Post by StoryTeller on Jan 22, 2006 6:48:23 GMT
Mystyk's Halflife (Necromancy) o
Range: 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
When this spell is cast, a crackling, black bolt shoots from the wizard's palm towards its victim. The wizard must make a successful to-hit roll (with a +2 bonus) in order to hit the target; if this roll misses, use the grenade scatter diagram to determine if anyone else is hit by the bolt. If anyone is in the area of the miss, a normal to-hit
roll (with no bonus) is used to determine if the stray bolt hits anyone.
Anyone who is hit by the bolt must make a saving throw versus spell; if this roll is successful, the spell has no effect and the bolt dissipates. If the saving throw fails, the victim immediately loses half of his current hit points (round fractions down), and is rendered unconscious by the shock. These lost hit points may be regained through
normal means.
The material component for this spell is an onyx gem worth at least 500 gp. The gem is held in the hand of the wizard, and is consumed when the spell is cast.
Nathalanthas's Burning Bones (Necromancy) o
Range : Special
Components : V,S,M
Duration : 1d4 days+1day/level
Casting Time : 1 day
Area of Effect : An unanimate skeleton
Saving Throw: None
This spell will rip any flesh from an unanimated skeleton. It will then animate them, with a set intelligence (1) and constitution (4). It has a Thac0 of 10, an AC of 5, and 40 Hp. The rest of the stats are rolled by the DM. It attacks as a +1 magical weapon, but cannot carry items or wield weapons. It will follow the caster until the spell wears off, and obey simple commands. It makes no noise. In combat it will burn magically. The fire adds 1d12 to each hit, and all items that are combustable must make a saving throw, or be burned. When it is slain, it explodes with magical fire doing harm to all but the caster (6d10). The material components are: a brass brazier filled with insens worth 50 Gp, blood, burning sulfur and a black perl.
Nebuchzar's Horrible Transformation (Alteration, Necromancy) o
Range: 0
Components: V,M
Duration: 1 round/3 levels
Casting Time: 8
Area of Effect: The Caster
Saving Throw: Special
This powerful spell was used by the necromancer Nebuchzar.
With it he could deplete the numbers in a small army to virtually zero. When the spell is cast, the face of the caster assumes a most horrible and bestial form. Any living and sentient creature is susceptible to the effects of this spell.
Those who gaze upon the face of the caster must immediately save vs. death. Those who fail are instantly killed, their faces twisted in horror, and cannot be resurrected through any means but divine intervention or a wish spell. Those whose
saves succeed still suffer 3-18 damage. The maximum range for this spell is the minimum range which the victim can distinguish detail visually (see DMG). Those who are killed in this method can be brought back as ju-ju zombies by the caster. This is only possible if the victim has been dead for a maximum of 1 day per three caster levels. While this spell is in effect the caster may not cast any spells that require verbal components.
The material components for this spell are an eye from a catoblepas and some blood from a greater medusa. They are consumed during the casting.
Nezrod’s Dark Channeling
(Divination, Necromancy) ƒ
Range: 120 yards/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Personal
Saving Throw: Special
With this powerful but risky spell, the caster places her body in a state of suspension and projects her psyche into some sort of undead creature within range. If the undead creature is intelligent, it is entitled to a saving throw versus spell to resist the Dark Channeling. If this saving throw is successful, the spell is automatically ended. The divination component of this spell acts as Detect Undead in a radius around of the caster extending out to the spell’s maximum range. It also identifies undead within range by type, enabling the caster to make the wisest choice for a host.
When the Dark Channeling is successful, the caster gains control of the undead. She can use its body as if it were her own, including any special powers associated with the undead’s body. She could inhabit a vampire, for example, and use all of the vampire’s special undead powers. What’s more, the caster retains her own intelligence and ability to cast spells (subject to all normal limitations, such as components). If unable to do so normally, the dark channeling empowers the possessed undead to speak.
The caster cannot move beyond the range limit of this spell without ending the spell immediately. She can vacate one undead host in favor of another within range by concentrating for one round. As normal, if the new would-be undead host is intelligent, it is entitled to a saving throw. If the undead host is destroyed before the caster can vacate it, she must make a saving throw versus death magic. Failure means her disembodied spirit is unable to escape before being destroyed as well. Success immediately ends the spell and stuns the caster for 1-10 rounds.
The material components of this spell include a bronze brazier in which the wizard must burn 1,000 gold pieces worth of incense. She must wear a cap made from the flesh of a sentient creature during the casting time.
Nezrod enjoys using monster zombies as hosts in order to challenge foes while his own body remains within his magically sealed and protected safe room.
Noska Trades' Mass Contagion (Necromancy) o
Range: 5 yards per level
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: One creature per level
Saving Throw: Negates
This spell causes a major disease and weakness in one or more creatures in the same way as the Contagion spell. Up to one creature per experience level of the wizard can be affected, provided that all subject creatures are within the spell range.
