Post by StoryTeller on Jan 22, 2006 6:49:19 GMT
Demon Slime (Necromancy) o
Range: 20 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.
This spell creates a glob of slime in the hands of the caster. He can then hurl the glob at any one creature he chooses. If the glob succesfully
hits, the creature must save vs spells or be dissolved into a pile of slime. No ressurection is possible. The material component of this spell
is a piece of green slime that is dead.
Diona's Boneshatter (Necromancy) o
Range: 60 yards
Components: V,S
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Saving Throw: Neg.
When this spell is cast, a black beam of negative energy bursts forth from the caster's hand, striking a victim of his choosing within range of the spell. A creature struck by this beam must make a successful saving throw versus Death Magic or have every bone in his body explosively shattered, killing him instantly and causing anyone within 5 feet of the victim to take 1d4+2 points of damage from the bloody shrapnel.
Disincorporate (Alteration, Necromancy) o
Reversible
Range: Touch or Caster
Components: V, S, M
Duration: Instant or 1 Turn/Level, see below
Casting Time: 4
Area of Effect: One Creature
Saving Throw: Special
This powerful necromantic spell has several applications. The first of its uses is to turn a creature into a ghost. This combative use rips the touched creature's soul from its body so quickly that before death can claim the creature it has entered a life of undeath. A successful saving throw vs. death magic will allow the creature to escape an eternity of undeath, but still it will suffer 1d4 points of damage per level of the caster of Disincorporate. These points of damage cannot be healed magically and will only heal one point per full day of rest since they represent actual damage to the victim's soul. Should the creature fail its saving throw vs. death magic it immediately becomes a ghost, its former body falling lifelessly to the floor. Having become a ghost, it must make a system shock check using the roll required by its former living state, failure of which indicates that the caster of the Disincorporate spell has bound the spirit to his will, forcing the spirit to perform a task before it is free from its master. A successful system shock roll permits the ghost to leave harmlessly, the caster having no control over its actions. In no circumstance can a ghost created by this spell harm the mage who made it so.
The second use of this spell allows the caster to remove his or a willing subject's spirit from their body temporarily. In this state the target appears as he did in life and is aware of his surroundings. The subject of the spell is also aware of the location of its natural body, even if it is not within sight. While the subject is in its ghostly condition it may fly at twice its normal movement rate (class B), walk through any non-magical barrier, and for most purposes have all the properties of a ghost. Should the ghostly subject choose to attack, it has all the combat abilities of a normal ghost (see monstrous compendium) except for the Magic Jar attack.
While in the ghostly form created by the second version of this spell, all attacks against the subject's body automatically do full damage, and successful attacks striking the ghostly form inflict normal damage to the corporeal body of the subject as well. Should the subject die while in his ghostly state he must immediately make a successful system shock roll. Failure indicates instant death while success indicates that the subject is now trapped in his ghostly form. The ghost may be turned as an undead creature of a number of hit dice equal to the caster of the Disincorporate spell. Should the turning succeed, the spirit is forced back into its body and the subject suffers 1d4 points of damage per level of the cleric which turned him. Likewise, the subject must return to his body by the end of this spell or suffer 5d4 points of damage. Damage suffered due to being turned or due to not returning to one's body in time is actual damage to the creatures soul which can not be healed magically and can only be regained at a rate of one hit point per day of bed rest.
The reverse of this spell, Reincorporate, takes the spirit of a ghost and places it within the nearest, uninhabited body. The new "being" has all of the skills and knowledge it did in its former life, including experience levels and hit dice. The new "being" starts with one hit point and gains one hit point per day of full rest (magical healing has no effect) until he has recovered to having as many hit points as he did in his prior life. Creatures brought back to life in this manner permanently lose two points of constitution.
The material componant of this spell is a small jar in which some of the essence of a ghost has been contained or a bottle upon which Enchant an Item, Wraithform, and Magic Jar have been cast.
Eternal Orb
(Enchantment, Evocation, Necromancy) ó
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 week
Area of Effect: One orb
Saving Throw: None
This spell gives a gem the ablitity to preserve the soul of a creature when it dies (old age has no effect) the creatures soul is released into the body of who ever touches the orb. the creature that touches the orb loses its soul to that of the one who died. This spell is prized by all who owns it.
