Post by StoryTeller on Jan 22, 2006 6:35:10 GMT
Rip Life (Necromancy) o
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: Negates
This spell affects only creatures up to 1.75 the caster's level or Hit Dice. The victim of the spell must make a saving throw versus death magic (with a -4 modifier to the saving throw). Failing this saving throw results in the victims death, utterly, with no hope of resurrection unless a divine being raises him. The caster can use this
stolen life to do one of 5 things:
* Waste it, soul is destroyed, a great howling is heard.
* Use to heal self for 1d6 per level of victim.
* Use to hurt another for 1d8 per level victim.
* Pervert it, changes victim into an equal Hit Dice undead, determined at random.
* Destroy an equal number of Hit Dice of undead with no saving throw.
Rizzen's Syphon Soul (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One living creature
Saving Throw: Special
This truly evil spell can suck the soul right out of a person. The caster must touch the person he wants to syphon from. This syphons the targets soul out and he becomes undead. Depending on the wisdom of the target depends on what kind of undead he becomes. If his wisdom is 10 or less he becomes a zombie. If he has a wisdom of 11-13 he becomes a Ghoul. Wisdom of 14-15 he becomes a Wraith. Wisdom of 16-17 becomes a Spectre. A wisdom of 18 they become a Ghost. If they have a 19+ Wisdom they are immune to the spell. The undead creature must obey all commands given by the spell caster for 1 day per level of caster. If the caster’s wisdom ever becomes lower than that of the undead, the undead will disobey him, but If the undead is a ghost and the caster makes a save vs spell at -4 the ghost is under his control until the caster betrays him, thus he could set him gaurd somewhere, or trap him in a grove or such. The target can save vs death magic at -4 to negate the whole effect of the spell.
Shadowflame (Necromancy/Evocation) o
Range: 50 yards
Spell Componets: V,S,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 100 sq ft
Saving Throw : ½
The Shadowflame spell leaves the casters hand like a small ball of energy, but instead of being made of fire it is made of up combined material from the Negative Energy Plane and the plane of Shadow. When the necromantic fireball hits its targets it causes 1d8 damage per level of caster and ages the victim 2d20 years (this could be deadly for a human) and drains everyone hit for 1d6 points of Str. If a Paladin is hit with the spell he/she must roll a save vs. death magic at -3 or die instantly, raising the next round as a ju- ju zombie under control of the caster. Not even the holy avenger they carry is immune to this powerful necromancy spell. It gets no Mr against the spell and must roll a save vs spell or become a mundane weapon. Undead hit with this spell get 2 extra Hd for 1d12 turns. The material componets for this spell are a piece of coal, a bone and a drop of stagnant water.
Shadow Life (Alteration, Necromancy) ó
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 1 hour
Area of Effect: caster
Saving Throw: None
When this spell is cast, the wizard's life force is transferred into his shadow. This makes the body practically immune to physical damage, with weapons and other direct attacks harmlessly passing through the mage's body as if he were a shadow. In dim light, the wizard's body seems to become transparent, though full sunlight or continual light will make his body appear totally solid. However, only area effect spells, magical weapons or weapons made of cold-wrought iron brought to bear against the caster's shadow have any effect on the mage.
The mage continues to control his body as if it were now his shadow. The face appears emotionless and the eyes seem glazed, but the caster's motions are not slowed nor stilted. Spells seem to eminate from the body, magical items can be picked up and activated and so forth, but the physical body and possessions of the mage cannot be harmed, held or enspelled. Attacks against the caster's shadow are effective if magic or cold-wrought iron is used. Light attacks cause no harm to the wizard.
However, due to the shadowy nature of the caster and his body, the wizard is capable of hiding in dim light as if a theif of equal level of experience (use Table 19 in the DMG for chances). In total darkness, the wizard's body is invisible to all sight, including infravision, detect invisible and true sight, and his shadow form enjoys 50% resistance to these spells.
