Post by StoryTeller on Jan 22, 2006 6:32:08 GMT
Spectre (Necromancy) ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One body
Saving Throw: None
This spell animates a single body as a spectre, under caster’s control.
The material component are six topazs ( at least 500 gp each), which must be put in corpse’s mouth.
Sphere of Violent Death (Necromancy) o
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5 rounds
Area of Effect: 20 feet + 2 feet/level sphere
Saving Throw: Negates
This spell allows the caster to bend their magic in such a way that causes a magical sphere to form around the caster quickly and it disbursts quickly as well. Every being within the sphere that has 8 hit dice or less rolls a saving throw vs. spell or suffers the effects of this magic. The effects will rip apart the internal structure of any being (with less then 10 hit dice) and make them explode violently. This is an instant Death spell! Anyone within a 6' radius of a being who is effected and explodes take 2d4 points of damage from bones and other body parts hitting them.
The material component of this spell is a black gem worth more then 100,000 gp.
Spiritual Flame (Necromancy, Summoning) o
Range : 100 feet
Components : V, S
Duration : 1 round/level
Casting Time : 9
Area of Effect : One creature
Saving Throw : ½
The caster summons a spirit who shoots a scorching flame. The flame does 2d4 damage every round.
Stanza's Kiss of Immortal Despair (Alteration, Necromancy) o
Range: 0
Components: S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell inflicts the victim with the sexual disease or sexual insanity of the caster's choice, until cured by a Cure Disease performed by a priest of a good aligned god and of higher level than the wizard
who inflicted the disease. While the victim suffers from the disease, the spell prevents him from being killed by it, or in fact by anything, be it a sword, a fire, another disease, or a blow to the head. Should the victim drop below 0 hit points, he will become immobile but remain conscious.
He will be incapable of performing any actions until he is healed above 0 hit points. Dropping below -10 hit points will not kill him. He regains no hit points from resting if he is below 0, his body is too battered to heal itself and only magical or herbal healing will help him. The material component of this spell is a corpse that has rotted
for at least a week.
Summon Death
(Necromancy, Conjuration/Summoning) o
Range : 0
Components : V, S
Duration : Instantaneous
Casting Time : 1 turn
Area of Effect : 10 feet – radius
Saving Throw : Special
This spell summons Death itself temporarily. It may not be cast by anyone below 25th Level. Anyone within 10 feet of death and below 10th Level/Hit Dice die immediately. Above 10th Level, A saving throw is allowed, but even if successful it will take off half of the creature's total Hp (round up.) The caster is unaffected.
Each time Death is summoned, there is a 10% (non-cumulative) chance that the caster will also be affected. This spell cannot be duplicated by a Wish spell, nor can it be stored in magical items or artifacts.
Tengu (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Permanent
Casting time: 1 day
Area of Effect: The corpse
Saving Throw: None
This spell can create one of the most powerful undead. In order to create a Tengu, the caster must kill someone and cast the first incantation(there is two incantation). Then, he must inflict the most powerful pain to the corpse(like peircing it with 100 dagger) and cast the second incantation that will call the demon.In order to control the Tengu, the caster must inflict constant pain to the corpse.
The dm should decide of the stats of the Tengu, but he must know that the Tengu is very powerful and immune to pain.
The material component is one corpse and a
10000 gp worth black pearl.
The Plague (Necromancy) o
Range: 30 feet
Components: V, S, M
Duration: Special
Casting time: 3 turns
Area of effect: Special
Saving throw: None
This spell causes 1d6 target creatures to
automactically contract the Nik Plague. Any creature that passes within 30' feet has a 30% chance of contracting the disease. Any creature touching an affected creature has a 90% chance of contracting the Plague per round. This may
cause problems curing the creature, as the curer to be would have to pass close to the creature. It causes the sufferer to lose 1 hit point from the max allowed until death, and this loss may only be cured by a Wish or 3 consecutive Heal. The disease itself can be cured by a Limited Wish, Cure Disease, Dispel Magic (only on one of the original
targets) or Wish. The caster is immune to his own plague, but may suffer from any other plague generated by this spell. A palidin IS immune to this spell, and is very useful in stopping it.