Evermore's Life Flash
(Necromancy, Illusion/Phantasm) ƒ
Range: 50 feet
Components: S
Duration: 3 rounds
Casting Time: 1
Area of Effect: One person
Saving throw: Negates
This spell makes the target's life flash before his eyes, disabling him in combat for 3 rounds.
The two versions of this spell are different in the way they achieve this feat :
In the illusionist version, the life flash is a mix of illusion and phantasm, since it surrounds the victim, changing very quickly, covering the real events happening in the present, but it’s visible only to target.
In the necromancer version, the victim has a black out (this version acts on the body, on the brain of the victim, and cut out his senses) and then see all his life, as a movie.
Evermore's Ultimate Spell
(Necromancy, Evocation, Charm) o
Range: 100 feet
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: One person
Saving Throw: ½
The target is covered with a many – layered mass of stong sticky strands of bluish white eerie goo (this work like a Web , which only covers the target). The substance has a strange smell, which makes the target think about rotting corpses and quickly overcome him with fear, paralyzing him. Then the target’s soul is hit by the spell and begins to be twisted and squeezed (takes 5d6 points of damage; if killed, his life force seems to be destroyed by the spell), or, at least, this is what the victim feels. Then the goo begins to absorb victim life force ( draining 6d6 Hp) and leaving him weaker and pale like a corpse ( even 3 points of Strenght, Constitution and Comeliness were drained; but they come back after 1 round/level of the caster).
If victim saves, he takes ½ damage and he’s not covered by goo (which misses him and vanishes after touching the ground).
Final Purity (Necromancy, Alteration) ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One half-elf
Saving Throw: Negates
This is the ultimate spell for the purist. It will totally transmute the target into either a full blooded human or a full blooded elf. A system shock roll is required or the target dies.
The component needed is the freshly slain corpse of an elf or human, whichever the half-elf wishes to purge himself of.
Ghastly Gain (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 Turn
Area of Effect: 1 Creature
Saving Throw: Special
The greatest problem of making magic items is the loss of 1 Constitution point whenever a Permanency spell is used. The Shadowlord decided to
avoid this loss by making someone else pay the price. This spell requires 1 creature of the caster's race and gender, and a blood red ruby worth no
less than 1000 gp.
The victim must be restrained and unconscious for the spell to work properly. Therefore, the caster usually ties the victim down and puts her to
sleep, drugs him, or something that achieve the goal. If the victim is awake during the casting he recieves a saving throw vs. Death Magic to avoid the effects of the spell. If the victim manages to get lose, the spell is wasted.
Once successfully cast, 1 Constitution point is drained permanently from the victim, and temporarily stored in the ruby. The point is stored for 1 day for every two levels of the caster, which is why this spell is usually cast just before the permanency spell is needed. The caster then prceeds
normally with the casting of the Permanency spell, and the stolen Con point is used.
Casting this spell more than once in every year entails a 2% chance of the spell backfiring and draing a point from the caster instead of the vicitm. If cast more than twice in one year, the cance rises by 1% for each subsequent casting. Undead spellcasters are immune to this backfire, and
to the spell itself.
Greater Contract
(Enchantment/Charm, Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Special
Casting time: Special
Area of Effect: Special
Saving Throw: None
This spell is like the lower level spell Contract, except that it enchants a piece of paper that has one charge on it, when a contract is written upon it all parties who sign are affected by the lower level Contract spell. There is no time limit from the time of enchantment is placed, till it is used as a contract. If used for any other writing then a contract, the spell is lost.
The material component for the spell is the paper, which must come from a tree known for its ability to resist breakage. (Avendesora, ironwood, teak, ebony, or other such hardwoods).
Hannible's Black Blight (Necromancy) o
Range: 10 feet per level of caster
Casting Time: 8
Duration: Permanent
Components: V, S, M
Area of Effect: One creature
Saving Throw: Special
Disease has always been in the dominion of Necromancy and as such a lot of spells utilizing disease have been created. This spell uses a horrible chain reaction effect that can leave its targets reeling or dead. This entails destruction of the original victim, and harming those that attempt to help them recover.
