Post by StoryTeller on Jan 22, 2006 6:47:20 GMT
Soul Stalker (Necromancy) ƒ
Range: Special
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: Special
With this spell the casterform his mind into a shadelike soul. He removes himself from his material body and must spend a round preparing for this removal. He must spend 1 day preparing his body through relaxing meditation. The soul created is controled by the caster as if it where an extension of himself.
The soul is a noncorpreal creatured that can be used in one of 2 ways.
The first is as a scout. In this form nothing can block its progress except for an antimagic shell or similar spell. It has a movement rate of 60. This form has hp equal to that of the caster. If the scout is attacked it can attack back by hitting the target with a spiritual slap. The damage is 1 hp/ 2 levels of the caster. These hps are given to the soul in order to heal it wounds.
The other form is that of a possessor. The soul goes only after its intended victim (distinguished by the componets used) unless there is no way but to go through something else. As it tries to possess the victim get a saving throw at the level of the caster subtracted by the level of the victim. (exe. If a 19th level caster tried to possess a 15th level victim the save would be at -4). If the possession is successful the the caster assume the form of the victim until he willingly lets go or is forced out by a pshycic contest (explained in the psionic handbook). Its hp are the same as the casters plus 2 per level of the caster. In this form it can attack by using the same attack as the scout or by casting spells at half of the casters level, They both require a plus 1 or better weapon to hit.
Material components for scout version are a ranger’s bone, and the blood of a quickling mixed in a 2/3rds soultion of vampires blood.
Material components for possessor version are a bone from a still animated lich, and blood from the person to be possessed mixed in a 2/3rds solution of blood from a psionicist.
Summon Wraith (Conjuration/Summoning, Necromancy) o
Range: 10 yards
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 5
Area of Effect: 10 foot high cube
Saving Throw: None
This spell is identical to the 5th-level Summon Shadow, except that it conjures up one wraith for every three levels the wizard has attained.
These monsters are under the control of the wizard until they are slain or the spell expires. If the wraiths are turned, they continue to serve in any capacity which does not require them to confront the priest who resisted them. The material component of this spell is a piece of black jet.
Sunshadow's Exploding Assassin
(Necromancy, Invocation/Evocation) o
Range: Touch
Components: V,S,M
Duration: Permanent (until detonation)
Casting Time: 1 hour
Area of Effect: 100' radius
Saving Throw: ½
Like the eighth level wizard spell Clone, this spell creates a duplicate of a human, demihuman, or humanoid creature. The chief difference (together with the fact that nor the clone nor the cloned person go insane) however is that the clone created can be programmed by the caster to explode violently when certain conditions the caster named are met.
Generally, this spell is used to make a duplicate of someone who can get close to an assassination target easily (such as an advisor to a king) and then assassinate the individual by detonation. The caster may name up to five seperate conditions which can cause the assassin to explode, and choose whether any one, a combination of the five, or all five conditions must be met before detonation occurs.
When the assassin explodes, it is in a giant fireball of 100 foot radius, which causes 10d10 points of damage plus 1 point per caster level to all within range. A saving throw versus spells may be attempted to receive only half damage.
The material components of this spell is a small piece of the flesh from the person to be cloned, as well as a pinch of sulphur and a dash of bat guano.
Undead Conduit (Alteration, Necromancy) o
Range: 1 mile per level
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: One undead and one creature
Saving Throw: Negates
This spell allows a necromancer to link the life of a living being to an undead creature. The undead can now draw on the hit points of the victim
for combat purposes. The victim suffers the injuries that the undead normally would. This of course makes taking prisoners much more useful.
There is a limit of one linked victim per undead. The link is broken by a dispel magic or when the affected living creature dies. The material
component of this spell is an iron claw.
Undead Gate (Conjuration/Summoning, Enchantment/Charm, Necromancy) o
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: One portal
Saving Throw: None
By means of this spell, the wizard can enchant any normal portal (doorway, archway, window, et cetera) to act as a gate for undead monsters. The portal need not be large enough to allow the undead to pass through it, as the magic of the spell causes the undead to appear in the vicinity of the portal.
Once the Undead Gate has been placed, it cannot be moved. Furthermore, no more than one undead gate can exist in any given square mile area. Any attempt to create more than one Undead Gate within the same square mile area negates both undead gates. An Undead Gate remains enchanted indefinitely, but can only be used one time per level of the caster. Thus, a 16th level wizard could use her undead gate sixteen times, after which the enchantment would vanish. An undead gate registers to Detect Magic, although this may not reveal the portal’s nature. A successful Dispel Magic rids the portal of its enchantment.