The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a Cure Disease or spends 1d3 weeks taking a complete rest to recover.
Characters ignoring the Mass Contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.
Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty.
Nrok's Lethal Weapon III
(Evocation, Necromancy) o
Range: 0
Components: S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Negates
Besides the disallowed verbal component of this spell, it is similar in effect to the Lethal Weapon I spell. This enhancement allows for activation of the spell while in confines of the Silence spell or while in areas where speech may not be the best idea.
The percentage roll made after the saving throw vs. death magic, now made with a -1 penalty, must be made at 55%. Those getting lower then 55% receive instant death, while getting above 55% on the percentage roll receives five times of the normal damage done by the weapon enhanced with this power.
The material component of this spell is 500 gp worth of black gem and the crystalline material found in land urchin, crushed in to a fine mixture. This material must be dry.
Power Link (Necromancy) ƒ
Range: 10 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 10
Area of Effect: One creature
Saving Throw: Negates
This spell creates a link between the wizard and the victim through which magical energy can flow. Thus the wizard can cast spells centred on the recipient, as if he were a projected image. Also, the wizard can route malevolent spell side-effects, such as magical ageing, to the victim. The material components of the spell are a chip of jet, an
herbal tea of spearmint and devil's dung, and a wooden disc. The recipient must be an intelligent, living native of the wizard's home plane.
Power Word, Deafen (Necromancy) o
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 15 – feet radius sphere
Saving Throw: None
Once cast, this spell causes one or more creatures to become deafened and unable to hear. Spellcasting while deafened will be 50% likely to fail, and deafened victims receive a -2 penalty to be surprised, and anyone moving silently near the deafened creatures automatically succeeds.
The spell affects up to 100 hit points of creatures, and always affects those with the least first. The table below shows how long the spell lasts, according to hit points affected.
Hit Points Duration
1-25 Permanent
26-50 1d4+1 turns
51-100 1d4+1 rounds
No creature can suffer a partial effect. The deafness can be dispelled with a Heal spell or Dispel Magic.
Radu's Superior Animation (Necromancy) ƒ
Range: 15 yds.
Components: V, S, M
Duration: Permanent
Casting Time: 1 Turn
Area of Effect: Special
Saving Throw: None
This spell is an improved version of the fifth level Animate Dead spell. The effects are generally the same; skeletons and zombies are created. The differences lie in the power of the undead thus made.
The caster is able to focus more power into his undead minions using this spell. He may animate up to half his level in HD (ex. a 20th level mage could animate 10 HD of undead). These hit dice can be distributed among the remains. Continuing the above example, the mage could animate 10 1 HD skeletons, 5 2 HD, 1 6 HD and 1 4 HD, or even a 10 HD skeleton or zombie up to a maximum total of half his level.
These superior undead have at least 3 hp per HD, animal intelligence, and human speed and power (normal human initiative and weapon damage). For every HD above 10, the undead receives an additional point to intelligence. All undead created with this spell are lawful evil and are turned as wraithes regardless of HD.
The spell components are a bone shard, a piece of human or humanoid brain, and a drop of the caster's blood on the forehead of the undead-to-be.
Rain of Blood (Alteration, Necromancy) o
Range : 120 yards
Components : V,S,M
Duration : 1d4 hours
Casting Time : 8
Area of Effect : One square mile
Saving Throw : None
The spell turns all rain falling within one mile of the caster at the time of casting into blood. All those outdoors when the spell is cast take one point of damage for each turn they are exposed to the rain, and charisma is effectively lowered to 3 until they can clean up. The area the spell covers stays constant once the spell is cast, allowing the caster to move out of the area. It is rumoured that Sheras, the mage who invented this spell, created several more like it, including River of Blood and Rain of Tears. The material component is the heart of a recently-killed mammal.
Raistlim's Hand of Death
(Necromancy, Alteration) o
Range: Touch
Components: V, S, M
Duration: 1 round/ 2 levels
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
This spell makes the caster's touch cause the victim unspeakable pain and, quite possibly, death. The creature touched recieves 8d10+X hit points of damage, X being equal to the caster's level, with a maximum of 20 extra hit points. This level related damage may be controlled by the caster, allowing him/her to make the spell less or more painful to the victim.
The material component necessary to cast this spell is a pinch of lich dust.
Rizzen's Drain Life (Necromancy) o
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One target
Saving Throw: Special
This spell drains the life force of a individual target by 2d6 + 1 per level of the caster. That life is then added to the casters hit points but can not exceed his maximum hit points. If the victim saves vs. spell at –2, then he doesn’t take 2d6 points of damage... just the 1 per level of caster. The caster must touch the victim.