Touch of Death (Necromancy) o
Range: Touch
Components: V,S,M
Duration: Permanent
Casting time: 4 turns
Area of Effect: special
Saving Throw: None
By casting this spell any creature that is at the same level or lower who touches the caster dies. After 1d4 creatures/every 3 levels (up to 9d4)
touch him the spell wears off. The spell can be turned off when ever the caster desires, and back on again. The creatures that are touched by the
wizard may be resurrected or raised, but if the creature touched the caster for threatening reasons than their is no chance of being raised or
resurrected.
The material components are a dead firefly and a dead scorpion.
Trade Life (Necromancy) o
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One weapon
Saving Throw: Negates
This spell can be used to enchant a weapon. This weapon must be used within one day after the casting. The caster must kill a victim with not
more than one blow from this blade, where upon the enchantment of the spell on the blade will suck the life into the blade. The weapon may then be plunged into the breast of a dead creature to restore life to that one. A maximum of 5 levels or Hit Dice will be transferred from the victim to the beneficiary. The victim's dead body then either rots away (when he still would have had one or more levels left), or explodes. The material component of this spell is a dagger of at least +3 enchantment.
Transmute Blood To Dust
(Alteration, Necromancy) o
Reversible
Range : Touch
Components : V, S, M
Duration : Instantaneous
Casting Time : 6
Area of Effect : Creature touched
Saving Throw : Special
When this spell is cast and a successful attack roll is made (using the wizards unadjusted Thac0), the victim's blood is immediately turned into a powder as all moisture is drained from it. This transformation results in the death of the victim by dehydration in one round unless rehydrated by the spell's reverse or a heal or equivalent spell is cast (anything less than a heal will not suffice). If the victim dies, he can be raised in the usual manner, however, he must be rehydrated first.
The spell is effective on victims of 10 Hd or less (no save). Creatures with 11-20 Hd recieve a saving throw vs. death magic to avoid the effect. Even if the saving throw is made, the victim still takes 3 - 30 hp (3d10) of dehydration damage, have their movement rate reduced by half, attack rolls suffer a -2 penalty and they lose all dexterity bonuses to AC due to the pain inflicted. Ceatures with >21HD will not die but will suffer the 3d10 hp of damage unless a sucessful saving throw is made.
The material component for this version is a drop of blood.
The reverse of this spell, Transmute Dust To Blood, can be used in the same way as other spells of its type (eg: transmute dust to water).
The material component for this version is a pinch of dust.
Note that this spell does not affect creatures that do not have blood like gelatenous cubes, elementals, slimes and oozes etc.
Tulsa's Dark Bargain (Necromancy) o
Range: 0
Components: V, S, M
Duration: Until triggered
Casting Time: One day
Area of Effect: The caster
Saving Throw: None
This spell is a complicated ritual, devised to provide a mage with protection from death. The spell requires an amulet of life protection, an elixir of life and a pint of troll's blood. The caster prepares the latter two into a special distillate, usually requiring the services of a skilled alchemist (1000 GP). He then intones the ceremony. At the end of casting, he imbibes the special potion, and the Grim Reaper appears in a puff of sulphurous smoke (or other death figure, depending on the DM's campaign). The caster then offers the figure a portion of his own life (1 level, as if drained by a wight). The base chance of success is 50%, modified as follows:
Per level above 18th: +5%
Caster is a necromancer: +15%
Caster previously raised/resurrected/reincarnated: -10 % per occurrence
Caster has already sold or pledged his soul to another being: automatic failure
If the spell fails, the caster loses the level. But nothing else occurs. If successful, the amulet is drained of its power, and the caster gains the full benefit of the spell. The next time the caster is slain, he is automatically resurrected and healed, both as per the priest spells of the same name. (Note, if the caster died in a pool of lava or of old age, then he would just die again anyway). The material components of the spell are an amulet of life protection, an elixir of health, and a pint of fresh troll's blood.