The initial range for this spell is touch, but this only applies to its casting. Once the undead gate is in place, the caster can use it so long as she is within 120 feet of the portal. Upon command, the undead gate will summon a random number of a random type of undead monster. Summoned undead appear anywhere within 120 feet of the portal, as designated by the caster. They behave in a manner consistent with creatures called forth by the various Monster Summoning spells, remaining until destroyed or for one round per level of the caster, at which point the undead vanish. The magic of this spell imbues the undead with the ability to understand the caster’s spoken commands. To determine the number and type of undead summoned, consult the following table:
d8+d12 Type of Undead
2 1 Ghost
3 1 Banshee
4 1-6 Spectres
5 2-12 Wraiths
6 1-6 Monster Skeletons
7 1-6 Monster Zombies
8 1-10 Heucuvae
9 2-24 Ghouls
10 1-8 Poltergeists
11 2-20 Animal Skeletons
12 3-24 Zombies
13 3-30 Skeletons
14 2-20 Shadows
15 1-4 Ju-ju Zombies
16 2-8 Giant Skeletons
17 1-4 Ghasts
18 2-16 Wights
19 2-8 Mummies
20 1-4 Vampires
Undead summoned via an Undead Gate are standard representatives of their type. They have all the normal strengths and weaknesses, conforming to their entries in the Monstrous Manual. The Undead Gate does, however, summon only specimens that have a minimum of 5 hit points per hit die.
The material component for this spell is a mortar and pestle made from human bone. In this grisly container, the wizard, while chanting words of power, crushes nineteen teeth extracted from a fresh human corpse (no more than a week old). The resulting powder is blown at the frame of the portal, thus completing the spell.
Undead Spellcaster (Necromancy)
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 1 day
Area of Effect: 1 Corpse
Saving Throw: None
By means of this spell the caster, who can only be a necromancer specialist, animates a corpse to form it into a vile, undead, spellcasting being that can cast necromancy spells. Just as the normal lets-sacrifice-somebody, arche-typal/undead master specialist necromancer enjoys so much. For this spell the caster needs a corpse of a mage that was dead for no longer then a week. The mage can be of any level, but must have been able to cast necromancy spells. (So no specialist enchanter or illusionist could be usefull). This spellcaster would look like a zombie, but is much more powerfull, and a lot weaker in various parts. These are the Spellcaster's statistics:
UNDEAD SPELLCASTER
Frequency: Very rare
No. Appearing: 1
Armour Class: 6
Move: 12
Hit Dice: 1d4/level
% in Lair: 0%
Treasure Type: special
No. of Attacks: 1
Damage/attack: 1d8 or by weapon
Special Attacks: See below
Special Defences: See below
Magic Resistance: None
Intelligence: 15-16
Alignment: Chaotic Evil
Size: Medium
Psionic Ability: Nil
This zombie can gain experience and levels as a normal human necromancer can, it also gains a +1 on it's saves versus necromancy and it's enemies save at -1 to it's necromantic spells. The spellcaster has the usual immunities Juju-zombies have (Half damage from Fire, Immume to cold based spells, Immume to death magic, Immume to electricity, Immume to illusions, Immume to Magic Missile, Immume to mind afflicting spells, Imumme to poisons, Immume to psionics, Immume to Charm, Sleep & Hold spells), and due to it's evil actions and it's high intelligence and wisdom, it is also vunerable to the extra powers and curses that normal (N)Pc necromancers can gain (check the Complete Necromancer's Handbook). The spellcaster from that moment on "lives" it's own undead "life". It has it's own oppinion, and it's own ways of doing things. In game terms, it becomes an Npc wizard who is bound to the caster. The Undead Spellcaster will serve it's creator until it dies. If the creator dies before the Undead Spellcaster is dead, it will become a full Npc and will start it's own life. (Nice for a campaign). The first plan that always comes to the mind of the Undead Spellcasters is to avenge it's creator. After that is done (if that is possible) then the Undead Spellcaster is free to do what it wants. The Undead Spellcaster can cast spells just like a normal necromancer, and control the same amount of undead a normal necromancer could. It can also control undead like an evil cleric does, of half it's level. The casting necromancer can have one of these creatures in service for every 13 levels (2 at 26).
Unlife (Necromancy) o
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
This spell enables the caster to transform a single victim into an undead creature under his or her control. The caster touches the subject, who must then save vs. death magic. If the save fails, the subject instantly dies and is transformed into an undead creature under the control of the caster.
The exact type of undead depends upon the level of the victim. Individuals of levels 1-3 become skeletons (50%) or zombies (50%). Those of levels 4-6 become ghouls, those of levels 7-8 become wights, and those of level 9 or higher become wraiths.
Using this spell, the caster can control a number of undead creatures equal to his or her level.
The material component of this spell is dirt from a freshly dug grave.