When casted the necromancer must throw the dessicated finger of a plague victim at the target and speak the words of the spell loudly. The
victim must then roll a save vs. Death Magic or be inflicted with a wasting disease that creates horrible boils and cysts on the subjects body. Now if curative magic is attempted on the subject, one of the cysts on the victim will burst, spraying all within 10 feet of the diseased individual with a
special acidic substance that causes 2d8 points of damage per round until washed off. There is also a 25% chance that the magical disease is
spread those who come into contact with the harmful bodily fluid. A cyst will burst when any spell is casted on the individual that involves touching, as well as any magical item that requires touching to work. The victim of the spell will expire within 1d6 days after contracting the disease and can only be cured with a Dispel Magic from a wizard or priest of higher level than the original caster, or a Wish spell.
The material component for this spell is the finger of a plague victim which must be thrown at the intended target at the time of casting. The finger is
consumed in the casting.
Heartwrench (Necromancy) o
Range: 100 yards
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
This spell causes the victim's heart to be torn from his body by unseen forces (and this means instantaneous death, if you haven’t fancied).It causes holes to open in armor and ignores magical wards under 5th level.Creatures under 6th level (or Hd) recieve no saving throw, those 6th level (or Hd) and up are allowed a saving throw versus death magic to avoid the effects. A succesful save still results in 3d8 damage and the victim is stunned for one round.
Improved Animate Dead (Necromancy) ƒ
Level: 8
Range: 10 yards
Components: V,S,M
Casting Time: 1 turn
Duration: Istantaneous
Area of Effect: Special
Saving Throw: None
As normal Animate Dead, but all creatures receive full Hd (8 Hp per die). Material components for this spell are a drop of blood, a pinch of bone powder or a bone shard and a large pot with over 100 litres of black dragon blood. If the following castings are made within a week or if the blood is well cooled, the dragon blood can be reused.
Kharasir's Beneficial Aging
(Alteration, Necromancy) ó
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 year
Area of Effect: Caster
Saving Throw: None
With this spell the caster is able to slow down the effects of aging so that he only ages one year per 10 years that passes. This enables the caster to prevent aging to a certain degree. The spell is not completely without risks. The caster must spend one full year in suspended animation. The he must make a successful System Shock in order for the spell to work. If the caster doesn't make the check he remains suspended and cannot be called back unless someone uses a full Wish. If the caster makes the check he will be released from his suspension and will be able to function normally after a week of rest. The material components of this spell are a teardrop of a mermaid, and the light of a diamond. Both materials are consumed when the spell is cast.
Kelennor's Flesh To Ash
(Alteration, Necromancy) o
Range: 10 yards per level
Components: V, S, M
Duration: 1 turn
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
This spell slowly incinerates a victim from the feet up turning him into a pile of ash (imagine a cigarette). Once successfully started, the spell cannot be stopped short of the use of a Wish. A bright red-orange ember slowly works its way up from the feet to the head converting all flesh into ash. It is a very slow and excruciatingly painful process. The victim is kept alive until the ember reaches the level of the brain (to extend the torture to its maximum). Any fire-resistance or successful saving throw versus death magic will prevent the conversion to ash, but the ember still progresses its way up as normal, inflicting 2d12 damage, and renders the victim immobile for 1 turn due to the
intense pain. To date, there has been found no reverse spell to counter the effects of a conversion to ash. Spell components include one black smoky quartz, worth 75 gp or more (used up in the spell) and a strand of webbing from a gargantuan spider soaked in its venom (not used up).
This spell was created by a drow vampire (W19/F9) named Kelennor.
Ironically, legend claims the first victim of this spell was the vampire that changed Kelennor into his undead state.
Life Leech (Necromancy) o
Reversible
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Negates
This spell allows the wizard to steal 2d6 years from a victim and add them to his own life. The victim must be human and of a level equal to or greater than that of the wizard. If the victim is of lower level, the number of years transferred is multiplied by the victim's level and divided by the necromancer's. Since the victim must be in the centre of a pentagram at the completion of the casting, it is useful to have him held or immobilised in some way. The reverse spell, Give Life, works in the same fashion, except that the wizard ages 2d6 years while the recipient becomes younger, and the recipient must be willing. In either case, the material components are a black candle, a white candle, a drop of blood from both parties, and a specially prepared glass screen.
