the casters body which utterly destroys the victim even a wish will not restore the victim. The caster will receive a boost of +1 to +3 on all ability scores and caster adds the victims full hit point total to his own. The victim will be trapped forever after in the 666th layer of the abyss after the spell ends.
Kyrell's Corrupt Irritation (Necromancy ) o
Range : Touch
Components : S, M
Duration : Special
Casting Time : 5
Area of Effect : Creature Touched
Saving Throw : Neg.
This spell renders the recipients skin under a small rash that quickly spreads to cover the entire body. The recipient has an uncontrollable urge to scratch. He will remove all clothes/armor to scratch his/her whole body. They person will scratch him/herself until either death occurs or a Remove Curse cast by a 10th level cleric is cast. If anyone touches the recipient, there is a 75% chance that they to will get the scratching. When cast, the recipient must save vs. polymorph or fall subject to this spell.
The material components of this spell are poison ivy leaf and a piece of caster’s flesh.
Lich (Necromancy/Alteration) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3 days
Area of Effect: The Caster
Saving Throw: None
When this spell is cast, the caster enters lichdom. If the character is neutral or evil, see lich in the Monstrous Compendium. If the character is of good alignment, see the archlich in the Spelljammer accessory "Lost Ships". The caster must have a phylactery (or other magic item if of good alignment) which is the material component of the spell. This obtains the same effect as enter lichdom the standard way except that the character has no chance of dying in the process. This spell may only be reversed by a Wish Spell.
Lichdom (Alteration, Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: caster
Saving Throw: Special
This spell allows the character to transform himself into either a lich or arch-lich (according to alignment) to continue his studies of magic beyond the normal span of his lifetime. To perform the spell, the caster must undergo a ritual to prepare himself, and concoct a special brew to drink to effect the change to Lich. The ritual takes a week to complete, and the brew requires but 4d6 hours to make. The brew contains vampire dust, the blood of three different immortal creatures and five hairs of a spell-casting werewolf. Once the ritual has been completed, the spell is cast and broth is consumed. The caster immediately must make a system shock, resurrection survival roll and a succeed a saving throw vs. spells to effect the transformation. If any of the three above rolls is failed, the character is slain. If the resurrection survival roll fails, the caster cannot be raised from the dead.
Transformation into lich or arch-lich generally renders the character an NPC, unless the DM rules otherwise.
Lifestorm (Necromancy) ó
Range: Touch
Components: V,S,M
Duration: 1 round
Casting time: 9
Area of effect: 50-feet-radius
Saving Throw: None
Lifestorm opens a temporary rift to the positive plane, allowing said energies to radiate out into the surroundings, all living creatures gain d4 hit points per level of the wizard, undead take like damage, those mortals at -hp also benefit from the spell, though it will not bring the dead back to life. (useful if a load of party members fall to -hp... or you run into a load of wights.).
Life's Thread (Necromancy) o
Range: 0
Components: V,S
Duration: Instantaneous
Casting Time: 9 rounds
Area of Effect: Creatures within 50 feet
Saving Throw: Negates
This spell actually lets the caster remove the soul from from another person and use it to power spells. If the victim fails thier saving throw versus spell they are offcially remove from thier own body and absorbed into the caster's, he can then use thier spiritual energy to tap into the weave more conductively, allowing the instant casting of all necromancy spells. One spell casted per 3 points Con absorbed from the victim's spirit. This allows the wizard to cast 2 spells per combat round. The victim gets a saving throw vs death magic every time the wizard cast the spell. If they pass they are freed from the wizard's power and can once again take up resident in thier own body. However they lose all the Con used by the necromancer permanently,until restored by a Restoration spell by a wizard atleast 3 levels higher than the necromancer. Which is going to be hard to find
Range : Special
Components : V, S
Duration : Instantaneous
Casting Time : 1
Area of Effect : 1000' radius
Saving Throw : None
This spell is possiply one of the most powerful in Jordac's arsenal. It centers upon the caster and spreads outward like a vast sphere of unlight. The raw magical blast from this spell destroys all life within the area of effect (a sphere 2000' in diameter)! No saving throw is possible for any creature on the Prime Material plane, though creatures of demigod or higher status simply get blown back into their own plane. On alternate planes, creature of demigod or higher status receive a save vs. death to see if they survive the spell. If so, they suffer no damage.