Vandaern's 'Carnation Missile (Necromancy) o
Range : Line of sight
Components : V, S
Duration : Instantaneous
Casting Time : 3
Area of Effect : One creature
Saving Throw : Special
This spell is extremely powerful. Vandaern was the worlds most powerful mage at one time, unfortounately after the creation and use of this spell he went insane (this means caster must make a save vs. spell - or a Sanity Check with a –5 penality, whichever is more hard to save - or go insane with a Dm’s chosen insanity).
It is belived the chaotic energies released in this spell cannot be controlled enough for a caster to keep his sanity.
What this spell does is creates a missile of energy tht will slay one target and then reincarnate it into a random creture. Use any monster summoning table to determine which.
The spell negates any attempt to resurect or raise the creature (see spell description for Reincarnate). A successful saving throw vs death magic will cause a character to loose ½ their normal hit points, but, if this brings them down to zero, then the character is reincarnated.
This spell will not reincarnate an already dead character and cannot harm undead.
Wall of Flesh (Necromancy) ƒ
Range: 15 yards
Components: V, S
Duration: 1 hour/level
Casting Time: 2 rounds
Area of Effect: 10 – feet thick by 50 – feet tall by
40 – feet long
Saving Throw: Neg
This spell creates a wall of stacked pieces of flesh. A strong odor permeates from this flesh and any creature that smells this odor passes out for the duration of the spell unless they make their save vs spells.
The wall of flesh cannot be cut through except by weapons of +3 enchantment or higher.
Whisper's Dicey Healing Gate (Necromancy) ó
Range: 20 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
This powerful spell opens a small gate to the positive material plane inside the target creature. If the creature wishes, he could attempt to resist the spell by successfully making a saving throw versus spell, in which case the opening of the gate fails. The caster must upon casting the spell decide for how long the gate should remain open. The caster
can attempt to maintain the gate for up to 1 round per three caster levels. However, such a gate is not completely stable, and the actual effect will be 1 to 2 rounds longer or shorter (roll 1d4: 1 = 2 rounds
less, 2 = 1 round less, 3 = 1 round longer, 4 = 2 rounds longer). The effect of such a concentrated gate inside the target's body is the following. The positive radiance will add 2d10 HP to the creature per round of exposure. However, if the total amount of hit points is exceeded (the creature is fully healed, but the gate remains in effect),
the hit points will temporarily be added, but with the cumulative chance of 20% per round of "overloading" that the creature's body receives a
surge of radiance, causing the body to explode. If the body explodes in this manner, there is no way to bring the creature back to life.
If hit points are gained beyond maximum, without exploding, those hit points will remain for 20 rounds and then recede by one point per round
until regular maximum hit points are reached. An exploding body will not hurt bystanders, other than bowling them over, and thus maybe causing
1d6 HP falling damage or something like that, but it will definitely smear the area around the exploded creature with the creature's blood
and itty bitty pieces. This spell should only be used in dire emergencies, or can be used as an attack spell on an as yet unharmed creature.
Only living creatures are affected by the healing process. If the spell is utilized on undead, the effects will be spectacular. The undead will
be allowed a saving throw, but if the saving throw fails, it will explode in a brilliant explosion, shattering the physical body, if any is possessed, into tiny shards, and causing the psyche to be utterly annihilated.
Xander's Charm Undead (Necromancy) ƒ
Range: Touch
Components: V,S,M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: One free-willed undead
Saving Throw: Negates
This spell is a very complex version of Charm
Person, which is only effective with higher undead that are usually immune to charm spells, such as vampires and the like. It works just like Charm Person but cuts right through the undead's immunity to the spell, yet still allowing them their base saving throw.
The material component is a pinch of dirt from a grave.
Xarian’s Demonic Bodypart
(Necromancy, Summoning) ƒ
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 4 days
Area of Effect: Special
Saving Throw: None
Xarians Demonic Bodypart was develloped by, yes, Xarian the Accursed after he lost his arm. This spell somewhat regenerates a destroyed or severed bodypart of the caster and/or any other that is willing to have the spell cast at him/her. The spell sents down to the Abyss a message to a minor demon witch is then connected to the target by psychic brainwaves. The caster will not regain his arm just like that. The demon must be handed something so that it will allow the target to "lend" it's severed limb for a moment. This means that the demon will loose for example an arm and on the target the lost arm will be replaced with that of the demon for 2d10 hours. This may be shorter if the demon wishes his arm back. This will happen if the demon is not paid enough. What the demon wants depends on the demon (D.M.'s choice). The arm itself will have a strenght of 18/00 and does 1d8+5 damage when attacking. If the target's intelligence is lower then that of the demon there is a cumulitiv chance of 5% each time the bodypart is called for that the demon will completely take over the entire body and that the target's soul will end up in the Abyss, but only if he extends the 2d10 hours agreed on. The material components for this spell are: The eyes of a nightmare, an example of the bodypart missing (any arm or leg will do), a payment for the demon, and a pen and paper to sign the contract. The contract must be copied and one half goes to the demon.
