Necromancy is the school of magic whose spells manipulate the power of death, unlife, and the life force. Spells involving the undead make up a portion of this school, including animate dead and finger of death. Highly focused on the Negative Energy Plane, most spells from this school drain abilities. This school is often the one most associated with lichdom, a process that allows the caster to live indefinitely by securing their essence in a receptacle known as a phylactery. A wizard who specializes in the necromantic school is called a Necromancer.
A life spell improves the subject’s life force. Many life spells channel positive energy. Cure light wounds is a life spell.
A soul spell manipulates the subject’s soul, either restoring it to its proper place or fragmenting it for terrible purposes. Raise dead is a soul spell.
An unlife spell manipulates or destroys the subject’s life force. Many unlife spells channel negative energy. Inflict light wounds is an unlife spell
The use of necromantic spells in particular can endanger the caster’s very soul, and have a corrupting influence on the caster.
The Three Types of NecromancyEdit
Necromantic spells are divided here into three types, Black, White, and Gray.
- Black Necromancy is always evil, and casting such a spell is an evil act regardless of the reason.
- Gray Necromancy is more open to interpretation, where the circumstances of the casting determines the danger, if any.
- White Necromancy is always good and can be used without worry (this is the rarest type).
Black necromancy includes all spells which are cast for the sole purpose of inflicting permanent physical harm on other individuals, or worse yet draining their immortal life force. Consider the death spell, which “snuffs out the life forces of creatures . . . instantly and irrevocably.”
In context with other punishing spells like chain lightning and disintegrate, death spell might not appear terribly horrible or evil. Take another look at the second line in the description which nonchalantly states that “victims cannot be raised or resurrected”! In other words, the spell utterly annihilates the victim’s life force, past all hope of restoration, save by the omnipotent wish.
Black necromancy usually brings death, physical injury, or spiritual annihilation in an excruciating and terrifying manner. Consider the account of death spell given in the introduction. This spell and the others fall under the classification of black necromancy and, as such, are most appropriate for evil villains.
Every time a spellcaster uses a spell of black necromancy, they may be effected by the dark magic. By their very nature, these spells attract the attention of evil deities who will seek to reward, punish, and ultimately subvert the wizard involved. Black necromancy embraces all spells which inflict bodily or spiritual damage, spread disease, bring untimely death, or cause pain.
The majority of necromantic spells fall into a gray category of moral uncertainty. These spells are not intrinsically evil per se, but they certainly can be put to inherently wicked uses.
Take animate dead, for instance. Raising up a zombie to carry one’s luggage is not considered an evil act, but animating the dead for the purpose of attacking a merchant caravan is another matter entirely. While appropriate for neutral wizards, animation of the dead should be distasteful and perhaps even forbidden to chaotic good and lawful good wizards. Spells of gray necromancy rarely advance the cause of good.
While casting spells of black necromancy always requires the spellcaster to make a powers check, neutral or gray necromancy only requires a powers check when it employed for an evil purpose. Gray necromancy thus carries an element of risk and uncertainty: depending upon the caster’s intent, the spell may or may not have a chance of attracting the attention of an evil god. It is left for the DM to decide which spells belong to the category of neutral necromancy. It is suggested that all divination/disguise magics (see Appendix One) and certain special use spells (such as animate dead animals, undead mount (FOR), bone dance, skull watch (FOR), and so on) fall into this largest grouping of necromancy.
A third and final category of necromancy embraces magic of a benign or beneficial nature. White necromancy includes spells which restore and fortify the living body or life force (such as Delay death, Bone growth, Spendelard’s chaser, Nulathoe’s ninemen, and False life or derive their power from the caster’s own life force or can be used only to disable undead. Note, however, that spells that control undead are not considered white necromancy!
Although white magic can be used to heal wounds and bone fractures, it is no substitute for clerical healing. White necromancy derives its healing power from a volunteer’s source of life energy (often the caster’s), as in empathic wound transfer. Clerical magic, in contrast, bestows healing through a combination of faith and divine authority. Short of a wish (or for a brief duration, a limited wish), wizard spells cannot “create” new hit points—the Art usually shuttles life force from a donor to recipient.
In contrast with black and gray necromancy, white magic has absolutely no chance of attracting the attention of an evil god. No powers check is ever required for casting a spell of white necromancy (except, perhaps, in Ravenloft).
Wizards of good alignment will thus employ white necromancy over those spells with questionable moral implications. Of course, nothing prevents evil mages from employing these spells as well, provided that doing so suits their own dark purposes. During an emergency, when a wizard needs to heal allies (or him- or herself) and no cleric is available, even the most dark-hearted necromancer will resort to white magic.