Mantra of Life Transfer
(Alteration/Necromancy) ó
Range: Touch
Components: V,S
Duration: 1 hour/level transferred
Casting Time: Special
Area of Effect: One creature
Saving Throw: None
This powerful spell allows the caster to temporarily transfer life levels (or hit dice in the
case of monsters) to another creature. One life level may be transferred per 5 levels of the
caster. This spell may only be invoked once. The spell may be invoked again when the caster
receives his life levels back or when the spell's duration expires. Once the spell has been cast,
the caster and the recipient must make a successful system shock roll or be rendered
unconscious for 1-6 turns; in addition, if either the caster or the recipient fail this roll, the
caster's levels are lost permanently (see Energy Drain). Furthermore, if the recipient fails a
saving throw vs. death magic, he is forever slain. Resurrection or the like are impossible! If the
recipient makes the saving throw, he still temporarily enjoys the caster's transferred life levels.
In any event, if all die rolls are successful, the caster will regain his life levels at the end of the
spells duration. A special link is formed between the caster and the recipient, so the recipient
does not have to touch the caster in order to give him back his transferred life levels. Also, the
recipient may be virtually anyway (even slain), and the transferred life levels will return to the
caster. At any time the caster can end the spell before expiration by silent act of will alone. In
this case, the transfer back will take 1 hour/level transferred.
Meld Death (Alteration, Necromancy) o
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell allows the caster to borrow all the natural abilities of an undead creature sampled by the components. This is why you'd see
necromancers packing skeletal shards all the time. Vampire hands and mummy hands are the most popular. The caster does not suffer from undead
limitations. Attempting to make this spell permanent only works 30% of the time, the other 70% of the time, it will transform the caster into
said undead (so be smart and use a lich hand if you're feeling lucky).
The material component of this spell is an undead's hand.
Merkit's Negative Dimensional Convergence (Necromancy, Evocation) o
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Special
This powerful and evil spell opens a vortex to the Negative Energy Plane directly inside the target. The effect is devastating: the target must roll a saving throw versus death or die; even if he succeeds, he suffers 8d4 damage. If he dies, roll 1d10:
1: nothing happens.
2-3: the target's body is destroyed forever.
4-7: as above, plus the target becomes a wraith controlled by the wizard.
8-9: as above, and the target becomes a spectre controlled by the wizard.
10: as above, and the target becomes a ghost. He must immediately roll Intelligence; if he fails, he is controlled by the wizard, otherwise he is free.
The material component is a black crystal enchanted with negative plane resistance.
Morgwar's Undead Strength
(Alteration, Necromancy) ƒ
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour per Strength point
Area of Effect: One undead
Saving Throw: None
This spell increases the physical powers of an undead. This spell can grant an undead creature physical strengths up to a maximum of the level
of the caster with a maximum of 25. Each point of Strength increase costs the wizard one Strength point and one Constitution point each -
permanently. Once the maximum of Strength for his level is reached, the wizard can try to boost the fighting level of the undead by one for every five Strength and Constitution points he donates. This can be boosted to the level of a fighter of the wizard's level. The undead gain all bonuses of a fighter of that level, including multiple attacks,
weapon proficiency slots, etc. They can even specialise (even with their claws or in punching, wrestling, even martial arts).
The material components are a potion of giant strength (of any kind) and a potion of undead control of the type of undead to be boosted per point of increase.
Move Life Core (Necromancy) ó
Range: 0
Components: V,S,M
Duration: Permanent
Casting time: 5 days
Area of effect: caster
Saving Throw: none
When Move Life Core is cast, the caster displaces his life force, moving it out of his own body and onto another object smaller than him. This displacement of life force renders the caster immune to level drains (his lifeforce is just too distant.) In addition, with a moved core, the caster is not so vulnerable to physical damage, taking only ¾ damage from all attacks. However there is a down side, leaving your life on another plane results in death, the caster is aware of this situation however, and can restore his core at will, though he'll need to cast the spell again for another effect.