If the target dies while this spell is one him, he/she can never be ressurected from the dead, and his soul will dwell in the Abyss for the rest of eternity.
Xarian found that when he got into this plane of existence, his arm does not return to it's owner anymore. I seem to have taken complete control of the arm. I'll soon test to see what happens when I summon the one who lend me this arm to this plane...
Xerion’s Immortality (Necromancy, Alteration) ó
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
This spell is the one that saved the day to some high level War Wizards in recent times, and personally to Xerion at least once during the last two years. It is a superior spell, and one that can make the difference between losing a magical fight and winning it.
When completed, the spell transforms the body of the caster in living mercury. The result is that the caster can assume any form that he wishes, as long as his new corporeal form does not exceed his total body volume when he is in normal state; he can then liquify himself, passing under a door and reforming after he has passed it; he can sneak through fissures, no matter how small, to enter in a room prevented to him, and so on. The most important thing, however, is that in this form the caster is immune to physical attacks from normal and magical weapons (except artifacts and relics, which deal their normal damage), and from spells which physically affect the body, such as normal attack spells; they hit the caster normally, but are either absorbed by him, or can perforate him, leaving a hole that will be readily reabsorbed, or can even seem to destroy him. No matter what the power of the spell, the body of the wizard suffers no damage, and even if he is dispersed on the ground or in the air by the raw and destructive power of the attack spell, he can reform his body with a conscious effort in but a single round, during which he can’t do anything else, however. If a part of the body is severed from the main part of it, (for example an arm or a leg, or even the head), it can be reattached with a will effort also in a single round. Only spells which afflict the mind seem to be useful against this spell, and then only those of 8th and 9th-level. Another way is that of casting a wish, desiring the caster to be back to his normal form. No other magical means are said to be effective.
Upon assuming this form, the caster can continue to use spells, albeit limited to those who need only vocal, or vocal and somatic components. Also, the caster can choose to attack with his bare hands, dealing the normal damage he can do with them. Thus, a careful choosing of spells can permit to the caster of this spell of winning a duel or fight that he is losing at the moment of casting it, permitting him to ignore even the passing of a meteor swarm. The preferred use of this spell is in couple with mind blank, for those powerful enough to cast it or, alternatively, with Vangerdahast’s war wizardry and/or Vangerdahast’s high wizardry.
The material components of this spell are a vial of mercury, that must be imbibed by the caster at the completion of the casting, and a powdered diamond of no less than 5000 gp, which must be mixed with the mercury before casting the spell.
Zanatose's Black Haste
(Necromancy, Alteration) o
Range: 20 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Special
Saving Throw: Neg.
This spell is a severely altered version of the popular spell known as Haste.
This spell, when casted, allows the caster to triple his movement rate, triple his attacks and to go first in any given round of combat, just like the
Improved Haste spell.
However, this spell, if casted normally, would severely weaken the caster and age him beyond his youthful years, possibly doing him more harm
then good. So to complete this spell, the caster must target a specific person or creature within range and have the spell literally draw the life
energy from them to power the spell for the necromancer. The victim gets an initial saving throw vs. magic at whatever modifier the caster
gets. If the victim passes the save, the spell fizzles and is lost, however if they fail they instantly began aging at a rate of one year per round and the
caster instantly becomes Black Hasted. This process however can be stopped with a Dispel Magic casted on either the necromancer or the aging victim. If it is casted on the victim, the necromancer must roll a saving throw vs. spell himself or age 1d4 years himself. If the dispel is casted on the caster, the spell ends normally and no one else is affected. Aging can be reversed the normal magical ways such as with a restore or Wish spell. If the victim dies of old age during this spell, the caster must concentrate the next round to change the target for the spell.
The target of the draining effects of the spell cannot be undead or creatures normally immune to unnatural aging and draining effects.
The material components for this spell is a drop of unholy water and a well oiled wheel.
Zanatose's Skull Barrage
(Necromancy, Evocation) o
Range: 10 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30 – feet radius
Saving Throw: Special
This bit of magic is purely offensive. The caster, after completeing the exausting somantic gestures for the spell, opens his hands and crys a
unearthly howl. This howl summons destructive Tomb Spirits from the Negative Energy Plane for several seconds at which time they fly at the
intended target, smashing into them with thier negative essence. The target must save vs. Death Magic at his point to stave off the negative
effects of the attack. If they pass the save they are merely paralyzed for 1d4 rounds and take 5d6 points of damage. Those that fail the save are
permanently paralyzed, which can only be reversed with a Wish spell or similar high-level magic. Victims also take 10d6 points of damage and lose 1d4 points from all ability scores for 1d8 turns. This spell does not go without its consequences, the gigantic skull-like Tomb Spirits are extremely chaotic and drain 1d10 HPs from the necromancer for every creature he wishes the Tomb Spirits to attack. The material components
for this spell are four skulls which must be juggled during the casting.