The Healing subschoolEdit
- Healing: These spells channel positive energy that heals the wounds of creatures and damages undead. More powerful spells of this type can even call the soul of a dead creature back from the Fugue Plane or its afterlife, should it wish to return.
Necromancy and the SoulEdit
[A treatise on the interaction of necromantic effects and the soul.]
"Of the Dark Arts, much is left to be discovered on the interactions between the soul and the necromantic forces at work. It is here that I, a humble disciple to this most insidious craft, shall bestow the findings of my life's, and unlife's, work; I have dwelled under the faith for Vecna for what has become three centuries by the time I put quill to this parchment. My intention is to inform the lesser of our glorious ranks on the true nature of the deeds they partake in. And perhaps, as such things happen, a servant of the order of light and all that is good shall come across a copy of this manifesto in some forlorn shrine to our lich god Vecna. To make my discussion universal, I shall hereafter refer to the magical rites and spells of our Profession by their common names with which I hope all fledgling magisters are schooled in.
Let me my discourse with the most basic interactions of the soul and the afterlife with our Craft. When a creature who bears a soul dies, one not yet given over to undeath or born of the forge, that soul departs as an invisible, imperceivable energy capable of transcending the limits of our physical world in order to become one with whatever place it holds in divine esteems. We are Intruders upon this sacred process. We are Shepherds to those who have fallen, most typically to those who have fallen under our considerable power over the matter of life and death. We can even rip this soul energy directly from the intended victim, with the proper rites. However, the common neophyte finds it easiest to tap this source after its death. The soul does not depart all at once, but in ebbs and flows as it seeks the path to its finality. Certain spells and incantations only work while this energy is still fresh as it becomes harder and harder to siphon that power. Thus, in some cases a ritual may only be effective up to a number of hours prior to the demise. Some spells of the highest order have no limit to this precious window of time and can effectively 'follow' the trail of the soul when it departs through the Astral Plane and reaches its final resting place, perhaps as the petitioner of its deity. A soul will always leave just the slightest trace of its path even after an eternity, though the trail disperses to an infinitesimal level at such a point. Even our 'holy' enemies are limited in their magics which achieve many of the same ends yet under a 'holy' moniker. Their magics can only pierce the veils of time for so long before their opportunity to meddle with death is closed.
Even in its greatest abundance, a soul may be hard to coerce by our magics. Black onyx, a material most precious to those of our Faith, acts as a lens through which some of our magics may more effectively be tuned. There is an innate harmony, an affinity, between black onyx and souls. Black sapphires also share this bond, though it is most commonly used to contain a soul than to actually manipulate it.
The only time a soul truly disperses from a corpse is upon the destruction of an animate creature formed through that body. This act destroys the already weakened connection between former vessel and the bulk of the soul in its distant plane. Only powerful restorative magics can bring back the soul, and for our purposes the remains are inert and useless as the soul's tether and its traces have been abolished upon destruction.
A few incantations in our Dark Repertoire can directly snatch up one's soul within a proper object, usually a soulgem of the finest quality. Without a soul, a living creature cannot live, and thus dies. A lich bound in such a way 'dies' in a similar manner as it is trapped in the soulgem rather than stored in its phylactery. Destroying the soulgem or vessel will restore the normal flow to a soul, though during the ordeal it may have further eroded with the passage of time. The soul is not automatically reintegrated into a living creature, which means that it has, in effect, been killed. An odd curiosity, 'magic jar' is effectively switches the souls and minds of two creatures, imbuing the bodies with the opposing pair of soul and mind. There is no disruption and no magic seems to function as if anything were amiss. The only thing that could happen is when one soul is left without a proper receptacle, in which case the creature dies as it cannot live without a soul.
Our most basic spell is one commonly referred to as 'animate dead'. This simple rite will reanimate those who have fallen for almost any stretch of time. Black onyx is especially in need here as this spell was hastily developed by our ancestors in the time of the Necromancer's War for the mass production of undead warriors. Through the years, we have refined it but the 'diamond' of our Profession is still a vital necessity. In this ritual, the dark artist, truly an artist of a most grim canvas, focuses his magics in reversing the process of death to some degree. While under this effect, the corpse's soul ebbs back into its prior vessel in order to create a vague sort of intellect in the creature. Without access to its past soul, the thing would stay as inert as a corpse, which is useless to those of us who demand the most out of our faithful servants. This process replaces the mind within the Trinity of Mind, Body, and Soul with the soul as we cannot create such a mind, even a primitive one as exhibited in this common ritual. For the remainder of the rite, we draw upon the Negative Energy Plane, our inhospitable dreamland of sorts, to provide mobilization to the corpse. This energy is the force as work in holding a skeleton together, though it is an invisible force in such trace amounts. The proportion of soul used to negative energy is low in basic creatures who dwell in the life that is not.