The spell lasts until the wizard's shadow is reduced to ½ the total hit points of the wizard. The wizard's life force is then immediately returned to the body, and the spell ends. An Anti-Magic Shell will return the life force of the caster to the body as long as the wizard is within the Anti-Magic Shell, and a Limited Wish, Wish, Revoke Lifeproof or Mordenkainen's Disjuction negates the spell. Dispel magic has no effect, though destroy magic will work if cast on the shadow of the wizard. A Protection From Evil spell can hedge the wizard and his shadowy body from others.
The material component of the spell is a blackened hardwood staff carved with pictures of beings from the plane of shadows. It must be topped with a blood-red ruby worth no less than 5000 gp. When the spell is functioning, the ruby gives off a slight magical glow and if detect magic is used, reveals that alteration magic is at work. The staff crumbles to dust and the ruby explodes harmlessly in a brilliant shower of light whenever the spell is negated. If the wizard willingly negates the spell, the staff is not destroyed, and can be used again.
Shalla's Parasitic Soul Splice (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature
Saving Throws: Negates
Using this spell, a mage may link another's soul to his own. This lasts until the wizard casts a spell that drains soul or life energy (such as Permanency, Wish, etc.). The victim loses the energy instead of the wizard. This enchantment only works for one drain, and the mage must cast the draining spell while touching the victim. Note that the spell does not have to be cast right away. It could be cast days or even years later. A wizard may have only one such spell active at any one time. Furthermore, if the mage casts a spell which drains energy while under the effects of this spell, and he is not touching the victim, he loses twice the normal amount of energy or life.
The spell can only be cast on a being of the same race as the caster unless the mage is a half-breed. In this case, he may cast it on either one of his parent races. The victim must be of good alignment and cannot be higher than 6th level. The casting of this spell is an extremely evil act. Anyone using it must make a Ravenloft powers check with twice the normal chance of being noticed. If outside of Ravenloft, the caster has a 1% chance of being drawn into it.
The material components of this spell are vampire dust, ether from a ghost, and the blood of an innocent of the caster's race (cannot ever have drawn blood; must be of good alignment). This spell can affect a given individual only once. If the victim saves against the spell, it can be recast on him. Harming the caster or victim does not harm the other. Death of either will, of course, cancel the spell.
Shatterbones (Necromancy) o
Range: Line of Sight
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One creature
Saving Throw: ½
This spell, created by Lord DarkStar of Blataau Keep on the 666th level of the Abyss, is a especially nasty spell. It destroys all of a single persons bones and does 10d6 points of damage during thee process. The person must roll a saving throw with a - 2 penalty. It also detroys all bone like substances within 10 feet of the person. The material components are blood of major god, two unicorn's horns, and a light feather.
Skarm’s Perfect Statue
(Necromancy, Alteration) ƒ
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One statue
Saving Throw: Special
This spell was devised by Skarm The Warlock to make anatomically perfect statues.
The spell must be cast upon a statue (material isn’t important), which must be naked and complete. The statue has to be made with Artistic Ability (Sculpting) proficiency (Caster could have used Stone Shape spell…but he still must have made a successful roll of proficiency check, with a –4 penality), and must have been made a successful proficiency check (with a –4 penality) in order just for the spell to recognize the statue as the target of the casting. Note that the result of the check must be recorded and it’s the difference between the ability score (with penality) and result are the so – called Shape Points.Then the caster must have memorized (and have it still in memory) the anatomy of a creature of the same species and gender the statue should be made of by casting of Skarm’s Anatomic Analysis.
If these prerequisite are achieved, the spell will copy in all details of the anatomy of the said creature (with statues’ features, obviously…general anatomical details are copied) and will paste to the statue a “spell matrix”, which details, for a spell which trasmute the material the statue is made of in flesh, the chemical composition of the various body parts (so a Stone to Flesh won’t turn the statue in a boneless flesh body…but in a body with bones, blood, organs in it…and in the right places!…a perfectly correct body, just without a life-force in it!). At this point a certain margin of choice is given to the caster, who can choose to put in the “spell matrix” the following traits :
· Eye color (can detail …one could be different from other).
· Hair color (can detail specific areas of different colors).
· Skin color (can detail specific areas of different colors).
· Voice tone (this is based upon how vocal chords are made…this doesn’t automatically bestow speech).