Range: Special
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: Special
With this spell the casterform his mind into a shadelike soul. He removes himself from his material body and must spend a round preparing for this removal. He must spend 1 day preparing his body through relaxing meditation. The soul created is controled by the caster as if it where an extension of himself.
The soul is a noncorpreal creatured that can be used in one of 2 ways.
The first is as a scout. In this form nothing can block its progress except for an antimagic shell or similar spell. It has a movement rate of 60. This form has hp equal to that of the caster. If the scout is attacked it can attack back by hitting the target with a spiritual slap. The damage is 1 hp/ 2 levels of the caster. These hps are given to the soul in order to heal it wounds.
The other form is that of a possessor. The soul goes only after its intended victim (distinguished by the componets used) unless there is no way but to go through something else. As it tries to possess the victim get a saving throw at the level of the caster subtracted by the level of the victim. (exe. If a 19th level caster tried to possess a 15th level victim the save would be at -4). If the possession is successful the the caster assume the form of the victim until he willingly lets go or is forced out by a pshycic contest (explained in the psionic handbook). Its hp are the same as the casters plus 2 per level of the caster. In this form it can attack by using the same attack as the scout or by casting spells at half of the casters level, They both require a plus 1 or better weapon to hit.
Material components for scout version are a ranger’s bone, and the blood of a quickling mixed in a 2/3rds soultion of vampires blood.
Material components for possessor version are a bone from a still animated lich, and blood from the person to be possessed mixed in a 2/3rds solution of blood from a psionicist.
Summon Wraith (Conjuration/Summoning, Necromancy) o
Range: 10 yards
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 5
Area of Effect: 10 foot high cube
Saving Throw: None
This spell is identical to the 5th-level Summon Shadow, except that it conjures up one wraith for every three levels the wizard has attained.
These monsters are under the control of the wizard until they are slain or the spell expires. If the wraiths are turned, they continue to serve in any capacity which does not require them to confront the priest who resisted them. The material component of this spell is a piece of black jet.
Sunshadow's Exploding Assassin
(Necromancy, Invocation/Evocation) o
Range: Touch
Components: V,S,M
Duration: Permanent (until detonation)
Casting Time: 1 hour
Area of Effect: 100' radius
Saving Throw: ½
Like the eighth level wizard spell Clone, this spell creates a duplicate of a human, demihuman, or humanoid creature. The chief difference (together with the fact that nor the clone nor the cloned person go insane) however is that the clone created can be programmed by the caster to explode violently when certain conditions the caster named are met.
Generally, this spell is used to make a duplicate of someone who can get close to an assassination target easily (such as an advisor to a king) and then assassinate the individual by detonation. The caster may name up to five seperate conditions which can cause the assassin to explode, and choose whether any one, a combination of the five, or all five conditions must be met before detonation occurs.
When the assassin explodes, it is in a giant fireball of 100 foot radius, which causes 10d10 points of damage plus 1 point per caster level to all within range. A saving throw versus spells may be attempted to receive only half damage.
The material components of this spell is a small piece of the flesh from the person to be cloned, as well as a pinch of sulphur and a dash of bat guano.
Undead Conduit (Alteration, Necromancy) o
Range: 1 mile per level
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: One undead and one creature
Saving Throw: Negates
This spell allows a necromancer to link the life of a living being to an undead creature. The undead can now draw on the hit points of the victim
for combat purposes. The victim suffers the injuries that the undead normally would. This of course makes taking prisoners much more useful.
There is a limit of one linked victim per undead. The link is broken by a dispel magic or when the affected living creature dies. The material
component of this spell is an iron claw.
Undead Gate (Conjuration/Summoning, Enchantment/Charm, Necromancy) o
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: One portal
Saving Throw: None
By means of this spell, the wizard can enchant any normal portal (doorway, archway, window, et cetera) to act as a gate for undead monsters. The portal need not be large enough to allow the undead to pass through it, as the magic of the spell causes the undead to appear in the vicinity of the portal.
Once the Undead Gate has been placed, it cannot be moved. Furthermore, no more than one undead gate can exist in any given square mile area. Any attempt to create more than one Undead Gate within the same square mile area negates both undead gates. An Undead Gate remains enchanted indefinitely, but can only be used one time per level of the caster. Thus, a 16th level wizard could use her undead gate sixteen times, after which the enchantment would vanish. An undead gate registers to Detect Magic, although this may not reveal the portal’s nature. A successful Dispel Magic rids the portal of its enchantment.