Range: 20 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.
This spell creates a glob of slime in the hands of the caster. He can then hurl the glob at any one creature he chooses. If the glob succesfully
hits, the creature must save vs spells or be dissolved into a pile of slime. No ressurection is possible. The material component of this spell
is a piece of green slime that is dead.
Diona's Boneshatter (Necromancy) o
Range: 60 yards
Components: V,S
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Saving Throw: Neg.
When this spell is cast, a black beam of negative energy bursts forth from the caster's hand, striking a victim of his choosing within range of the spell. A creature struck by this beam must make a successful saving throw versus Death Magic or have every bone in his body explosively shattered, killing him instantly and causing anyone within 5 feet of the victim to take 1d4+2 points of damage from the bloody shrapnel.
Disincorporate (Alteration, Necromancy) o
Reversible
Range: Touch or Caster
Components: V, S, M
Duration: Instant or 1 Turn/Level, see below
Casting Time: 4
Area of Effect: One Creature
Saving Throw: Special
This powerful necromantic spell has several applications. The first of its uses is to turn a creature into a ghost. This combative use rips the touched creature's soul from its body so quickly that before death can claim the creature it has entered a life of undeath. A successful saving throw vs. death magic will allow the creature to escape an eternity of undeath, but still it will suffer 1d4 points of damage per level of the caster of Disincorporate. These points of damage cannot be healed magically and will only heal one point per full day of rest since they represent actual damage to the victim's soul. Should the creature fail its saving throw vs. death magic it immediately becomes a ghost, its former body falling lifelessly to the floor. Having become a ghost, it must make a system shock check using the roll required by its former living state, failure of which indicates that the caster of the Disincorporate spell has bound the spirit to his will, forcing the spirit to perform a task before it is free from its master. A successful system shock roll permits the ghost to leave harmlessly, the caster having no control over its actions. In no circumstance can a ghost created by this spell harm the mage who made it so.
The second use of this spell allows the caster to remove his or a willing subject's spirit from their body temporarily. In this state the target appears as he did in life and is aware of his surroundings. The subject of the spell is also aware of the location of its natural body, even if it is not within sight. While the subject is in its ghostly condition it may fly at twice its normal movement rate (class B), walk through any non-magical barrier, and for most purposes have all the properties of a ghost. Should the ghostly subject choose to attack, it has all the combat abilities of a normal ghost (see monstrous compendium) except for the Magic Jar attack.
While in the ghostly form created by the second version of this spell, all attacks against the subject's body automatically do full damage, and successful attacks striking the ghostly form inflict normal damage to the corporeal body of the subject as well. Should the subject die while in his ghostly state he must immediately make a successful system shock roll. Failure indicates instant death while success indicates that the subject is now trapped in his ghostly form. The ghost may be turned as an undead creature of a number of hit dice equal to the caster of the Disincorporate spell. Should the turning succeed, the spirit is forced back into its body and the subject suffers 1d4 points of damage per level of the cleric which turned him. Likewise, the subject must return to his body by the end of this spell or suffer 5d4 points of damage. Damage suffered due to being turned or due to not returning to one's body in time is actual damage to the creatures soul which can not be healed magically and can only be regained at a rate of one hit point per day of bed rest.
The reverse of this spell, Reincorporate, takes the spirit of a ghost and places it within the nearest, uninhabited body. The new "being" has all of the skills and knowledge it did in its former life, including experience levels and hit dice. The new "being" starts with one hit point and gains one hit point per day of full rest (magical healing has no effect) until he has recovered to having as many hit points as he did in his prior life. Creatures brought back to life in this manner permanently lose two points of constitution.
The material componant of this spell is a small jar in which some of the essence of a ghost has been contained or a bottle upon which Enchant an Item, Wraithform, and Magic Jar have been cast.
Eternal Orb
(Enchantment, Evocation, Necromancy) ó
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 week
Area of Effect: One orb
Saving Throw: None
This spell gives a gem the ablitity to preserve the soul of a creature when it dies (old age has no effect) the creatures soul is released into the body of who ever touches the orb. the creature that touches the orb loses its soul to that of the one who died. This spell is prized by all who owns it.