· Imperfections (any kind…lack of simmetry, any kind of handicap or illness).
· Teeth whiteness and shape.
· Size of various organs or body parts.
Should these details be not looked upon by the caster, the creature the memorized analysis was made upon is used for “default” setting.
The matrix also “lies” about the past condition of the statue, that, at any test or to any spell, will look as if it was “once living” (so…should a spell allow it to “regain” speech – after being animated…see below –, it’ll be able to speak!).
The real usefulness of this spell is evident if a Stone to Flesh, then an Animate Dead is cast upon it. The spell allow to create zombies, if used for purpose of animation, whose physical stats (Str, Dex, Con, Cha, Com, Per) can be chosen by caster (if not chosen, it’s just a normal undead), by taking Shape Points, multiplying them for 6 and dividing between the stats as he chooses. Note that, with exception of Charisma (which is just good looks and useless, if the zombie’s kept mindless), the zombie gets appropriate bonuses for his stats and any zombie with Dexterity above 12 uses standard initiative (doesn’t attack last in a round). Also, should have the maker of the statue rolled a “1”, the caster can choose one (non-optional) stat to have it expecially enhanced :
Str : If strength score allows it, the zombie can throw boulders as a giant of the right kind (Str 19 = Hill Giant, Str 20 = Stone Giant, etc…).
Dex : The zombie, not only doesn’t attack last, acts as if under the effect of a permanent Haste.
Con : The zombie gets warrior’s hp adjustment to their hps and starts with 8 hp/die.
Cha : Anyone, of opposite gender, looking the zombie must save vs. spells or be charmed (as per Charm Person). Note that, if the zombie is kept mindless, no order can be given by it and the charmed opponents are just fascinated by it (they’ll not attack it, they’ll try to take it for themselves, etc…).
If the body isn’t Embalmed (with Embalm spell) or preserved via spells, it’ll rot as any corpse and so will stats, at rate of 1 point/day (all stats at the same time)…till they don’t reach Cha 0, Dex 1, Con 10, Str 10…at which point they turn in normal zombies.
Should the body be embalmed via spell (with Embalm spell or with another preserving spell), the stats will stay the same forever (and so stat enhancements).
The material component of this spell is the statue upon which the spell will be cast, which, obviously, isn’t consumed by the spell.
Soul Diffusion (Necromantcy) o
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: One person
Saving Throw: Neg.
This necromantic spell destroys the immortal soul of a being. No resurrection, raise dead or reincarnation is possible after this spell has
been successfully cast. In addition the body will not raise as an undead being. In addition, peak with the dead and other such spells will not work
for the soul no longer exists. The soul does not go to the outer planes, instead it is utterly destroyed. The only positive effect of the spell is
that the body cannot be raised as an undead being - even as a simple zombie or skeleton.
The spell was originally created by the archmage Terzcal in his last defiance of the gods. It has been used since by some who dabble in demonology who do not wish their soul to get into the hands of fiends after their death. Others have used it to utterly eliminate powerful people so that their is no chance of them coming back.
This spell must be cast within 1 turn of a being’s death for it to have an effect. A save is allowed vs death magic at -4 at the level of the being
when he was alive. Strangely enough the very nature of the spell allows itself to be used with the Contingency or Chain Contingency spells.
SoulRipper (Necromancy) o
Range: Special
Componets: V,S,M
Duration: 10 rounds
Casting Time : 9
Area of Effect: None
Saving Throw: Special
This spell calls into being a weapon of the characters choice. It seems to be made out of total darkness, absorbing all light within a 30ft radius, including Continual Light which is normally permanent. The weapon itself is formed of Negative Energy, and seems to exude black smoke. This weapon is powerful. It inflicts the loss of 1d6 Str points upon each hit. The character gets only one saving throw at first, if they fail the first they no longer get another one. However if they pass it they get another the next round of combat when the wizard strikes at them with the weapon once again. Otherwise they are at the mercy of the necromantic spell. Most of the time the weapon appears as a smoky transparent staff or dagger, depending on which weapon the wizard is used to using. Hoever it can become a missle weapon. but once it hits its target the spell ends. The material componet for this spell is s small bent needle and a piece of black satin soaked in elf's blood.
