Post by StoryTeller on Jan 22, 2006 6:44:11 GMT
Crossbreed (Necromancy, Alteration) ƒ
Range: ¼ foot
Components: V,S,M
Duration: Permanent
Casting Time: 1 week
Area of Effect: Special
Saving Throw: None
By use of this spell the spellcaster may create a
totally new life form. During the week of casting the spellcaster must concentrate 12 hours per day on this spell, pausing to rest and eat only. Any other action will cause this spell to fail. The caster must have the two parent creatures under his control before casting this spell. The magic draws a portion of the life essence from the two parent creatures, mingling it and consequentially producing a physical manifestation in the form of the new creation.
No apparent harm is caused to the parent creatures. The new creation must be checked for each characteristic to see which parent it takes after (hit dice, magic resistance, etc.) The new creature is 90% likely to be sterile.
Otherwise, it will be male (45%), female (45%), or asexual (10%). The caster has no control over the new creature through the spell and there is a 15% chance that it will go berserk and attack the caster. Crossbreeds can be crossbred more than once.
The material component are two entwined rings of platinum (100 gp) and powdered ruby.
Curse of Undeath (Necromancy) o
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This spell causes a creature which fails a saving throw versus death magic to be under a horrible curse. The creature will live a normal life until it dies (whether of natural causes or unnaturally does not matter). Then, the creature is transformed into an undead creature of the caster's specifications (within special limits). This does not
happen until the night after the creature's death. The creature can be a creature having up to the maximum of half the caster's Hit Dice and it
may be any kind of undead up to and including a ghost (note: it is not possible to create a lich or special undead via this spell). The creature is completely under the caster's control if it fails a saving throw versus spell against each and every one of his controlling attempts. Once the creature has succeeded at one saving throw per caster
level, it is completely free from the caster's control and it knows who tried to control it and it bears an everlasting hatred against the caster. The caster can make use of its senses even if he is on another
plane (note: this is not possible if the caster is feebleminded, disminded or otherwise not in control of his body or mind). The creature
can be cured with a remove curse, an atonement, and a heal before it dies, all cast with the explicit purpose to remove this spell. Once the spell is in effect, and the creature dies, only the immediate blessing of the slain body can prevent the transformation to undeath. A Resurrection is possible, but if it is not done before the next
nightfall, the creature will transform into an undead being. Once the creature is transformed, it cannot be saved, unless a god reverses the situation directly (not by sending an avatar but by being there personally and laying on hands).
The material components are a pinch of bone or a drop of the essence of each type of undead that exists on that planet (or in that sphere if used off-planet). The caster has to have an additional full pound of bone or essence of the type of undead creature he wants to create. Thus, it will take lots of ghost ichor to create the fleeting substance known as ghost's essence in the required amounts. How to get the stuff is the wizard's problem, not mine...
Cursed Fire of Hell (Necromancy) o
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 week
Area of Effect: One person
Saving Throw: Negates
This is the ultimate revenge spell. The caster prepares for this spell in a quiet and safe place and spends the next week casting the spell.
After this week the spell takes effect and the caster slips into a heavy sleep for one month. The effects are well worth the lost time though.
The victim of hellfire immediately bursts into flames. The flames not only consume the body of the victim, they also consume the soul. After
24 hours all that is left of the victim is a crusty, burnt out corpse.
This person can never be brought back to life by any means. The victim's soul is being eternally burned, never to be healed. The only way to save
the victim is as follows: before the 24 hours is up the victim must have cast upon him Limited Wish, Cure Disease, Remove Curse, and Bless all at
the same time. If this is done, the victim permanently loses half of his hit points (recoverable by a wish only) and 4 Constitution points. The caster loses a quarter of his hit points and 1 Constitution point. Note that
if during the one week of casting the caster is interrupted he suffers the effects of the hellfire in a backlash type effect.
The material components are a belonging of the victim, a 500 gp ruby and a magic weapon of +3
enchantment or greater.
Dariastren's Shadow Blight
(Evocation, Necromancy) o
Range: 5 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Neg.
This spell is a variation of Energy Drain, created by Dariastren while researching the transition from human to shade. Upon casting this spell, the caster points a finger at an opponent, releasing a ray of darting shadows. The victim must make a successful saving throw vs. spell or permanently lose 1 level or Hit Die. If the victim has only 1 level or Hit Die, the victim transforms and disappears, as detailed below.
Those who fail the saving throw and survive the transformation effect of the spell lose another level or Hit Die for each week that passes. As this process proceeds, victims gradually weaken and pale. They are unable to do anything except rest during the final week of the blight.