All non-magical solid or liquid material within the area of effect is immediately and irrevocably destroyed. Magical devices receive a save vs. disintegration to see if they are destroyed. Artifacts and relics are not harmed.
When this spell is cast, all the caster's possessions are subject to the effects of the spell, the caster ages a year instantly upon casting, and the force of the powerful magicks reduces him or her to 1 hit point. As such, it is usually a spell of last resort. It is impractical for warfare because the large area covered would most certainly destroy allies as well as foes.
Kalli's Dark Oblivion
(Invocation/Evocation, Necromancy) o
Range: 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 5 – feet radius
Saving Throw: Negate
It is doubted by many that Kalli Bloodblade is the creator of this spell. Many argue she does not possess the knowledge to create such a spell, and reason she has stolen this from a more powerful necromancer she defeated. Others argue if she was powerful enough to beat this necromancer, she surely is powerful enough to wield this spell herself.
When this spell is cast, the wizard calls upon the hungry souls of those surrounding an enemy. These souls take material form, breaking from the earth as rotting cadavers with long claws and sharp fangs. They appear so fast there is little chance of attacking the corpes assailing the victim. The area affected is roughly five feet across, and will usually affect only one person. However, characters close together or back to back may find themselves dragged down together.
The victim must immediately save vs. spells as these cadavers attacks. Failure means the victim is pulled into the earth, and into the realms beyond from where these souls come (many argue Hades) where the victim is devoured. This leaves the victim unable to be regained short of a wish spell - for without the body, not even resurrection can bring the victim back.
The material component for the spell is a scroll made of crushed papyrus with "written permission" for the souls to come and claim its victims. The scroll bursts into flames when the spell is spoken, and some deaders whisper they have seen the scrolls posted to impaled, flayed corpses dangling from cages or posts in the Gray Wastes (Hades).
Kereptis's Touchdeath (Necromancy) o
Range: Touch
Components: V,S
Duration: 1d4 turns per victim
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
When this spell is cast, the wizard gains the power that whomever he touches in the next 1d4 turns must save vs. death or die. Those who succeed merely lapse into a state resembling feign death for 1d4 turns (though it can affect even unwilling foes and cannot be ended by the victim prematurely). However, this insidious spell does not stop there. Anyone who touches the slain/sleeping victim in the next 1d4 turns must make a saving throw vs. death or die. Success means nothing happens, though subsequently touching the victim while the spell is still in effect requires another saving throw. This process repeats in turn until no one contacts the dead body in 1d4 turns. (ex. A mage casts this spell on a victim who makes his saving throw. The victim falls into a feign death-like coma because the save was successful. The DM rolls a 4-sided dice, coming up 3. The initial victim is a carrier for 3 turns. A party member attempts to move the character out of combat, and upon grasping him, is forced to save vs. death. The poor soul fails, dying. The DM again rolls 1d4 for the new victim. His body will carry the touchdeath for 2 turns. Despairing, another character attempts to drag the new victim out of combat's way. This character succeeds his saving throw, and is unaffected. Had he failed, the character would have been slain as well. Instead, he moves the dead character to safety. Next round, the character attempts to move the original character. The touchdeath is still in effect on this first character, and the character must make a saving throw to avoid being slain. This time, the character fails, and drops dead. The DM again rolls 1d4, this time scoring a 4 - the newly slain character will cause anyone who touches him in the next four turns to save vs. death or be stricken dead, and carry the touchdeath!) The wizard is immune to this effect he causes, no matter how many bodies it may travel through. Implements such as body slings, mancatchers and the like can be used to move and manipulate the dead or feigning character without activating it against the manipulator. Gloves are not sufficient protection to stop the effects of the touchdeath.
A dispel magic will not reverse the effects of this spell, though they will negate the residual killing effect in a victim affected by this spell. Victims slain by this spell can be resurrected normally.
Kiri's Soul Transfer (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: The caster and one other person
touched
Saving Throw: Negates
This morally questionable spell causes two beings or the caster and another being to completely switch bodies. All skills, class abilities, hit points, Intelligence, Wisdom and Charisma stay the same as they were in the original body. The physical statistics (Strength, Dexterity, Constitution) are now those of the new body (note that the hit points
may have to be adjusted according to the new Constitution). The same occurs to the second person involved in the spell.