Evermore's Life Flash
(Necromancy, Illusion/Phantasm) ƒ
Range: 50 feet
Components: S
Duration: 3 rounds
Casting Time: 1
Area of Effect: One person
Saving throw: Negates
This spell makes the target's life flash before his eyes, disabling him in combat for 3 rounds.
The two versions of this spell are different in the way they achieve this feat :
In the illusionist version, the life flash is a mix of illusion and phantasm, since it surrounds the victim, changing very quickly, covering the real events happening in the present, but it’s visible only to target.
In the necromancer version, the victim has a black out (this version acts on the body, on the brain of the victim, and cut out his senses) and then see all his life, as a movie.
Evermore's Ultimate Spell
(Necromancy, Evocation, Charm) o
Range: 100 feet
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: One person
Saving Throw: ½
The target is covered with a many – layered mass of stong sticky strands of bluish white eerie goo (this work like a Web , which only covers the target). The substance has a strange smell, which makes the target think about rotting corpses and quickly overcome him with fear, paralyzing him. Then the target’s soul is hit by the spell and begins to be twisted and squeezed (takes 5d6 points of damage; if killed, his life force seems to be destroyed by the spell), or, at least, this is what the victim feels. Then the goo begins to absorb victim life force ( draining 6d6 Hp) and leaving him weaker and pale like a corpse ( even 3 points of Strenght, Constitution and Comeliness were drained; but they come back after 1 round/level of the caster).
If victim saves, he takes ½ damage and he’s not covered by goo (which misses him and vanishes after touching the ground).
Final Purity (Necromancy, Alteration) ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One half-elf
Saving Throw: Negates
This is the ultimate spell for the purist. It will totally transmute the target into either a full blooded human or a full blooded elf. A system shock roll is required or the target dies.
The component needed is the freshly slain corpse of an elf or human, whichever the half-elf wishes to purge himself of.
Ghastly Gain (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 Turn
Area of Effect: 1 Creature
Saving Throw: Special
The greatest problem of making magic items is the loss of 1 Constitution point whenever a Permanency spell is used. The Shadowlord decided to
avoid this loss by making someone else pay the price. This spell requires 1 creature of the caster's race and gender, and a blood red ruby worth no
less than 1000 gp.
The victim must be restrained and unconscious for the spell to work properly. Therefore, the caster usually ties the victim down and puts her to
sleep, drugs him, or something that achieve the goal. If the victim is awake during the casting he recieves a saving throw vs. Death Magic to avoid the effects of the spell. If the victim manages to get lose, the spell is wasted.
Once successfully cast, 1 Constitution point is drained permanently from the victim, and temporarily stored in the ruby. The point is stored for 1 day for every two levels of the caster, which is why this spell is usually cast just before the permanency spell is needed. The caster then prceeds
normally with the casting of the Permanency spell, and the stolen Con point is used.
Casting this spell more than once in every year entails a 2% chance of the spell backfiring and draing a point from the caster instead of the vicitm. If cast more than twice in one year, the cance rises by 1% for each subsequent casting. Undead spellcasters are immune to this backfire, and
to the spell itself.
Greater Contract
(Enchantment/Charm, Necromancy) ƒ
Range: 0
Components: V, S, M
Duration: Special
Casting time: Special
Area of Effect: Special
Saving Throw: None
This spell is like the lower level spell Contract, except that it enchants a piece of paper that has one charge on it, when a contract is written upon it all parties who sign are affected by the lower level Contract spell. There is no time limit from the time of enchantment is placed, till it is used as a contract. If used for any other writing then a contract, the spell is lost.
The material component for the spell is the paper, which must come from a tree known for its ability to resist breakage. (Avendesora, ironwood, teak, ebony, or other such hardwoods).
Hannible's Black Blight (Necromancy) o
Range: 10 feet per level of caster
Casting Time: 8
Duration: Permanent
Components: V, S, M
Area of Effect: One creature
Saving Throw: Special
Disease has always been in the dominion of Necromancy and as such a lot of spells utilizing disease have been created. This spell uses a horrible chain reaction effect that can leave its targets reeling or dead. This entails destruction of the original victim, and harming those that attempt to help them recover.