A victim whose levels or Hit Dice reach zero is transformed into a creature of the Demiplane of Shadow and imme diately transported to that dreary place. Victims remember the tlme before their transformation with puzzlement and desire only to live out their lives in the shadow realm. They fight to the death if any attempt is made to take them from their new home.
The transformation can be halted by few methods. A Wish spell can save a victim, as can a Remove Curse spell cast by a good-aligned priest of 12th level or greater who worships a god of light. Other options, at the DM's discretion, are possible. Levels, except for the one lost initially, can be regained at the rate of one per week once the spell's effects are countered, provided that the character has total bed rest. Undead and natives of the Demiplane of Shadow are not affected by this spell.
The material components of this spell are a leech, living or dead, and a handful of earth from the Demiplane of Shadow. All spell components are consumed in the casting.
Darius's Skeletonization (Necromancy) o
Range: 10 feet + 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
The Skeleton, while animated outside the body they are little more than cannon fodder used to keep the necromancer from getting killed in a battle where he is out gunned. While useful for overwhelming opponents they die easily when struck with a blunt instrument.
Now what if the wizard could animate the skeleton of a living person and have it destroy them while ripping itself out? Plus having the added benefit of another skeleton to control afterwards.
This spell is among the most horrifying and gruesome spells created by the demi god of necromancy when he was still mortal. When this spell is cast the intended target must make a save vs death magic at a -2 or have it's skeleton violently and instantly animated and forcefully ripped itself out of the victim's body. If the target makes it's saving throw he suffers 5d10 damage as his skeleton moves about inside of his body (but not being ripped out). If the target fails it's save then it's instantly slain as its skeleton is ripped out. The victim's skeleton is completely under the
control of the caster, however it loses all abilities that is former form had and retains only 1 HD.
The material components for this spell are a finger bone of a lich, a sample of black dragon blood and a broken marrionet puppet. All are consumed in
the casting. If this spell is cast in Ravenloft then the caster must make a power check and all those
watching must make a fear, Horror and Madness check.
Dead Zone (Necromancy) o
Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 5' square per level
Saving Throw: None
When the wizard casts this spell, he creates a powerful area tied to death. Anyone thereafter who enters the area of effect must save vs. death magic or be slain. Undead and extra-planear creatures are unaffected by the spell, but creatures who enter the area invisible, astral, ethereal, or even fly over the area, within 10 feet of the ground must save vs. spells or be slain. The spell lasts until it has slain 2d100 hit dice of creatures, and can even affect the caster. The spell cannot be dispelled short of a Dispel Magic or Wish. Those slain in the area of effect cannot be raised short of a Wish spell.
The material component for the spell is the dust of a vampire, wraith and a lich that is sprinkled over the area of effect. The spell can be detected by thieves as if it were a magical trap (i.e., find traps at ½ normal chances).
Death's Door (Necromancy) o
Range : Touch
Components : V, S
Duration : Permanent
Casting Time : 9
Area of Effect : One portal
Saving Throw : Special
Anyone who walks through the portal must make a saving throw verses Breath Weapon. If it fails then the person is totally anhillated.If he saves, nothing happens. The caster is immune.
Death Drain (Necromancy) o
Range : Touch
Components : V, S, M
Duration : One round
Casting Time : 9
Area of Effect : One person
Saving Throw : Special
When this spell is cast the caster’s hand glows with a green glow. The caster must then touch a subject. If the subject is over 10 hit dice they recieve a saving throw versus death at -4, otherwise they recieve none. Once the target is touched they age as if they were touched by a ghost (40 years). The caster then ages backward 20 years but the casters rate of aging is then increased by one third. If the subject dies there is a 50% chance that they will arise as a ghost. If they do arise as a ghost there is a 50% chance that they will be under the control of the mage otherwise they are freewilled. Note undead and other creatures which do not age are not affected by this spell.
The material component is an hair of a titan.
Death Mutation (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 5-feet-radius + 5 feet/2 levels
Saving Throw: None
This spell enables the caster to drain the "life force" out of undead within the area of affect, and do one of two things with it. First, you can channel the energy in a lightning bolt fashion (except that this is invisible). This does 1d4+1 points of damage per level. Or, you may choose to use the reverse of the first option ad give someone 1d4 h.p. per level. Any additional h.p. goes away after one hour. This does, however have a nasty side affect. The recipient of this spell is afflicted with a horrible stomach sickness 1d6 hours later. They are reduced to one h.p. and are unable to do anything but sit in bed for two weeks.
The material component of this spell is a black onyx prism worth at least 10,000 gp.