Unwilling participants are allowed a saving throw versus spell. If Trap The Soul is cast at the same time, Kiri's Soul Transfer is saved against at -4.
The material components of the spell amount to 7000 gp worth of preparations taking 2 days.
Krilus "Says Your Soul Is Mine" (Necromancy) o
Range : 1 foot/level
Components : V
Duration : 5 rounds +1 round/level
Casting Time : 1
Area of Effect : One creature
Saving Throw : None
The victim of this spell has had the soul sucked from his body to the casters body which utterly destroys the victim even a wish will not restore the victim. The caster will receive a boost of +1 to +3 on all ability scores and caster adds the victims full hit point total to his own. The victim will be trapped forever after in the 666th layer of the abyss after the spell ends.
Kyrell's Corrupt Irritation (Necromancy ) o
Range : Touch
Components : S, M
Duration : Special
Casting Time : 5
Area of Effect : Creature Touched
Saving Throw : Neg.
This spell renders the recipients skin under a small rash that quickly spreads to cover the entire body. The recipient has an uncontrollable urge to scratch. He will remove all clothes/armor to scratch his/her whole body. They person will scratch him/herself until either death occurs or a Remove Curse cast by a 10th level cleric is cast. If anyone touches the recipient, there is a 75% chance that they to will get the scratching. When cast, the recipient must save vs. polymorph or fall subject to this spell.
The material components of this spell are poison ivy leaf and a piece of caster’s flesh.
Lich (Necromancy/Alteration) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3 days
Area of Effect: The Caster
Saving Throw: None
When this spell is cast, the caster enters lichdom. If the character is neutral or evil, see lich in the Monstrous Compendium. If the character is of good alignment, see the archlich in the Spelljammer accessory "Lost Ships". The caster must have a phylactery (or other magic item if of good alignment) which is the material component of the spell. This obtains the same effect as enter lichdom the standard way except that the character has no chance of dying in the process. This spell may only be reversed by a Wish Spell.
Lichdom (Alteration, Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: caster
Saving Throw: Special
This spell allows the character to transform himself into either a lich or arch-lich (according to alignment) to continue his studies of magic beyond the normal span of his lifetime. To perform the spell, the caster must undergo a ritual to prepare himself, and concoct a special brew to drink to effect the change to Lich. The ritual takes a week to complete, and the brew requires but 4d6 hours to make. The brew contains vampire dust, the blood of three different immortal creatures and five hairs of a spell-casting werewolf. Once the ritual has been completed, the spell is cast and broth is consumed. The caster immediately must make a system shock, resurrection survival roll and a succeed a saving throw vs. spells to effect the transformation. If any of the three above rolls is failed, the character is slain. If the resurrection survival roll fails, the caster cannot be raised from the dead.
Transformation into lich or arch-lich generally renders the character an NPC, unless the DM rules otherwise.
Lifestorm (Necromancy) ó
Range: Touch
Components: V,S,M
Duration: 1 round
Casting time: 9
Area of effect: 50-feet-radius
Saving Throw: None
Lifestorm opens a temporary rift to the positive plane, allowing said energies to radiate out into the surroundings, all living creatures gain d4 hit points per level of the wizard, undead take like damage, those mortals at -hp also benefit from the spell, though it will not bring the dead back to life. (useful if a load of party members fall to -hp... or you run into a load of wights.).
Life's Thread (Necromancy) o
Range: 0
Components: V,S
Duration: Instantaneous
Casting Time: 9 rounds
Area of Effect: Creatures within 50 feet
Saving Throw: Negates
This spell actually lets the caster remove the soul from from another person and use it to power spells. If the victim fails thier saving throw versus spell they are offcially remove from thier own body and absorbed into the caster's, he can then use thier spiritual energy to tap into the weave more conductively, allowing the instant casting of all necromancy spells. One spell casted per 3 points Con absorbed from the victim's spirit. This allows the wizard to cast 2 spells per combat round. The victim gets a saving throw vs death magic every time the wizard cast the spell. If they pass they are freed from the wizard's power and can once again take up resident in thier own body. However they lose all the Con used by the necromancer permanently,until restored by a Restoration spell by a wizard atleast 3 levels higher than the necromancer. Which is going to be hard to find