The initial range for this spell is touch, but this only applies to its casting. Once the undead gate is in place, the caster can use it so long as she is within 120 feet of the portal. Upon command, the undead gate will summon a random number of a random type of undead monster. Summoned undead appear anywhere within 120 feet of the portal, as designated by the caster. They behave in a manner consistent with creatures called forth by the various Monster Summoning spells, remaining until destroyed or for one round per level of the caster, at which point the undead vanish. The magic of this spell imbues the undead with the ability to understand the caster’s spoken commands. To determine the number and type of undead summoned, consult the following table:
d8+d12 Type of Undead
2 1 Ghost
3 1 Banshee
4 1-6 Spectres
5 2-12 Wraiths
6 1-6 Monster Skeletons
7 1-6 Monster Zombies
8 1-10 Heucuvae
9 2-24 Ghouls
10 1-8 Poltergeists
11 2-20 Animal Skeletons
12 3-24 Zombies
13 3-30 Skeletons
14 2-20 Shadows
15 1-4 Ju-ju Zombies
16 2-8 Giant Skeletons
17 1-4 Ghasts
18 2-16 Wights
19 2-8 Mummies
20 1-4 Vampires
Undead summoned via an Undead Gate are standard representatives of their type. They have all the normal strengths and weaknesses, conforming to their entries in the Monstrous Manual. The Undead Gate does, however, summon only specimens that have a minimum of 5 hit points per hit die.
The material component for this spell is a mortar and pestle made from human bone. In this grisly container, the wizard, while chanting words of power, crushes nineteen teeth extracted from a fresh human corpse (no more than a week old). The resulting powder is blown at the frame of the portal, thus completing the spell.
Undead Spellcaster (Necromancy)
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 1 day
Area of Effect: 1 Corpse
Saving Throw: None
By means of this spell the caster, who can only be a necromancer specialist, animates a corpse to form it into a vile, undead, spellcasting being that can cast necromancy spells. Just as the normal lets-sacrifice-somebody, arche-typal/undead master specialist necromancer enjoys so much. For this spell the caster needs a corpse of a mage that was dead for no longer then a week. The mage can be of any level, but must have been able to cast necromancy spells. (So no specialist enchanter or illusionist could be usefull). This spellcaster would look like a zombie, but is much more powerfull, and a lot weaker in various parts. These are the Spellcaster's statistics:
UNDEAD SPELLCASTER
Frequency: Very rare
No. Appearing: 1
Armour Class: 6
Move: 12
Hit Dice: 1d4/level
% in Lair: 0%
Treasure Type: special
No. of Attacks: 1
Damage/attack: 1d8 or by weapon
Special Attacks: See below
Special Defences: See below
Magic Resistance: None
Intelligence: 15-16
Alignment: Chaotic Evil
Size: Medium
Psionic Ability: Nil
This zombie can gain experience and levels as a normal human necromancer can, it also gains a +1 on it's saves versus necromancy and it's enemies save at -1 to it's necromantic spells. The spellcaster has the usual immunities Juju-zombies have (Half damage from Fire, Immume to cold based spells, Immume to death magic, Immume to electricity, Immume to illusions, Immume to Magic Missile, Immume to mind afflicting spells, Imumme to poisons, Immume to psionics, Immume to Charm, Sleep & Hold spells), and due to it's evil actions and it's high intelligence and wisdom, it is also vunerable to the extra powers and curses that normal (N)Pc necromancers can gain (check the Complete Necromancer's Handbook). The spellcaster from that moment on "lives" it's own undead "life". It has it's own oppinion, and it's own ways of doing things. In game terms, it becomes an Npc wizard who is bound to the caster. The Undead Spellcaster will serve it's creator until it dies. If the creator dies before the Undead Spellcaster is dead, it will become a full Npc and will start it's own life. (Nice for a campaign). The first plan that always comes to the mind of the Undead Spellcasters is to avenge it's creator. After that is done (if that is possible) then the Undead Spellcaster is free to do what it wants. The Undead Spellcaster can cast spells just like a normal necromancer, and control the same amount of undead a normal necromancer could. It can also control undead like an evil cleric does, of half it's level. The casting necromancer can have one of these creatures in service for every 13 levels (2 at 26).
Unlife (Necromancy) o
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
This spell enables the caster to transform a single victim into an undead creature under his or her control. The caster touches the subject, who must then save vs. death magic. If the save fails, the subject instantly dies and is transformed into an undead creature under the control of the caster.
The exact type of undead depends upon the level of the victim. Individuals of levels 1-3 become skeletons (50%) or zombies (50%). Those of levels 4-6 become ghouls, those of levels 7-8 become wights, and those of level 9 or higher become wraiths.
Using this spell, the caster can control a number of undead creatures equal to his or her level.
The material component of this spell is dirt from a freshly dug grave.
Vandaern's 'Carnation Missile (Necromancy) o
Range : Line of sight
Components : V, S
Duration : Instantaneous
Casting Time : 3
Area of Effect : One creature
Saving Throw : Special
This spell is extremely powerful. Vandaern was the worlds most powerful mage at one time, unfortounately after the creation and use of this spell he went insane (this means caster must make a save vs. spell - or a Sanity Check with a –5 penality, whichever is more hard to save - or go insane with a Dm’s chosen insanity).