Saphrael's Matrix
(Divination, Alteration, Evocation, Enchantment, Necromancy) ó
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 mile / level
Saving Throw: None
This odd spell can unite and link warding dweomers of all sorts, even priestly magics cast by a priest included in the Matrix. The matrix is a collection of true identities, typically gathered by interview or magically by spells such as Personal Reading, see Saphrael's and Heptios' Treatise on Vexing. In any case, the true names and identies of individuals to be protected and excluded from the effects of the warding magics are written and encased in a area that is the center of the spell. All warding magics in the area that are placed by someone included in the Matrix are then linked to the Matrix. Warding spells include a defensive magics that are permanent until triggered, such as the spells Fire Trap, Snare, Glyph of Warding, or Explosive Runes, or latent, such as the spell Forbiddence.
If Permanency is cast upon Saphrael's Matrix, all wards contained therein are made permanent. This doesn't have much affect on spells such as Fire Trap, Snare and so forth, but spells from the Priest Sphere of Wards and Forbiddence become exceptionally useful.
Skarm’s Anatomic Analysis
(Necromancy, Divination) ƒ
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature or corpse
Saving Throw: Special
This spell was devised by Skarm The Warlock to gain an utter understanding of anatomy, that he needed for his works. This spell needs a base knowledge of anatomy, so caster must have Anatomy proficiency in order to cast it.
The creature upon which the spell is to be cast must be either dead or willing (charmed creatures are considered “willing” for this spell, but the scanning dweomer can “jam” the charm dweomer, so they’re allowed to save). The body of the creature (no matter if alive or dead) must be completely naked for the spell to work. The caster must be in physical contact (touch, but any body contact will do) with the body for the complete duration of the casting and should he lose this contact, the spell will fail.
At the end of the casting, the caster will gain the complete, up to the minimal detail, knowledge of the anatomy of the creature and how the body works, what’s is the chemical composition of the various parts and he has, if he’s casting upon a corpse, also a chance equal to 2%/level, plus 1% per point of Int above 17, to guess the usefulness of the most “alien” organs (these are organs that a normal student of Anatomy would not know…such as beholder’s special “flying” bag or other weird monstrous organs). Upon a living specimen the chance will raise to 5%/level (plus Int modifier).
After the analysis, all the knowledge is magically stored in caster’s mind. Most mortal casters can hold just a limited amount of this knowledge…they can memorize up to half their maximum number of spells allowed per level (casters with Int of 19 or more don’t have this problem for they have an unlimited memorization capability). Note that, for memorization purpose, the analysis of a creature of one species and one gender take one “slot”, but the analysis of a creature of the same species and opposite gender’d take a separate slot (I hope I’ve not to tell you why…). Analysis of creatures of same species and same gender don’t “overwrite” the slot of the previously analyzed…the caster has to choose to do this.
If caster has already memorized the analysis of another creature of the same species and casts this spell, he can choose to compare the two, in order to gain knowledge of diseases or nasty things that the last one could have. The caster has a chance (in percentage), equal to memorized creature’s Con (which is 9 by default) multiplied for 5, to find out what’s wrong (If the roll failed, the previous creature had the same illness, another illness that made impossible the comparison or it was simply too rotten). Obviously, common sense apply : If you’ve memorized a woman’s anatomy, you can check a illness that struck a man’s lungs (for the two systems are the same), but not a sickness that stroke sexual organs!
This spell also gives enough knowledge to allow the caster the use of a carefully worded Wish to add a single “alien” organ to his body (one organ/Wish).
The material component is a looking glass, which isn’t consumed in the casting.
Skarm’s Play Chess with Death
(Necromancy, Illusion/Phantasm, Divination) ó
Range : 10 yards
Components : V, S, M
Casting Time : 8
Duration : Special
Area of Effect : One creature
Saving Throw : None
With this spell, caster allows a dying creature a second chance.
For this spell work, the target has to have a specific goal, the caster must know it and target has to have wounds upon his body (any wounds will do, but the spell don’t work on people killed by death magic).
After these condition are met, the caster can cast Skarm’s Play Chess with Death.
This spell turns creature’s wounds into Negative Energy and draws them away from the body (so creature has full hps now).
Then, somewhere near the place of casting, this Negative Energy takes the shape of an humanoid creature (form is chosen by caster, but that’s just a phantasm – it’s just in target’s mind - in truth, it becomes just a shadowy form which can be seen only by caster and someone making a Wis Chk - 5).
The Negative Energy creature travels to the victim, says it’s the Grim Reaper and asks the target if wants to play chess (refusal means istantaneous death, that’s obvious). Playing chess is very important for this spell, for it’s the target’s concentration needed for this game and the desire to reach the goal which keep the spell running.
This creature has a great intelligence for playing chess, and…since it’s in opponent’s mind…it can answer to opponent’s questions (its answers will be based upon opponent’s ideas, but they will also be cryptic and full of ambiguity).
Victim lives as long the chess play lasts (till he wins, lose or resign) or as soon as he reached his goal, whichever comes first (should target reach his goal, Grim Reaper’ll tell him “I’ve enjoyed our little play…but now your time’s come.” and will “kill” him).
Obviously the chess play can have breaks (during which Grim Reaper will disappear) as long it keeps on going, but Grim Reaper grows more and more anxious as time passes.