Note, if the mage casts this spell again while it is already in effect, the Reaper will most likely snuff out his life force then and there, with no hope of resurrection short of a wish or divine intervention.
Vampire Creation (Necromancy) ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 24 hours
Area of Effect: One body
Saving Throw: None
By use of this spell a necromancer can turn a freshly dead person into a fledgeling vampire, note the vampire is not under direct control of the caster. Due to the extreme amout of negative energy released by the casting of this spell there is a 5% chance that the caster will be utterly destroyed by the negative energy. The caster must begin the spell exactly at the first nightfall after the person's death and must continue unstopped until the next nightfall.
The material component for the spell is 1 pint of vampire blood which the person is embalmed with.
Voodoo Doll (Necromancy) ƒ
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 5 turns
Area of Effect: One creature
Saving Throw: None
When a wizard casts this spell he/she does something to a person who has gained the hatred of the caster. The victim must be fairly well known, and have done something to that the caster will never forgive him/her. The victim does not have to die, but soemthing nasty will happen. Poetic justice is often used (e.g. a broken heart gets a broken heart).
A doll and something from victim.
Wall of Screaming Souls (Necromancy) o
Range: 5 yards/level
Components: V
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Ring of 5 feet/level radius or a wall
of approximately equal area
Saving Throw: Special
A truly terrifying incantation, Wall of Screaming Souls can stop all but the most valiant of heroes. Upon completion of this spell the necromancer is surrounded by a ring (or a wall) of violet flames. Within this purple conflagration, writhing skeletal and spirit forms can be seen. These entities wail incessantly.
Anyone seeing the spirits must save vs. spell at -2 or be paralyzed by fear until the spell ends or are magically released. Upon being released, the victim must save again or once again become paralyzed (this save must be made every round). Anyone hearing the screams must save vs. spell (with no wisdom bonus) or go insane as per the spell Chaos. This is checked for only once.
The wall blocks all projectile attacks, and the wall has the casters save to negate all incoming magical and special attacks. The caster inside still has his normal saves and defenses. The caster can see through the wall in all directions through the eyes of the spirits, but he is effectively concealed from those outside.
Here's the most interesting part. Any living being attempting to pass through the wall must save vs. spell at -1 or be possessed by a soul from the wall. Such a being can only be cured be cured by resurrection spell. The body is now a ju-ju zombie under the control of the caster. Any living being that makes the save still suffers 1d4/level damage from the wall's evil energies.
Casting this spell is an evil act.
Whisper's Penultimate Death Strike (Necromancy) o
Range: Special
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
This special spell, is one that assaults the very core of its targets, both in mind and body. The spell causes all organs in the body to rupture, and the mind to be assaulted by psychic energies, making the mind essentially explode. Those affected will fall to the ground, their minds aflame, their bodies in wracking pain, as one organ after the other ruptures, and finally the mind overloads. The spell can affect all those in sight of the caster in some way or another. Be it through real, physical sight, through the aid of such devices such as a crystal ball, or a mental contact through ESP, psionics, or other magical or mental abilities. The caster needs be completely aware of where the targets are
exactly, and the targets have to be present on the same plane as the caster resides. The spell can affect as many levels or Hit Dice as twice
that of the caster. If the caster has other classes as well, these will count towards his level at half effectiveness, rounded down, and be taken into consideration when calculating the target levels (a F17/M19 will count as a 19+(17/2) = 27th-level character).
An affected character making its saving throw, will still be in wracking pain, and lose half of its hit points, and will be incapacitated (convulsing on the floor) for 26 rounds minus their Constitution,
divided by two and rounded down. Thus, a character with 17 Constitution will be frothing and twisting on the ground for 4 rounds.