It is belived the chaotic energies released in this spell cannot be controlled enough for a caster to keep his sanity.
What this spell does is creates a missile of energy tht will slay one target and then reincarnate it into a random creture. Use any monster summoning table to determine which.
The spell negates any attempt to resurect or raise the creature (see spell description for Reincarnate). A successful saving throw vs death magic will cause a character to loose ½ their normal hit points, but, if this brings them down to zero, then the character is reincarnated.
This spell will not reincarnate an already dead character and cannot harm undead.
Wall of Flesh (Necromancy) ƒ
Range: 15 yards
Components: V, S
Duration: 1 hour/level
Casting Time: 2 rounds
Area of Effect: 10 – feet thick by 50 – feet tall by
40 – feet long
Saving Throw: Neg
This spell creates a wall of stacked pieces of flesh. A strong odor permeates from this flesh and any creature that smells this odor passes out for the duration of the spell unless they make their save vs spells.
The wall of flesh cannot be cut through except by weapons of +3 enchantment or higher.
Whisper's Dicey Healing Gate (Necromancy) ó
Range: 20 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
This powerful spell opens a small gate to the positive material plane inside the target creature. If the creature wishes, he could attempt to resist the spell by successfully making a saving throw versus spell, in which case the opening of the gate fails. The caster must upon casting the spell decide for how long the gate should remain open. The caster
can attempt to maintain the gate for up to 1 round per three caster levels. However, such a gate is not completely stable, and the actual effect will be 1 to 2 rounds longer or shorter (roll 1d4: 1 = 2 rounds
less, 2 = 1 round less, 3 = 1 round longer, 4 = 2 rounds longer). The effect of such a concentrated gate inside the target's body is the following. The positive radiance will add 2d10 HP to the creature per round of exposure. However, if the total amount of hit points is exceeded (the creature is fully healed, but the gate remains in effect),
the hit points will temporarily be added, but with the cumulative chance of 20% per round of "overloading" that the creature's body receives a
surge of radiance, causing the body to explode. If the body explodes in this manner, there is no way to bring the creature back to life.
If hit points are gained beyond maximum, without exploding, those hit points will remain for 20 rounds and then recede by one point per round
until regular maximum hit points are reached. An exploding body will not hurt bystanders, other than bowling them over, and thus maybe causing
1d6 HP falling damage or something like that, but it will definitely smear the area around the exploded creature with the creature's blood
and itty bitty pieces. This spell should only be used in dire emergencies, or can be used as an attack spell on an as yet unharmed creature.
Only living creatures are affected by the healing process. If the spell is utilized on undead, the effects will be spectacular. The undead will
be allowed a saving throw, but if the saving throw fails, it will explode in a brilliant explosion, shattering the physical body, if any is possessed, into tiny shards, and causing the psyche to be utterly annihilated.
Xander's Charm Undead (Necromancy) ƒ
Range: Touch
Components: V,S,M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: One free-willed undead
Saving Throw: Negates
This spell is a very complex version of Charm
Person, which is only effective with higher undead that are usually immune to charm spells, such as vampires and the like. It works just like Charm Person but cuts right through the undead's immunity to the spell, yet still allowing them their base saving throw.
The material component is a pinch of dirt from a grave.
Xarian’s Demonic Bodypart
(Necromancy, Summoning) ƒ
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 4 days
Area of Effect: Special
Saving Throw: None
Xarians Demonic Bodypart was develloped by, yes, Xarian the Accursed after he lost his arm. This spell somewhat regenerates a destroyed or severed bodypart of the caster and/or any other that is willing to have the spell cast at him/her. The spell sents down to the Abyss a message to a minor demon witch is then connected to the target by psychic brainwaves. The caster will not regain his arm just like that. The demon must be handed something so that it will allow the target to "lend" it's severed limb for a moment. This means that the demon will loose for example an arm and on the target the lost arm will be replaced with that of the demon for 2d10 hours. This may be shorter if the demon wishes his arm back. This will happen if the demon is not paid enough. What the demon wants depends on the demon (D.M.'s choice). The arm itself will have a strenght of 18/00 and does 1d8+5 damage when attacking. If the target's intelligence is lower then that of the demon there is a cumulitiv chance of 5% each time the bodypart is called for that the demon will completely take over the entire body and that the target's soul will end up in the Abyss, but only if he extends the 2d10 hours agreed on. The material components for this spell are: The eyes of a nightmare, an example of the bodypart missing (any arm or leg will do), a payment for the demon, and a pen and paper to sign the contract. The contract must be copied and one half goes to the demon.