Death Sentence (Necromancy) o
Range: 0
Components: V
Duration: Permanent
Casting Time: 1 round
Area of Effect: 240 – feet diameter sphere around caster
Saving Throw: None
This deadly spell has been banned from many magic academies, even in several Necromancy circles. The spell allows the caster to speak a sentence that is spoken a word at time, which will slay all living individuals within 240' feet of the caster when the sentence is completed. Each word the caster speaks causes wracking pains to the victims, causing them to fight at a -2 penalty to hit and suffer an AC penalty of +2. The pain disrupts spellcasting and ruins concentration to control spells or psionics. Those who fail a saving throw vs. spells are totally stunned, and cannot move out of the area of effect under their own power, can make no attacks, and are utterly defenseless (+4 bonus to be hit, no dexterity or shield bonuses are gained by victim). The spell affects friend or foe, plant, animal or humanoid, everyone except the caster himself. The only hope the victims of the spell have is to escape the area of effect before the spell is completed or to disrupt the mage's spell before it is completed. The spell slays regardless of level, Hit Dice or status, but can be foiled by magic resistance or stopped by an anti-magic shell or anti-magic wall. Silencing the wizard is also effective, though merely being within a silence 15' radius area is not enough.
The spell is extremely taxing to the wizard, dropping his Constitution by ½, and unless the caster succeeds a saving throw vs. spells, this loss is permanent.
Death Warmed Over (Necromancy) o
Range: Touch
Components: V
Duration: Permanent
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
Causes the victim to die, if it fails a saving throw vs. spell at –2, although the victim is unaware of their own death and becomes a free willed zombie. Type of zombie is dependent on the victim's level.
Victim level Type of Zombie
1-3 Regular zombie - Will blindly follow
their company and take orders from
friends
4-7 Ju Ju zombie - Mildly aware, will follow
orders, will take initiative
8 + Zombie Lord - Retains power of speech
and awareness, spell abilities, probable
alignment change
Effects
Immediate loss of all tactile sensations- Dexterity drops to 10 minus an additional 1d6
Loss of Charisma- drops to 10 and -1/day till 0, victim believes they've contracted some strange rotting disease.
Loss of intelligence based on zombie status.
Power of speech is lost in 10 days-speak to dead needed (except for zombie lord)
Cure
Wish or, victim is killed as undead, purified, atoned, Healed, and resurrected.
Components
Having a greater god of the undead allow its name to be used in the invocation without killing the caster (good luck).
Range: ¼ foot
Components: V,S,M
Duration: Permanent
Casting Time: 1 week
Area of Effect: Special
Saving Throw: None
By use of this spell the spellcaster may create a
totally new life form. During the week of casting the spellcaster must concentrate 12 hours per day on this spell, pausing to rest and eat only. Any other action will cause this spell to fail. The caster must have the two parent creatures under his control before casting this spell. The magic draws a portion of the life essence from the two parent creatures, mingling it and consequentially producing a physical manifestation in the form of the new creation.
No apparent harm is caused to the parent creatures. The new creation must be checked for each characteristic to see which parent it takes after (hit dice, magic resistance, etc.) The new creature is 90% likely to be sterile.
Otherwise, it will be male (45%), female (45%), or asexual (10%). The caster has no control over the new creature through the spell and there is a 15% chance that it will go berserk and attack the caster. Crossbreeds can be crossbred more than once.
The material component are two entwined rings of platinum (100 gp) and powdered ruby.
Curse of Undeath (Necromancy) o
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This spell causes a creature which fails a saving throw versus death magic to be under a horrible curse. The creature will live a normal life until it dies (whether of natural causes or unnaturally does not matter). Then, the creature is transformed into an undead creature of the caster's specifications (within special limits). This does not
happen until the night after the creature's death. The creature can be a creature having up to the maximum of half the caster's Hit Dice and it
may be any kind of undead up to and including a ghost (note: it is not possible to create a lich or special undead via this spell). The creature is completely under the caster's control if it fails a saving throw versus spell against each and every one of his controlling attempts. Once the creature has succeeded at one saving throw per caster
level, it is completely free from the caster's control and it knows who tried to control it and it bears an everlasting hatred against the caster. The caster can make use of its senses even if he is on another
plane (note: this is not possible if the caster is feebleminded, disminded or otherwise not in control of his body or mind). The creature
can be cured with a remove curse, an atonement, and a heal before it dies, all cast with the explicit purpose to remove this spell. Once the spell is in effect, and the creature dies, only the immediate blessing of the slain body can prevent the transformation to undeath. A Resurrection is possible, but if it is not done before the next
nightfall, the creature will transform into an undead being. Once the creature is transformed, it cannot be saved, unless a god reverses the situation directly (not by sending an avatar but by being there personally and laying on hands).