In truth the chess play is just the gauge of how this very unstable spell is going, and it can be seen by people other than target (since it’s played on a normal chessboard, with a “shadow” which moves black pawns).
The material component of this spell is a normal (full - scale) chessboard, complete with pawns.
In Ravenloft, this spell has a chance to draw Dark Powers’ attention (power check needed).
Then seems that this spell often works in a strange way here in Ravenloft… target must save vs. death magic or it’s brought to Necropolis, where he’s to play for his soul with Death itself…he’s brought in Aluk II, but spell will shield him from Negative Energy till play finishes. Should he win, he’d be brought back to where he came, with just 1 hp and he’ll not be able to do anything for a full day. Should he lose, his soul’d be drained and nothing could resurrect him.
Role – Playing Hints : This spell should be roleplayed if it’s used upon a PC…I mean…you should play a real chess play, during the adventure, (I mean while you’re adventuring, you also takes moves upon the chessboard) with the player.
May be it’s a hard thing to do or you’re bad at chess, then…don’t use Skarm’s Play Chess with Death!
Skarm’s Undead Life (Necromancy, Alteration) ƒ
Range: 10 feet
Components: V, S
Duration: Istantaneous
Casting Time: 2 rounds
Area of Effect: One undead
Saving Throw: None
This spell was devised by Skarm The Warlock to give an undead created with his spells a more life – like appearance. This spell can be cast only upon a undead made from a corpse which was the result of turning into flesh a statue shaped with Skarm’s Perfect Statue…it won’t work on anything else.
In the first round, it opens a gate from Positive Material Plane and uses a “spark” (in truth, more than that…) of the energy to power the “spell matrix” built by Skarm’s Perfect Statue. This means that all the systems that the “spell matrix” created and that Stone to Flesh (or another transmuting spell) turned into real organs, fluids, etc... start to work. So the undead won’t be distinguishable from living in any way (in the case of a human undead : heart will beat, skin will be soft and warm to touch, it’ll breath air, it can speak –if Intelligence allows–, blood will flood in its veins –so it’ll bleed if cut– and anything that would happen in a living human of the same gender will) , but, if female, the creature will be barren. Obviously, during this part of the process the spell shields the undead Negative Energy from the Positive one, to avoid the destruction of the undead. In the second round, with a very strange process, the gate from Positive Energy Plane will be shut down, the Negative Energy and the Positive Energy within the body will be merged in a non – destuctive way (which means the undead will go on “living” and its newly powered systems will keep on working) and, last, the now useless shielding magic will disappear. After the casting of the spell, Dispel Magic no longer works upon the spell recipient (I mean for purpose of turning it back to stone or for stopping it or for having the two working energies merge with a deadly result).
This spell has many consequences :
The creature won’t be detected by Detect Undead nor by Detect Life. It won’t be detected by Detect Magic too. The creature becomes more susceptible than a standard undead to death magic (which will act as Feign Death upon them) . Deadly gases and water, in a situation which would kill a living creature (in the case of water or of deadly natural gases, should the creature “drown” –for it has to roll a Con check* to
avoid it– ), but not a undead creature will act as a Slow spell upon them. The creature is no longer affected by spells that affect undead only and they’re more difficult to turn (they are turned as “Special”), but is still affected by holy water. They keep the undead “natural” immunity to Charm and Sleep spells for, even though they’ve a brain and they can sleep, if taught to (for the system can simulate this…they don’t need it), their body and their mind are too alien to be dealt with these spells. After the casting of this spell the recipient begins to feel pleasure and pain, though its pain threashod is very high for human and demihuman standards (if you use Pain Threashod rule, they’ve a Con of 20 –in their race column– , for Pain Threashod purpose only!). If female the creature is barren for, even if its genital system is fully working, the mix of merged Negative and Positive energy that run its body would not be able to deal with the surplus of energy needed to bear a child. Male creatures made “semi-living” with this spell are fertile and they can have a female (of a similar race) pregnant in the same way if they were true living creatures (the child will look like a mix of their and mother’s traits).
Spiderburst (Summoning, Necromancy) o
Range: 10 yards/level
Duration: Instantaneous
Components: V, S, M
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Upon completing this spell, the caster summons a venomous spider into the heart of a living creature. The victim must roll a saving throw vs. spells, with a penalty of -1 per 3 levels of the caster. If the save succeeds, then the spider forms within the chest cavity of the victim, but not the heart. The creature takes 6d6 damage from the eruption of the spider. If the save fails, then the spider forms directly within the creature's heart. The sudden eruption of the spider from the victim's chest causes instant death.
The spider that is formed exists solely for the purpose of consuming the remains of its target, to the extent of ignoring all other creatures. Following the consumption of the victim, or the death of the spider, the arachnid disappears. Roll randomly on the table below to determine which spider appears.