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: Negates
This spell affects only creatures up to 1.75 the caster's level or Hit Dice. The victim of the spell must make a saving throw versus death magic (with a -4 modifier to the saving throw). Failing this saving throw results in the victims death, utterly, with no hope of resurrection unless a divine being raises him. The caster can use this
stolen life to do one of 5 things:
* Waste it, soul is destroyed, a great howling is heard.
* Use to heal self for 1d6 per level of victim.
* Use to hurt another for 1d8 per level victim.
* Pervert it, changes victim into an equal Hit Dice undead, determined at random.
* Destroy an equal number of Hit Dice of undead with no saving throw.
Rizzen's Syphon Soul (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One living creature
Saving Throw: Special
This truly evil spell can suck the soul right out of a person. The caster must touch the person he wants to syphon from. This syphons the targets soul out and he becomes undead. Depending on the wisdom of the target depends on what kind of undead he becomes. If his wisdom is 10 or less he becomes a zombie. If he has a wisdom of 11-13 he becomes a Ghoul. Wisdom of 14-15 he becomes a Wraith. Wisdom of 16-17 becomes a Spectre. A wisdom of 18 they become a Ghost. If they have a 19+ Wisdom they are immune to the spell. The undead creature must obey all commands given by the spell caster for 1 day per level of caster. If the caster’s wisdom ever becomes lower than that of the undead, the undead will disobey him, but If the undead is a ghost and the caster makes a save vs spell at -4 the ghost is under his control until the caster betrays him, thus he could set him gaurd somewhere, or trap him in a grove or such. The target can save vs death magic at -4 to negate the whole effect of the spell.
Shadowflame (Necromancy/Evocation) o
Range: 50 yards
Spell Componets: V,S,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 100 sq ft
Saving Throw : ½
The Shadowflame spell leaves the casters hand like a small ball of energy, but instead of being made of fire it is made of up combined material from the Negative Energy Plane and the plane of Shadow. When the necromantic fireball hits its targets it causes 1d8 damage per level of caster and ages the victim 2d20 years (this could be deadly for a human) and drains everyone hit for 1d6 points of Str. If a Paladin is hit with the spell he/she must roll a save vs. death magic at -3 or die instantly, raising the next round as a ju- ju zombie under control of the caster. Not even the holy avenger they carry is immune to this powerful necromancy spell. It gets no Mr against the spell and must roll a save vs spell or become a mundane weapon. Undead hit with this spell get 2 extra Hd for 1d12 turns. The material componets for this spell are a piece of coal, a bone and a drop of stagnant water.
Shadow Life (Alteration, Necromancy) ó
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 1 hour
Area of Effect: caster
Saving Throw: None
When this spell is cast, the wizard's life force is transferred into his shadow. This makes the body practically immune to physical damage, with weapons and other direct attacks harmlessly passing through the mage's body as if he were a shadow. In dim light, the wizard's body seems to become transparent, though full sunlight or continual light will make his body appear totally solid. However, only area effect spells, magical weapons or weapons made of cold-wrought iron brought to bear against the caster's shadow have any effect on the mage.
The mage continues to control his body as if it were now his shadow. The face appears emotionless and the eyes seem glazed, but the caster's motions are not slowed nor stilted. Spells seem to eminate from the body, magical items can be picked up and activated and so forth, but the physical body and possessions of the mage cannot be harmed, held or enspelled. Attacks against the caster's shadow are effective if magic or cold-wrought iron is used. Light attacks cause no harm to the wizard.
However, due to the shadowy nature of the caster and his body, the wizard is capable of hiding in dim light as if a theif of equal level of experience (use Table 19 in the DMG for chances). In total darkness, the wizard's body is invisible to all sight, including infravision, detect invisible and true sight, and his shadow form enjoys 50% resistance to these spells.
The spell lasts until the wizard's shadow is reduced to ½ the total hit points of the wizard. The wizard's life force is then immediately returned to the body, and the spell ends. An Anti-Magic Shell will return the life force of the caster to the body as long as the wizard is within the Anti-Magic Shell, and a Limited Wish, Wish, Revoke Lifeproof or Mordenkainen's Disjuction negates the spell. Dispel magic has no effect, though destroy magic will work if cast on the shadow of the wizard. A Protection From Evil spell can hedge the wizard and his shadowy body from others.