The material components are a pinch of bone or a drop of the essence of each type of undead that exists on that planet (or in that sphere if used off-planet). The caster has to have an additional full pound of bone or essence of the type of undead creature he wants to create. Thus, it will take lots of ghost ichor to create the fleeting substance known as ghost's essence in the required amounts. How to get the stuff is the wizard's problem, not mine...
Cursed Fire of Hell (Necromancy) o
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 week
Area of Effect: One person
Saving Throw: Negates
This is the ultimate revenge spell. The caster prepares for this spell in a quiet and safe place and spends the next week casting the spell.
After this week the spell takes effect and the caster slips into a heavy sleep for one month. The effects are well worth the lost time though.
The victim of hellfire immediately bursts into flames. The flames not only consume the body of the victim, they also consume the soul. After
24 hours all that is left of the victim is a crusty, burnt out corpse.
This person can never be brought back to life by any means. The victim's soul is being eternally burned, never to be healed. The only way to save
the victim is as follows: before the 24 hours is up the victim must have cast upon him Limited Wish, Cure Disease, Remove Curse, and Bless all at
the same time. If this is done, the victim permanently loses half of his hit points (recoverable by a wish only) and 4 Constitution points. The caster loses a quarter of his hit points and 1 Constitution point. Note that
if during the one week of casting the caster is interrupted he suffers the effects of the hellfire in a backlash type effect.
The material components are a belonging of the victim, a 500 gp ruby and a magic weapon of +3
enchantment or greater.
Dariastren's Shadow Blight
(Evocation, Necromancy) o
Range: 5 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Neg.
This spell is a variation of Energy Drain, created by Dariastren while researching the transition from human to shade. Upon casting this spell, the caster points a finger at an opponent, releasing a ray of darting shadows. The victim must make a successful saving throw vs. spell or permanently lose 1 level or Hit Die. If the victim has only 1 level or Hit Die, the victim transforms and disappears, as detailed below.
Those who fail the saving throw and survive the transformation effect of the spell lose another level or Hit Die for each week that passes. As this process proceeds, victims gradually weaken and pale. They are unable to do anything except rest during the final week of the blight.
A victim whose levels or Hit Dice reach zero is transformed into a creature of the Demiplane of Shadow and imme diately transported to that dreary place. Victims remember the tlme before their transformation with puzzlement and desire only to live out their lives in the shadow realm. They fight to the death if any attempt is made to take them from their new home.
The transformation can be halted by few methods. A Wish spell can save a victim, as can a Remove Curse spell cast by a good-aligned priest of 12th level or greater who worships a god of light. Other options, at the DM's discretion, are possible. Levels, except for the one lost initially, can be regained at the rate of one per week once the spell's effects are countered, provided that the character has total bed rest. Undead and natives of the Demiplane of Shadow are not affected by this spell.
The material components of this spell are a leech, living or dead, and a handful of earth from the Demiplane of Shadow. All spell components are consumed in the casting.
Darius's Skeletonization (Necromancy) o
Range: 10 feet + 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
The Skeleton, while animated outside the body they are little more than cannon fodder used to keep the necromancer from getting killed in a battle where he is out gunned. While useful for overwhelming opponents they die easily when struck with a blunt instrument.
Now what if the wizard could animate the skeleton of a living person and have it destroy them while ripping itself out? Plus having the added benefit of another skeleton to control afterwards.
This spell is among the most horrifying and gruesome spells created by the demi god of necromancy when he was still mortal. When this spell is cast the intended target must make a save vs death magic at a -2 or have it's skeleton violently and instantly animated and forcefully ripped itself out of the victim's body. If the target makes it's saving throw he suffers 5d10 damage as his skeleton moves about inside of his body (but not being ripped out). If the target fails it's save then it's instantly slain as its skeleton is ripped out. The victim's skeleton is completely under the
control of the caster, however it loses all abilities that is former form had and retains only 1 HD.
The material components for this spell are a finger bone of a lich, a sample of black dragon blood and a broken marrionet puppet. All are consumed in
the casting. If this spell is cast in Ravenloft then the caster must make a power check and all those
watching must make a fear, Horror and Madness check.
Dead Zone (Necromancy) o
Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 5' square per level
Saving Throw: None
When the wizard casts this spell, he creates a powerful area tied to death. Anyone thereafter who enters the area of effect must save vs. death magic or be slain. Undead and extra-planear creatures are unaffected by the spell, but creatures who enter the area invisible, astral, ethereal, or even fly over the area, within 10 feet of the ground must save vs. spells or be slain. The spell lasts until it has slain 2d100 hit dice of creatures, and can even affect the caster. The spell cannot be dispelled short of a Dispel Magic or Wish. Those slain in the area of effect cannot be raised short of a Wish spell.