Spider Type Roll (on d20)
Large Spider 1-10
Huge Spider 11-15
Giant Spider 16-18
Gargantuan Spider 19-20
Range: 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
When this spell is cast, a crackling, black bolt shoots from the wizard's palm towards its victim. The wizard must make a successful to-hit roll (with a +2 bonus) in order to hit the target; if this roll misses, use the grenade scatter diagram to determine if anyone else is hit by the bolt. If anyone is in the area of the miss, a normal to-hit
roll (with no bonus) is used to determine if the stray bolt hits anyone.
Anyone who is hit by the bolt must make a saving throw versus spell; if this roll is successful, the spell has no effect and the bolt dissipates. If the saving throw fails, the victim immediately loses half of his current hit points (round fractions down), and is rendered unconscious by the shock. These lost hit points may be regained through
normal means.
The material component for this spell is an onyx gem worth at least 500 gp. The gem is held in the hand of the wizard, and is consumed when the spell is cast.
Nathalanthas's Burning Bones (Necromancy) o
Range : Special
Components : V,S,M
Duration : 1d4 days+1day/level
Casting Time : 1 day
Area of Effect : An unanimate skeleton
Saving Throw: None
This spell will rip any flesh from an unanimated skeleton. It will then animate them, with a set intelligence (1) and constitution (4). It has a Thac0 of 10, an AC of 5, and 40 Hp. The rest of the stats are rolled by the DM. It attacks as a +1 magical weapon, but cannot carry items or wield weapons. It will follow the caster until the spell wears off, and obey simple commands. It makes no noise. In combat it will burn magically. The fire adds 1d12 to each hit, and all items that are combustable must make a saving throw, or be burned. When it is slain, it explodes with magical fire doing harm to all but the caster (6d10). The material components are: a brass brazier filled with insens worth 50 Gp, blood, burning sulfur and a black perl.
Nebuchzar's Horrible Transformation (Alteration, Necromancy) o
Range: 0
Components: V,M
Duration: 1 round/3 levels
Casting Time: 8
Area of Effect: The Caster
Saving Throw: Special
This powerful spell was used by the necromancer Nebuchzar.
With it he could deplete the numbers in a small army to virtually zero. When the spell is cast, the face of the caster assumes a most horrible and bestial form. Any living and sentient creature is susceptible to the effects of this spell.
Those who gaze upon the face of the caster must immediately save vs. death. Those who fail are instantly killed, their faces twisted in horror, and cannot be resurrected through any means but divine intervention or a wish spell. Those whose
saves succeed still suffer 3-18 damage. The maximum range for this spell is the minimum range which the victim can distinguish detail visually (see DMG). Those who are killed in this method can be brought back as ju-ju zombies by the caster. This is only possible if the victim has been dead for a maximum of 1 day per three caster levels. While this spell is in effect the caster may not cast any spells that require verbal components.
The material components for this spell are an eye from a catoblepas and some blood from a greater medusa. They are consumed during the casting.
Nezrod’s Dark Channeling
(Divination, Necromancy) ƒ
Range: 120 yards/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Personal
Saving Throw: Special
With this powerful but risky spell, the caster places her body in a state of suspension and projects her psyche into some sort of undead creature within range. If the undead creature is intelligent, it is entitled to a saving throw versus spell to resist the Dark Channeling. If this saving throw is successful, the spell is automatically ended. The divination component of this spell acts as Detect Undead in a radius around of the caster extending out to the spell’s maximum range. It also identifies undead within range by type, enabling the caster to make the wisest choice for a host.
When the Dark Channeling is successful, the caster gains control of the undead. She can use its body as if it were her own, including any special powers associated with the undead’s body. She could inhabit a vampire, for example, and use all of the vampire’s special undead powers. What’s more, the caster retains her own intelligence and ability to cast spells (subject to all normal limitations, such as components). If unable to do so normally, the dark channeling empowers the possessed undead to speak.
The caster cannot move beyond the range limit of this spell without ending the spell immediately. She can vacate one undead host in favor of another within range by concentrating for one round. As normal, if the new would-be undead host is intelligent, it is entitled to a saving throw. If the undead host is destroyed before the caster can vacate it, she must make a saving throw versus death magic. Failure means her disembodied spirit is unable to escape before being destroyed as well. Success immediately ends the spell and stuns the caster for 1-10 rounds.
The material components of this spell include a bronze brazier in which the wizard must burn 1,000 gold pieces worth of incense. She must wear a cap made from the flesh of a sentient creature during the casting time.
Nezrod enjoys using monster zombies as hosts in order to challenge foes while his own body remains within his magically sealed and protected safe room.
Noska Trades' Mass Contagion (Necromancy) o
Range: 5 yards per level
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: One creature per level
Saving Throw: Negates
This spell causes a major disease and weakness in one or more creatures in the same way as the Contagion spell. Up to one creature per experience level of the wizard can be affected, provided that all subject creatures are within the spell range.
The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a Cure Disease or spends 1d3 weeks taking a complete rest to recover.