The material component of the spell is a blackened hardwood staff carved with pictures of beings from the plane of shadows. It must be topped with a blood-red ruby worth no less than 5000 gp. When the spell is functioning, the ruby gives off a slight magical glow and if detect magic is used, reveals that alteration magic is at work. The staff crumbles to dust and the ruby explodes harmlessly in a brilliant shower of light whenever the spell is negated. If the wizard willingly negates the spell, the staff is not destroyed, and can be used again.
Shalla's Parasitic Soul Splice (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature
Saving Throws: Negates
Using this spell, a mage may link another's soul to his own. This lasts until the wizard casts a spell that drains soul or life energy (such as Permanency, Wish, etc.). The victim loses the energy instead of the wizard. This enchantment only works for one drain, and the mage must cast the draining spell while touching the victim. Note that the spell does not have to be cast right away. It could be cast days or even years later. A wizard may have only one such spell active at any one time. Furthermore, if the mage casts a spell which drains energy while under the effects of this spell, and he is not touching the victim, he loses twice the normal amount of energy or life.
The spell can only be cast on a being of the same race as the caster unless the mage is a half-breed. In this case, he may cast it on either one of his parent races. The victim must be of good alignment and cannot be higher than 6th level. The casting of this spell is an extremely evil act. Anyone using it must make a Ravenloft powers check with twice the normal chance of being noticed. If outside of Ravenloft, the caster has a 1% chance of being drawn into it.
The material components of this spell are vampire dust, ether from a ghost, and the blood of an innocent of the caster's race (cannot ever have drawn blood; must be of good alignment). This spell can affect a given individual only once. If the victim saves against the spell, it can be recast on him. Harming the caster or victim does not harm the other. Death of either will, of course, cancel the spell.
Shatterbones (Necromancy) o
Range: Line of Sight
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One creature
Saving Throw: ½
This spell, created by Lord DarkStar of Blataau Keep on the 666th level of the Abyss, is a especially nasty spell. It destroys all of a single persons bones and does 10d6 points of damage during thee process. The person must roll a saving throw with a - 2 penalty. It also detroys all bone like substances within 10 feet of the person. The material components are blood of major god, two unicorn's horns, and a light feather.
Skarm’s Perfect Statue
(Necromancy, Alteration) ƒ
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One statue
Saving Throw: Special
This spell was devised by Skarm The Warlock to make anatomically perfect statues.
The spell must be cast upon a statue (material isn’t important), which must be naked and complete. The statue has to be made with Artistic Ability (Sculpting) proficiency (Caster could have used Stone Shape spell…but he still must have made a successful roll of proficiency check, with a –4 penality), and must have been made a successful proficiency check (with a –4 penality) in order just for the spell to recognize the statue as the target of the casting. Note that the result of the check must be recorded and it’s the difference between the ability score (with penality) and result are the so – called Shape Points.Then the caster must have memorized (and have it still in memory) the anatomy of a creature of the same species and gender the statue should be made of by casting of Skarm’s Anatomic Analysis.
If these prerequisite are achieved, the spell will copy in all details of the anatomy of the said creature (with statues’ features, obviously…general anatomical details are copied) and will paste to the statue a “spell matrix”, which details, for a spell which trasmute the material the statue is made of in flesh, the chemical composition of the various body parts (so a Stone to Flesh won’t turn the statue in a boneless flesh body…but in a body with bones, blood, organs in it…and in the right places!…a perfectly correct body, just without a life-force in it!). At this point a certain margin of choice is given to the caster, who can choose to put in the “spell matrix” the following traits :
· Eye color (can detail …one could be different from other).
· Hair color (can detail specific areas of different colors).
· Skin color (can detail specific areas of different colors).
· Voice tone (this is based upon how vocal chords are made…this doesn’t automatically bestow speech).
· Imperfections (any kind…lack of simmetry, any kind of handicap or illness).