The material component for the spell is the dust of a vampire, wraith and a lich that is sprinkled over the area of effect. The spell can be detected by thieves as if it were a magical trap (i.e., find traps at ½ normal chances).
Death's Door (Necromancy) o
Range : Touch
Components : V, S
Duration : Permanent
Casting Time : 9
Area of Effect : One portal
Saving Throw : Special
Anyone who walks through the portal must make a saving throw verses Breath Weapon. If it fails then the person is totally anhillated.If he saves, nothing happens. The caster is immune.
Death Drain (Necromancy) o
Range : Touch
Components : V, S, M
Duration : One round
Casting Time : 9
Area of Effect : One person
Saving Throw : Special
When this spell is cast the caster’s hand glows with a green glow. The caster must then touch a subject. If the subject is over 10 hit dice they recieve a saving throw versus death at -4, otherwise they recieve none. Once the target is touched they age as if they were touched by a ghost (40 years). The caster then ages backward 20 years but the casters rate of aging is then increased by one third. If the subject dies there is a 50% chance that they will arise as a ghost. If they do arise as a ghost there is a 50% chance that they will be under the control of the mage otherwise they are freewilled. Note undead and other creatures which do not age are not affected by this spell.
The material component is an hair of a titan.
Death Mutation (Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 5-feet-radius + 5 feet/2 levels
Saving Throw: None
This spell enables the caster to drain the "life force" out of undead within the area of affect, and do one of two things with it. First, you can channel the energy in a lightning bolt fashion (except that this is invisible). This does 1d4+1 points of damage per level. Or, you may choose to use the reverse of the first option ad give someone 1d4 h.p. per level. Any additional h.p. goes away after one hour. This does, however have a nasty side affect. The recipient of this spell is afflicted with a horrible stomach sickness 1d6 hours later. They are reduced to one h.p. and are unable to do anything but sit in bed for two weeks.
The material component of this spell is a black onyx prism worth at least 10,000 gp.
Death Sentence (Necromancy) o
Range: 0
Components: V
Duration: Permanent
Casting Time: 1 round
Area of Effect: 240 – feet diameter sphere around caster
Saving Throw: None
This deadly spell has been banned from many magic academies, even in several Necromancy circles. The spell allows the caster to speak a sentence that is spoken a word at time, which will slay all living individuals within 240' feet of the caster when the sentence is completed. Each word the caster speaks causes wracking pains to the victims, causing them to fight at a -2 penalty to hit and suffer an AC penalty of +2. The pain disrupts spellcasting and ruins concentration to control spells or psionics. Those who fail a saving throw vs. spells are totally stunned, and cannot move out of the area of effect under their own power, can make no attacks, and are utterly defenseless (+4 bonus to be hit, no dexterity or shield bonuses are gained by victim). The spell affects friend or foe, plant, animal or humanoid, everyone except the caster himself. The only hope the victims of the spell have is to escape the area of effect before the spell is completed or to disrupt the mage's spell before it is completed. The spell slays regardless of level, Hit Dice or status, but can be foiled by magic resistance or stopped by an anti-magic shell or anti-magic wall. Silencing the wizard is also effective, though merely being within a silence 15' radius area is not enough.
The spell is extremely taxing to the wizard, dropping his Constitution by ½, and unless the caster succeeds a saving throw vs. spells, this loss is permanent.
Death Warmed Over (Necromancy) o
Range: Touch
Components: V
Duration: Permanent
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
Causes the victim to die, if it fails a saving throw vs. spell at –2, although the victim is unaware of their own death and becomes a free willed zombie. Type of zombie is dependent on the victim's level.
Victim level Type of Zombie
1-3 Regular zombie - Will blindly follow
their company and take orders from
friends
4-7 Ju Ju zombie - Mildly aware, will follow
orders, will take initiative
8 + Zombie Lord - Retains power of speech
and awareness, spell abilities, probable
alignment change
Effects
Immediate loss of all tactile sensations- Dexterity drops to 10 minus an additional 1d6
Loss of Charisma- drops to 10 and -1/day till 0, victim believes they've contracted some strange rotting disease.
Loss of intelligence based on zombie status.
Power of speech is lost in 10 days-speak to dead needed (except for zombie lord)
Cure
Wish or, victim is killed as undead, purified, atoned, Healed, and resurrected.
Components
Having a greater god of the undead allow its name to be used in the invocation without killing the caster (good luck).