When casted the necromancer must throw the dessicated finger of a plague victim at the target and speak the words of the spell loudly. The
victim must then roll a save vs. Death Magic or be inflicted with a wasting disease that creates horrible boils and cysts on the subjects body. Now if curative magic is attempted on the subject, one of the cysts on the victim will burst, spraying all within 10 feet of the diseased individual with a
special acidic substance that causes 2d8 points of damage per round until washed off. There is also a 25% chance that the magical disease is
spread those who come into contact with the harmful bodily fluid. A cyst will burst when any spell is casted on the individual that involves touching, as well as any magical item that requires touching to work. The victim of the spell will expire within 1d6 days after contracting the disease and can only be cured with a Dispel Magic from a wizard or priest of higher level than the original caster, or a Wish spell.
The material component for this spell is the finger of a plague victim which must be thrown at the intended target at the time of casting. The finger is
consumed in the casting.
Heartwrench (Necromancy) o
Range: 100 yards
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
This spell causes the victim's heart to be torn from his body by unseen forces (and this means instantaneous death, if you haven’t fancied).It causes holes to open in armor and ignores magical wards under 5th level.Creatures under 6th level (or Hd) recieve no saving throw, those 6th level (or Hd) and up are allowed a saving throw versus death magic to avoid the effects. A succesful save still results in 3d8 damage and the victim is stunned for one round.
Improved Animate Dead (Necromancy) ƒ
Level: 8
Range: 10 yards
Components: V,S,M
Casting Time: 1 turn
Duration: Istantaneous
Area of Effect: Special
Saving Throw: None
As normal Animate Dead, but all creatures receive full Hd (8 Hp per die). Material components for this spell are a drop of blood, a pinch of bone powder or a bone shard and a large pot with over 100 litres of black dragon blood. If the following castings are made within a week or if the blood is well cooled, the dragon blood can be reused.
Kharasir's Beneficial Aging
(Alteration, Necromancy) ó
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 year
Area of Effect: Caster
Saving Throw: None
With this spell the caster is able to slow down the effects of aging so that he only ages one year per 10 years that passes. This enables the caster to prevent aging to a certain degree. The spell is not completely without risks. The caster must spend one full year in suspended animation. The he must make a successful System Shock in order for the spell to work. If the caster doesn't make the check he remains suspended and cannot be called back unless someone uses a full Wish. If the caster makes the check he will be released from his suspension and will be able to function normally after a week of rest. The material components of this spell are a teardrop of a mermaid, and the light of a diamond. Both materials are consumed when the spell is cast.
Kelennor's Flesh To Ash
(Alteration, Necromancy) o
Range: 10 yards per level
Components: V, S, M
Duration: 1 turn
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
This spell slowly incinerates a victim from the feet up turning him into a pile of ash (imagine a cigarette). Once successfully started, the spell cannot be stopped short of the use of a Wish. A bright red-orange ember slowly works its way up from the feet to the head converting all flesh into ash. It is a very slow and excruciatingly painful process. The victim is kept alive until the ember reaches the level of the brain (to extend the torture to its maximum). Any fire-resistance or successful saving throw versus death magic will prevent the conversion to ash, but the ember still progresses its way up as normal, inflicting 2d12 damage, and renders the victim immobile for 1 turn due to the
intense pain. To date, there has been found no reverse spell to counter the effects of a conversion to ash. Spell components include one black smoky quartz, worth 75 gp or more (used up in the spell) and a strand of webbing from a gargantuan spider soaked in its venom (not used up).
This spell was created by a drow vampire (W19/F9) named Kelennor.
Ironically, legend claims the first victim of this spell was the vampire that changed Kelennor into his undead state.
Life Leech (Necromancy) o
Reversible
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Negates
This spell allows the wizard to steal 2d6 years from a victim and add them to his own life. The victim must be human and of a level equal to or greater than that of the wizard. If the victim is of lower level, the number of years transferred is multiplied by the victim's level and divided by the necromancer's. Since the victim must be in the centre of a pentagram at the completion of the casting, it is useful to have him held or immobilised in some way. The reverse spell, Give Life, works in the same fashion, except that the wizard ages 2d6 years while the recipient becomes younger, and the recipient must be willing. In either case, the material components are a black candle, a white candle, a drop of blood from both parties, and a specially prepared glass screen.