Characters ignoring the Mass Contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.
Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty.
Nrok's Lethal Weapon III
(Evocation, Necromancy) o
Range: 0
Components: S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Negates
Besides the disallowed verbal component of this spell, it is similar in effect to the Lethal Weapon I spell. This enhancement allows for activation of the spell while in confines of the Silence spell or while in areas where speech may not be the best idea.
The percentage roll made after the saving throw vs. death magic, now made with a -1 penalty, must be made at 55%. Those getting lower then 55% receive instant death, while getting above 55% on the percentage roll receives five times of the normal damage done by the weapon enhanced with this power.
The material component of this spell is 500 gp worth of black gem and the crystalline material found in land urchin, crushed in to a fine mixture. This material must be dry.
Power Link (Necromancy) ƒ
Range: 10 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 10
Area of Effect: One creature
Saving Throw: Negates
This spell creates a link between the wizard and the victim through which magical energy can flow. Thus the wizard can cast spells centred on the recipient, as if he were a projected image. Also, the wizard can route malevolent spell side-effects, such as magical ageing, to the victim. The material components of the spell are a chip of jet, an
herbal tea of spearmint and devil's dung, and a wooden disc. The recipient must be an intelligent, living native of the wizard's home plane.
Power Word, Deafen (Necromancy) o
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 15 – feet radius sphere
Saving Throw: None
Once cast, this spell causes one or more creatures to become deafened and unable to hear. Spellcasting while deafened will be 50% likely to fail, and deafened victims receive a -2 penalty to be surprised, and anyone moving silently near the deafened creatures automatically succeeds.
The spell affects up to 100 hit points of creatures, and always affects those with the least first. The table below shows how long the spell lasts, according to hit points affected.
Hit Points Duration
1-25 Permanent
26-50 1d4+1 turns
51-100 1d4+1 rounds
No creature can suffer a partial effect. The deafness can be dispelled with a Heal spell or Dispel Magic.
Radu's Superior Animation (Necromancy) ƒ
Range: 15 yds.
Components: V, S, M
Duration: Permanent
Casting Time: 1 Turn
Area of Effect: Special
Saving Throw: None
This spell is an improved version of the fifth level Animate Dead spell. The effects are generally the same; skeletons and zombies are created. The differences lie in the power of the undead thus made.
The caster is able to focus more power into his undead minions using this spell. He may animate up to half his level in HD (ex. a 20th level mage could animate 10 HD of undead). These hit dice can be distributed among the remains. Continuing the above example, the mage could animate 10 1 HD skeletons, 5 2 HD, 1 6 HD and 1 4 HD, or even a 10 HD skeleton or zombie up to a maximum total of half his level.
These superior undead have at least 3 hp per HD, animal intelligence, and human speed and power (normal human initiative and weapon damage). For every HD above 10, the undead receives an additional point to intelligence. All undead created with this spell are lawful evil and are turned as wraithes regardless of HD.
The spell components are a bone shard, a piece of human or humanoid brain, and a drop of the caster's blood on the forehead of the undead-to-be.
Rain of Blood (Alteration, Necromancy) o
Range : 120 yards
Components : V,S,M
Duration : 1d4 hours
Casting Time : 8
Area of Effect : One square mile
Saving Throw : None
The spell turns all rain falling within one mile of the caster at the time of casting into blood. All those outdoors when the spell is cast take one point of damage for each turn they are exposed to the rain, and charisma is effectively lowered to 3 until they can clean up. The area the spell covers stays constant once the spell is cast, allowing the caster to move out of the area. It is rumoured that Sheras, the mage who invented this spell, created several more like it, including River of Blood and Rain of Tears. The material component is the heart of a recently-killed mammal.
Raistlim's Hand of Death
(Necromancy, Alteration) o
Range: Touch
Components: V, S, M
Duration: 1 round/ 2 levels
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
This spell makes the caster's touch cause the victim unspeakable pain and, quite possibly, death. The creature touched recieves 8d10+X hit points of damage, X being equal to the caster's level, with a maximum of 20 extra hit points. This level related damage may be controlled by the caster, allowing him/her to make the spell less or more painful to the victim.
The material component necessary to cast this spell is a pinch of lich dust.
Rizzen's Drain Life (Necromancy) o
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One target
Saving Throw: Special
This spell drains the life force of a individual target by 2d6 + 1 per level of the caster. That life is then added to the casters hit points but can not exceed his maximum hit points. If the victim saves vs. spell at –2, then he doesn’t take 2d6 points of damage... just the 1 per level of caster. The caster must touch the victim.