An interesting side-effect can be seen by targets who are wizards or priests or creatures who have magical energies stored in some other way
(creatures with inherent magic abilities, breath weapons etc.). If they fail their saving throws, during the last seconds before their minds
explode, all these energies are released in a single burst. DMs should devise their own effects for this on an individual basis, but the effects should not be anything less than spectacular, extremely
destructive, and lethal to anything near the beings so dying.
Wizard's Suicide
(Necromancy, Conjuration/Summoning) o
Range: 0
Components: None (Will)
Duration: Instantaneous
Casting Time: 0
Area of Effect: ½ mile
Saving Throw: Special
This is a last ditch spell used by mages who are in a situation where they will certainly die. It summons an immense force of negative power that acts like a super "death zone" that kills everything in a ½ mile radius, including the caster who recieves no saving throw. Trees wither in seconds, buildings age and crumble, and men become piles of ashes in seconds, all thanks to the awsom power of the Wizard's Suicide spell. Those creatures(and buildings if you feel like it)who make a saving throw vs.death magic(treat sturdy buildings as fighters of about 15th level, huts and shacks as fighters of around 12th level)and pass, suffer 3d20 points of damage, buildings lose ½ of their structure points. Creatures who die from this spell cannot be resurected.
There has been only one case of use of this spell. Magindus, the friend of Valance Pureblade, used the spell to destroy the dragons of Quaglom in the year 563 (it's now 578). The dragons were raiding the lands of Valania, and Magindus, who went off into the dragon's tooth mountains to find them, found himself confronted with a battalion of 12 red dragons (he was good, but not that good). You can probably guess what happened next...........
Xanithar's Soul Distortion (Necromancy) o
Range : Touch
Components : V, S
Duration : 1 round/level
Casting Time: 8
Area of Effect : One creature
Saving Throw : Neg.
The ancient and powerful magic known as Xanithar's Soul Distortion has been recorded to have the deadly effects on its target. For the first round after the spell is cast, the target functions as if both Slowed and Confused. The second round, he is Charmed by the caster. On the fifth round, he freezes in place. Negative energy courses through him, draining one level per 2 rounds for the duration of the spell from this point on.
Xarian's Ultimate Decimator
(Conjuration, Necromancy) o
Range: 50 square kilometers
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Let's say, a small country
Saving Throw: Special
This was an accedently found spell that was not meant to be used. Not even by the vilest of destroyers of worlds. As you'll read, this is a mean critter. It is a must that the caster is in the country that needs to be decimated or every stage will happed within 10 yards of the caster. This spell starts off by drawing a pentagram on the floor and a small prayer to the gods of Death, Destruction and Murder (trust me, you mages, these gods want to see this!). Then a crystal of at least 5000 Gp must be enchanted with a Continual Darkness. After that a sacrfifice must be made to these gods. A paladin of a minumum of 15th level would be a good sacrifice or a high priest (15th level minumum) of one of the Gods of Life or Nature would also do just fine. After the sacrfice the arcane words wich include the country that needs to be decimated, must be uttered and after that a portal will emerge in front of the caster. The sacrificed body (or bodies) must be thrown into this portal. After that, the several stages of the spell will begin.
Stage 1: All creatures within 10 yards of the portal are immediatly destroyed (no save) and their life energy is stored in the crystal. This crystal will then lid up with bright light. (The Continual Darkness can't hold out this much life energy) It would be wise to have several slaves or prisoners around for more life energy. The energy will be used later.
A wave of silver erupts from the portal in every direction as if it were a circle becoming wider and wider untill it reaches the borders of the country being destroyed.
Stage 2: All creatures in the country must save versus paralyzation or fall to the ground as if the were in a coma. All these creatures are now knocked out and suffer from no other effects of the spell.
After this, a wave of gold energy erupts from the portal in every direction.