Mantra of Life Transfer
(Alteration/Necromancy) ó
Range: Touch
Components: V,S
Duration: 1 hour/level transferred
Casting Time: Special
Area of Effect: One creature
Saving Throw: None
This powerful spell allows the caster to temporarily transfer life levels (or hit dice in the
case of monsters) to another creature. One life level may be transferred per 5 levels of the
caster. This spell may only be invoked once. The spell may be invoked again when the caster
receives his life levels back or when the spell's duration expires. Once the spell has been cast,
the caster and the recipient must make a successful system shock roll or be rendered
unconscious for 1-6 turns; in addition, if either the caster or the recipient fail this roll, the
caster's levels are lost permanently (see Energy Drain). Furthermore, if the recipient fails a
saving throw vs. death magic, he is forever slain. Resurrection or the like are impossible! If the
recipient makes the saving throw, he still temporarily enjoys the caster's transferred life levels.
In any event, if all die rolls are successful, the caster will regain his life levels at the end of the
spells duration. A special link is formed between the caster and the recipient, so the recipient
does not have to touch the caster in order to give him back his transferred life levels. Also, the
recipient may be virtually anyway (even slain), and the transferred life levels will return to the
caster. At any time the caster can end the spell before expiration by silent act of will alone. In
this case, the transfer back will take 1 hour/level transferred.
Meld Death (Alteration, Necromancy) o
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell allows the caster to borrow all the natural abilities of an undead creature sampled by the components. This is why you'd see
necromancers packing skeletal shards all the time. Vampire hands and mummy hands are the most popular. The caster does not suffer from undead
limitations. Attempting to make this spell permanent only works 30% of the time, the other 70% of the time, it will transform the caster into
said undead (so be smart and use a lich hand if you're feeling lucky).
The material component of this spell is an undead's hand.
Merkit's Negative Dimensional Convergence (Necromancy, Evocation) o
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Special
This powerful and evil spell opens a vortex to the Negative Energy Plane directly inside the target. The effect is devastating: the target must roll a saving throw versus death or die; even if he succeeds, he suffers 8d4 damage. If he dies, roll 1d10:
1: nothing happens.
2-3: the target's body is destroyed forever.
4-7: as above, plus the target becomes a wraith controlled by the wizard.
8-9: as above, and the target becomes a spectre controlled by the wizard.
10: as above, and the target becomes a ghost. He must immediately roll Intelligence; if he fails, he is controlled by the wizard, otherwise he is free.
The material component is a black crystal enchanted with negative plane resistance.
Morgwar's Undead Strength
(Alteration, Necromancy) ƒ
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour per Strength point
Area of Effect: One undead
Saving Throw: None
This spell increases the physical powers of an undead. This spell can grant an undead creature physical strengths up to a maximum of the level
of the caster with a maximum of 25. Each point of Strength increase costs the wizard one Strength point and one Constitution point each -
permanently. Once the maximum of Strength for his level is reached, the wizard can try to boost the fighting level of the undead by one for every five Strength and Constitution points he donates. This can be boosted to the level of a fighter of the wizard's level. The undead gain all bonuses of a fighter of that level, including multiple attacks,
weapon proficiency slots, etc. They can even specialise (even with their claws or in punching, wrestling, even martial arts).
The material components are a potion of giant strength (of any kind) and a potion of undead control of the type of undead to be boosted per point of increase.
Move Life Core (Necromancy) ó
Range: 0
Components: V,S,M
Duration: Permanent
Casting time: 5 days
Area of effect: caster
Saving Throw: none
When Move Life Core is cast, the caster displaces his life force, moving it out of his own body and onto another object smaller than him. This displacement of life force renders the caster immune to level drains (his lifeforce is just too distant.) In addition, with a moved core, the caster is not so vulnerable to physical damage, taking only ¾ damage from all attacks. However there is a down side, leaving your life on another plane results in death, the caster is aware of this situation however, and can restore his core at will, though he'll need to cast the spell again for another effect.