· Teeth whiteness and shape.
· Size of various organs or body parts.
Should these details be not looked upon by the caster, the creature the memorized analysis was made upon is used for “default” setting.
The matrix also “lies” about the past condition of the statue, that, at any test or to any spell, will look as if it was “once living” (so…should a spell allow it to “regain” speech – after being animated…see below –, it’ll be able to speak!).
The real usefulness of this spell is evident if a Stone to Flesh, then an Animate Dead is cast upon it. The spell allow to create zombies, if used for purpose of animation, whose physical stats (Str, Dex, Con, Cha, Com, Per) can be chosen by caster (if not chosen, it’s just a normal undead), by taking Shape Points, multiplying them for 6 and dividing between the stats as he chooses. Note that, with exception of Charisma (which is just good looks and useless, if the zombie’s kept mindless), the zombie gets appropriate bonuses for his stats and any zombie with Dexterity above 12 uses standard initiative (doesn’t attack last in a round). Also, should have the maker of the statue rolled a “1”, the caster can choose one (non-optional) stat to have it expecially enhanced :
Str : If strength score allows it, the zombie can throw boulders as a giant of the right kind (Str 19 = Hill Giant, Str 20 = Stone Giant, etc…).
Dex : The zombie, not only doesn’t attack last, acts as if under the effect of a permanent Haste.
Con : The zombie gets warrior’s hp adjustment to their hps and starts with 8 hp/die.
Cha : Anyone, of opposite gender, looking the zombie must save vs. spells or be charmed (as per Charm Person). Note that, if the zombie is kept mindless, no order can be given by it and the charmed opponents are just fascinated by it (they’ll not attack it, they’ll try to take it for themselves, etc…).
If the body isn’t Embalmed (with Embalm spell) or preserved via spells, it’ll rot as any corpse and so will stats, at rate of 1 point/day (all stats at the same time)…till they don’t reach Cha 0, Dex 1, Con 10, Str 10…at which point they turn in normal zombies.
Should the body be embalmed via spell (with Embalm spell or with another preserving spell), the stats will stay the same forever (and so stat enhancements).
The material component of this spell is the statue upon which the spell will be cast, which, obviously, isn’t consumed by the spell.
Soul Diffusion (Necromantcy) o
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: One person
Saving Throw: Neg.
This necromantic spell destroys the immortal soul of a being. No resurrection, raise dead or reincarnation is possible after this spell has
been successfully cast. In addition the body will not raise as an undead being. In addition, peak with the dead and other such spells will not work
for the soul no longer exists. The soul does not go to the outer planes, instead it is utterly destroyed. The only positive effect of the spell is
that the body cannot be raised as an undead being - even as a simple zombie or skeleton.
The spell was originally created by the archmage Terzcal in his last defiance of the gods. It has been used since by some who dabble in demonology who do not wish their soul to get into the hands of fiends after their death. Others have used it to utterly eliminate powerful people so that their is no chance of them coming back.
This spell must be cast within 1 turn of a being’s death for it to have an effect. A save is allowed vs death magic at -4 at the level of the being
when he was alive. Strangely enough the very nature of the spell allows itself to be used with the Contingency or Chain Contingency spells.
SoulRipper (Necromancy) o
Range: Special
Componets: V,S,M
Duration: 10 rounds
Casting Time : 9
Area of Effect: None
Saving Throw: Special
This spell calls into being a weapon of the characters choice. It seems to be made out of total darkness, absorbing all light within a 30ft radius, including Continual Light which is normally permanent. The weapon itself is formed of Negative Energy, and seems to exude black smoke. This weapon is powerful. It inflicts the loss of 1d6 Str points upon each hit. The character gets only one saving throw at first, if they fail the first they no longer get another one. However if they pass it they get another the next round of combat when the wizard strikes at them with the weapon once again. Otherwise they are at the mercy of the necromantic spell. Most of the time the weapon appears as a smoky transparent staff or dagger, depending on which weapon the wizard is used to using. Hoever it can become a missle weapon. but once it hits its target the spell ends. The material componet for this spell is s small bent needle and a piece of black satin soaked in elf's blood.