Stage 3: This wave seeks out magic. Any creature able to wield magic (mages, priests, anyone with a magic ability) are stripped of their spells and abilities. All magical items are destroyed if they fail a save versus spell at -8.
Now a wave of black energy will sprout from the portal in every direction as if it were a circle becoming wider and wider until it reaches the borders of the country being destroyed.
Stage 4: All creatures within 100 yards must make a saving throw versus Death at -10 to avoid total annihilation. If failed, all these creatures will be completely destroyed. From these bodies, spirits will emerge, these creatures have no name but their statistics are: AC -2, HP: as in life, attacks: 2, damage: 1d10 + energy drain , Intelligence: 1, Strength: 12, MV: 18 Fl: 25, Morale: 20. These souls also have the ability to detect life over a 100 yards. The souls of these creatures, if they have any, will attack the ones who survived (few propably) and will keep attacking untill al life is destroyed. After this is done the souls will disappear as if they just died.
Stage 5: The rest of the creatures in the country must make a saving throw versus Death magic at -5 or be destroyed. Anyone surviving this can call themselves lucky for they have the opportunity to flee.
By now, the wave has reached the border and stops. Now, red energy leaks from the portal on the floor.
Stage 6: A terrible earthquake now harasses the country with full force. All buildings must make a saving throw at -4 or collapse emidiatly. There is a 25% chance that mountains in the country turn into volcanos. When that happens, the volcanoes erupt emidiatly and act as normal erupting volcanoes would do. Their is also a 15% chance that 1d10 fire elementals come from these volcanoes.
Now the earthquake has gone, leaving desperation in it's path. The few survivors will probably be praying for salvation. Now another black wave erupts from the portal.
Stage 7: This wave has the intention to destroy all plant life in it's path. Every bush, tree or even moss witheres and dies when the wave passes. Intelligent plantlife receives a saving throw versus spell at -10. Failure means death.
After this wave, most of the life in the country is destroyed. Now the crystal explodes, and the life energy gathered is run into the ground.
Stage 8: At this stage, the soil becomes pitch black, having no ability to grow anything for 100 years per sacrifice. All water in the country gets a jucky brown color. Anyone in touch with this water must save versus a type N poison. All food in the country is utterly corrupted. Anyone trying to eat this dies emidiatly.
Stage 9: All who failed their saving throw verus paralyzation now turn into skeletons and will roam this place for the rest of eternity. These skeletons will be under complete control of the caster, if the caster survived.
By now, most of the destroying is done, and the spell has ended. Note that the caster also dies in the first stage. There is a base 20% chance that the gods favored this act, and give the caster back his or her life. The caster will receive:
+15% If the caster is a follower of one of those three gods.
+10% If the caster sacrificed some high priest of one of the gods natural enemies.
+10% If any sacrifice was higher in level then the caster.
+50% If all of the above was done.
The caster looses:
-10% If the caster believes is not a follower of any of the three gods.
-20% If he had no sacrifice.
- 5% If the sacrifice was not worthy (simple farmer or a sleeper for example)
-30% If the caster uses a Remove Death spell.
-50% If none of the above was done.
If the caster is allowed to survive (thank the gods) he or she will receive a castle atop the ruins of the place where the sacrifice was held, and all undead within the country will serve him until death. The material components for this spell are: a Lichs' flesh, a lot of sacrifcable people, a crystal of at least 5000 Gp, the blood of True Tanari, some incense to be burned during the ritual, five magical items who are absorbed during the casting and the favor of the gods.
Zarro's Ultimate End (Necromancy) o
Range : Line of Sight
Componets: V,S,M
Duration : Istantaneous
Casting Time: 3
Area of Effect : 1d6 creatures
Saving Throw : Special
When the caster utters the command words each enemy effected must save against death magic three times. All must be successful or all affected enemies’ bones turn to mush, brain to puss, skin to snake scales, blood to water. Needless to say there is no resurrection. Material components for this spell are two human bones and a gem containing the soul of a demon.