Saphrael's Matrix
(Divination, Alteration, Evocation, Enchantment, Necromancy) ó
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 mile / level
Saving Throw: None
This odd spell can unite and link warding dweomers of all sorts, even priestly magics cast by a priest included in the Matrix. The matrix is a collection of true identities, typically gathered by interview or magically by spells such as Personal Reading, see Saphrael's and Heptios' Treatise on Vexing. In any case, the true names and identies of individuals to be protected and excluded from the effects of the warding magics are written and encased in a area that is the center of the spell. All warding magics in the area that are placed by someone included in the Matrix are then linked to the Matrix. Warding spells include a defensive magics that are permanent until triggered, such as the spells Fire Trap, Snare, Glyph of Warding, or Explosive Runes, or latent, such as the spell Forbiddence.
If Permanency is cast upon Saphrael's Matrix, all wards contained therein are made permanent. This doesn't have much affect on spells such as Fire Trap, Snare and so forth, but spells from the Priest Sphere of Wards and Forbiddence become exceptionally useful.
Skarm’s Anatomic Analysis
(Necromancy, Divination) ƒ
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature or corpse
Saving Throw: Special
This spell was devised by Skarm The Warlock to gain an utter understanding of anatomy, that he needed for his works. This spell needs a base knowledge of anatomy, so caster must have Anatomy proficiency in order to cast it.
The creature upon which the spell is to be cast must be either dead or willing (charmed creatures are considered “willing” for this spell, but the scanning dweomer can “jam” the charm dweomer, so they’re allowed to save). The body of the creature (no matter if alive or dead) must be completely naked for the spell to work. The caster must be in physical contact (touch, but any body contact will do) with the body for the complete duration of the casting and should he lose this contact, the spell will fail.
At the end of the casting, the caster will gain the complete, up to the minimal detail, knowledge of the anatomy of the creature and how the body works, what’s is the chemical composition of the various parts and he has, if he’s casting upon a corpse, also a chance equal to 2%/level, plus 1% per point of Int above 17, to guess the usefulness of the most “alien” organs (these are organs that a normal student of Anatomy would not know…such as beholder’s special “flying” bag or other weird monstrous organs). Upon a living specimen the chance will raise to 5%/level (plus Int modifier).
After the analysis, all the knowledge is magically stored in caster’s mind. Most mortal casters can hold just a limited amount of this knowledge…they can memorize up to half their maximum number of spells allowed per level (casters with Int of 19 or more don’t have this problem for they have an unlimited memorization capability). Note that, for memorization purpose, the analysis of a creature of one species and one gender take one “slot”, but the analysis of a creature of the same species and opposite gender’d take a separate slot (I hope I’ve not to tell you why…). Analysis of creatures of same species and same gender don’t “overwrite” the slot of the previously analyzed…the caster has to choose to do this.
If caster has already memorized the analysis of another creature of the same species and casts this spell, he can choose to compare the two, in order to gain knowledge of diseases or nasty things that the last one could have. The caster has a chance (in percentage), equal to memorized creature’s Con (which is 9 by default) multiplied for 5, to find out what’s wrong (If the roll failed, the previous creature had the same illness, another illness that made impossible the comparison or it was simply too rotten). Obviously, common sense apply : If you’ve memorized a woman’s anatomy, you can check a illness that struck a man’s lungs (for the two systems are the same), but not a sickness that stroke sexual organs!
This spell also gives enough knowledge to allow the caster the use of a carefully worded Wish to add a single “alien” organ to his body (one organ/Wish).
The material component is a looking glass, which isn’t consumed in the casting.
Skarm’s Play Chess with Death
(Necromancy, Illusion/Phantasm, Divination) ó
Range : 10 yards
Components : V, S, M
Casting Time : 8
Duration : Special
Area of Effect : One creature
Saving Throw : None
With this spell, caster allows a dying creature a second chance.
For this spell work, the target has to have a specific goal, the caster must know it and target has to have wounds upon his body (any wounds will do, but the spell don’t work on people killed by death magic).
After these condition are met, the caster can cast Skarm’s Play Chess with Death.
This spell turns creature’s wounds into Negative Energy and draws them away from the body (so creature has full hps now).
Then, somewhere near the place of casting, this Negative Energy takes the shape of an humanoid creature (form is chosen by caster, but that’s just a phantasm – it’s just in target’s mind - in truth, it becomes just a shadowy form which can be seen only by caster and someone making a Wis Chk - 5).
The Negative Energy creature travels to the victim, says it’s the Grim Reaper and asks the target if wants to play chess (refusal means istantaneous death, that’s obvious). Playing chess is very important for this spell, for it’s the target’s concentration needed for this game and the desire to reach the goal which keep the spell running.
This creature has a great intelligence for playing chess, and…since it’s in opponent’s mind…it can answer to opponent’s questions (its answers will be based upon opponent’s ideas, but they will also be cryptic and full of ambiguity).
Victim lives as long the chess play lasts (till he wins, lose or resign) or as soon as he reached his goal, whichever comes first (should target reach his goal, Grim Reaper’ll tell him “I’ve enjoyed our little play…but now your time’s come.” and will “kill” him).
Obviously the chess play can have breaks (during which Grim Reaper will disappear) as long it keeps on going, but Grim Reaper grows more and more anxious as time passes.