If the target dies while this spell is one him, he/she can never be ressurected from the dead, and his soul will dwell in the Abyss for the rest of eternity.
Xarian found that when he got into this plane of existence, his arm does not return to it's owner anymore. I seem to have taken complete control of the arm. I'll soon test to see what happens when I summon the one who lend me this arm to this plane...
Xerion’s Immortality (Necromancy, Alteration) ó
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
This spell is the one that saved the day to some high level War Wizards in recent times, and personally to Xerion at least once during the last two years. It is a superior spell, and one that can make the difference between losing a magical fight and winning it.
When completed, the spell transforms the body of the caster in living mercury. The result is that the caster can assume any form that he wishes, as long as his new corporeal form does not exceed his total body volume when he is in normal state; he can then liquify himself, passing under a door and reforming after he has passed it; he can sneak through fissures, no matter how small, to enter in a room prevented to him, and so on. The most important thing, however, is that in this form the caster is immune to physical attacks from normal and magical weapons (except artifacts and relics, which deal their normal damage), and from spells which physically affect the body, such as normal attack spells; they hit the caster normally, but are either absorbed by him, or can perforate him, leaving a hole that will be readily reabsorbed, or can even seem to destroy him. No matter what the power of the spell, the body of the wizard suffers no damage, and even if he is dispersed on the ground or in the air by the raw and destructive power of the attack spell, he can reform his body with a conscious effort in but a single round, during which he can’t do anything else, however. If a part of the body is severed from the main part of it, (for example an arm or a leg, or even the head), it can be reattached with a will effort also in a single round. Only spells which afflict the mind seem to be useful against this spell, and then only those of 8th and 9th-level. Another way is that of casting a wish, desiring the caster to be back to his normal form. No other magical means are said to be effective.
Upon assuming this form, the caster can continue to use spells, albeit limited to those who need only vocal, or vocal and somatic components. Also, the caster can choose to attack with his bare hands, dealing the normal damage he can do with them. Thus, a careful choosing of spells can permit to the caster of this spell of winning a duel or fight that he is losing at the moment of casting it, permitting him to ignore even the passing of a meteor swarm. The preferred use of this spell is in couple with mind blank, for those powerful enough to cast it or, alternatively, with Vangerdahast’s war wizardry and/or Vangerdahast’s high wizardry.
The material components of this spell are a vial of mercury, that must be imbibed by the caster at the completion of the casting, and a powdered diamond of no less than 5000 gp, which must be mixed with the mercury before casting the spell.
Zanatose's Black Haste
(Necromancy, Alteration) o
Range: 20 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Special
Saving Throw: Neg.
This spell is a severely altered version of the popular spell known as Haste.
This spell, when casted, allows the caster to triple his movement rate, triple his attacks and to go first in any given round of combat, just like the
Improved Haste spell.
However, this spell, if casted normally, would severely weaken the caster and age him beyond his youthful years, possibly doing him more harm
then good. So to complete this spell, the caster must target a specific person or creature within range and have the spell literally draw the life
energy from them to power the spell for the necromancer. The victim gets an initial saving throw vs. magic at whatever modifier the caster
gets. If the victim passes the save, the spell fizzles and is lost, however if they fail they instantly began aging at a rate of one year per round and the
caster instantly becomes Black Hasted. This process however can be stopped with a Dispel Magic casted on either the necromancer or the aging victim. If it is casted on the victim, the necromancer must roll a saving throw vs. spell himself or age 1d4 years himself. If the dispel is casted on the caster, the spell ends normally and no one else is affected. Aging can be reversed the normal magical ways such as with a restore or Wish spell. If the victim dies of old age during this spell, the caster must concentrate the next round to change the target for the spell.
The target of the draining effects of the spell cannot be undead or creatures normally immune to unnatural aging and draining effects.
The material components for this spell is a drop of unholy water and a well oiled wheel.
Zanatose's Skull Barrage
(Necromancy, Evocation) o
Range: 10 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30 – feet radius
Saving Throw: Special
This bit of magic is purely offensive. The caster, after completeing the exausting somantic gestures for the spell, opens his hands and crys a
unearthly howl. This howl summons destructive Tomb Spirits from the Negative Energy Plane for several seconds at which time they fly at the
intended target, smashing into them with thier negative essence. The target must save vs. Death Magic at his point to stave off the negative
effects of the attack. If they pass the save they are merely paralyzed for 1d4 rounds and take 5d6 points of damage. Those that fail the save are
permanently paralyzed, which can only be reversed with a Wish spell or similar high-level magic. Victims also take 10d6 points of damage and lose 1d4 points from all ability scores for 1d8 turns. This spell does not go without its consequences, the gigantic skull-like Tomb Spirits are extremely chaotic and drain 1d10 HPs from the necromancer for every creature he wishes the Tomb Spirits to attack. The material components
for this spell are four skulls which must be juggled during the casting.