In truth the chess play is just the gauge of how this very unstable spell is going, and it can be seen by people other than target (since it’s played on a normal chessboard, with a “shadow” which moves black pawns).
The material component of this spell is a normal (full - scale) chessboard, complete with pawns.
In Ravenloft, this spell has a chance to draw Dark Powers’ attention (power check needed).
Then seems that this spell often works in a strange way here in Ravenloft… target must save vs. death magic or it’s brought to Necropolis, where he’s to play for his soul with Death itself…he’s brought in Aluk II, but spell will shield him from Negative Energy till play finishes. Should he win, he’d be brought back to where he came, with just 1 hp and he’ll not be able to do anything for a full day. Should he lose, his soul’d be drained and nothing could resurrect him.
Role – Playing Hints : This spell should be roleplayed if it’s used upon a PC…I mean…you should play a real chess play, during the adventure, (I mean while you’re adventuring, you also takes moves upon the chessboard) with the player.
May be it’s a hard thing to do or you’re bad at chess, then…don’t use Skarm’s Play Chess with Death!
Skarm’s Undead Life (Necromancy, Alteration) ƒ
Range: 10 feet
Components: V, S
Duration: Istantaneous
Casting Time: 2 rounds
Area of Effect: One undead
Saving Throw: None
This spell was devised by Skarm The Warlock to give an undead created with his spells a more life – like appearance. This spell can be cast only upon a undead made from a corpse which was the result of turning into flesh a statue shaped with Skarm’s Perfect Statue…it won’t work on anything else.
In the first round, it opens a gate from Positive Material Plane and uses a “spark” (in truth, more than that…) of the energy to power the “spell matrix” built by Skarm’s Perfect Statue. This means that all the systems that the “spell matrix” created and that Stone to Flesh (or another transmuting spell) turned into real organs, fluids, etc... start to work. So the undead won’t be distinguishable from living in any way (in the case of a human undead : heart will beat, skin will be soft and warm to touch, it’ll breath air, it can speak –if Intelligence allows–, blood will flood in its veins –so it’ll bleed if cut– and anything that would happen in a living human of the same gender will) , but, if female, the creature will be barren. Obviously, during this part of the process the spell shields the undead Negative Energy from the Positive one, to avoid the destruction of the undead. In the second round, with a very strange process, the gate from Positive Energy Plane will be shut down, the Negative Energy and the Positive Energy within the body will be merged in a non – destuctive way (which means the undead will go on “living” and its newly powered systems will keep on working) and, last, the now useless shielding magic will disappear. After the casting of the spell, Dispel Magic no longer works upon the spell recipient (I mean for purpose of turning it back to stone or for stopping it or for having the two working energies merge with a deadly result).
This spell has many consequences :
The creature won’t be detected by Detect Undead nor by Detect Life. It won’t be detected by Detect Magic too. The creature becomes more susceptible than a standard undead to death magic (which will act as Feign Death upon them) . Deadly gases and water, in a situation which would kill a living creature (in the case of water or of deadly natural gases, should the creature “drown” –for it has to roll a Con check* to
avoid it– ), but not a undead creature will act as a Slow spell upon them. The creature is no longer affected by spells that affect undead only and they’re more difficult to turn (they are turned as “Special”), but is still affected by holy water. They keep the undead “natural” immunity to Charm and Sleep spells for, even though they’ve a brain and they can sleep, if taught to (for the system can simulate this…they don’t need it), their body and their mind are too alien to be dealt with these spells. After the casting of this spell the recipient begins to feel pleasure and pain, though its pain threashod is very high for human and demihuman standards (if you use Pain Threashod rule, they’ve a Con of 20 –in their race column– , for Pain Threashod purpose only!). If female the creature is barren for, even if its genital system is fully working, the mix of merged Negative and Positive energy that run its body would not be able to deal with the surplus of energy needed to bear a child. Male creatures made “semi-living” with this spell are fertile and they can have a female (of a similar race) pregnant in the same way if they were true living creatures (the child will look like a mix of their and mother’s traits).
Spiderburst (Summoning, Necromancy) o
Range: 10 yards/level
Duration: Instantaneous
Components: V, S, M
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Upon completing this spell, the caster summons a venomous spider into the heart of a living creature. The victim must roll a saving throw vs. spells, with a penalty of -1 per 3 levels of the caster. If the save succeeds, then the spider forms within the chest cavity of the victim, but not the heart. The creature takes 6d6 damage from the eruption of the spider. If the save fails, then the spider forms directly within the creature's heart. The sudden eruption of the spider from the victim's chest causes instant death.
The spider that is formed exists solely for the purpose of consuming the remains of its target, to the extent of ignoring all other creatures. Following the consumption of the victim, or the death of the spider, the arachnid disappears. Roll randomly on the table below to determine which spider appears.
Spider Type Roll (on d20)
Large Spider 1-10
Huge Spider 11-15
Giant Spider 16-18
Gargantuan Spider 19-20