For the more powerful 'bone creatures' and 'corpse creatures', the soul plays a much larger role which allows a relived creature more of an intellect, one far superior to those of the other fate within the 'animate dead' ritual. More soul energy is used in place of negative energy, which is actually a stronger force that the black energy we shape with such practiced ease. This is the exact effect of a spell known as 'awaken undead'. It redistributes the balance of spirit energy to negative energy, which thereby allows for greater efficiency though some capabilities are inevitably lost in the process. We have yet to truly perfect a simple ritual capable of bringing forth more competent varieties of our lifeless yet animate kin.
A more complicated process dwells in the rituals of 'create undead' and its elder-spell, 'create greater undead'. Here, negative energy takes hold first. It transforms the very body of the corpse into that of a naturally occurring undead creature. The transmutative properties of negative energy are unfathomable in the high concentrations wielded in this spell, though only for a brief burst of power. The second part of the spell consumes part of the soul to bestow the kiss of life, so to speak, upon the reformed vessel. That which remains is used to power the cognitive functions, usually at a higher level than with the 'animate dead' ritual. The soul is used in a rather consummate process here and is hard to recover while it dwells, trapped, within its new vessel. The negative energy is used to quell even the brightest of souls into the bleakness of its new existence; though this is not enough to create an initial attachment to its creator.
Undoing the effects of our Dark Arts is usually within the scope of our enemies. Twp spells known as 'raise dead' and 'reincarnate' are ineffective, as they are too weak to tear the soul away from its vessel or even rekindle the scattered soul from the destructive of its vessel. They must instead turn to 'resurrection' or its elder-spell 'true resurrection', but only to rekindle a soul freed via the destruction of its marrow or flesh prison. As far as our expansive knowledge in the matters of life and death can perceive, the enemy has failed to develop a spell capable of breaking the bond between a captive soul and its undead vessel. If they were to do so, it would effectively undo the processes that created our most eternal servants. Zombies would drop, skeletons would fall to pieces, and the converted corpses of far more powerful spells would revert to their past form and crumble to dust as a new body is recreated and the soul is returned to its renewed original form.
Now for the apprentice who fails to see the light in our Dark Arts, our Art may seem to be a perversion of sorts in comparison to life. However, we see unlife as the next phase after death. Death is not the end, but merely a beginning to something far grander in the service to the most wise Vecna, our skeletal overlord who in undeath looks upon our kin with half his eyes and hands yet bestows us with twice the power and skill of our greatest foes. Our opponents see undeath as a weakness when it is in life that imperfection dwells. As the living, we are ephemeral, futile, and subject to mortal needs. Yet in the life beyond, those weaknesses are nullified in the embrace of death. To surmount the greatest obstacle in the pursuit of power, death itself, is to become one step closer to greatness. We lack that innate fear, and it allows us to strive into eternity. We merely seek to liberate those who still live among us. They do not yet see the error of their ways; they are blind, as we once were. They were weak, as we once were. Even in what may be called the lowest of undead forms are they superior to the living. We are anguished by those who reside within the forms of simple servants under the mantle of undeath. We wish for them to join our greater ranks, and in time they shall, and so shall those who so vehemently defy our goals.
Fear is a powerful effect in both real life and fantasy. It can greatly influence a person and bring about a swift defeat by utterly shutting them down. However, fear fails to have as much sway as it should. Many creatures boast immunity to fear, and fear itself is usually manifested as a penalty to saving throws. Well now I propose a few changes to make fear a greater force among PCs. In addition to the normal penalities and limitations, take the following addition into consideration.
Stressful Situation - While afraid, you cannot take 10 or take 20 unless you are capable of doing so in stressful situations. When cowering, you cannot make skill checks.
Spell Failure Chance - As your fear rises, it begins to hinder your spellcasting abilities. You can't focus, you can't remember that last little arcane word as the dragon's breath tears at your cloak. Spellcasting requires concentration and focus in order to be effective; those are luxuries to those wracked with fear.
Maximum Casting Time - As the situation becomes more dire, there's less time to prepare the more lengthy spells in your arsenal. With that in mind, there's a limit to what kinds of spells you can cast while scared.
Night Terrors - The mind often echoes past events in one's dreams or meditative states. The chance of your sleep, meditation, and spell preparation being interrupted is based off the highest level of fear you suffered in the last 12 hours. This interruption keeps you from sleeping or preparing spells if it occurs, and you must wait another 6 hours (though there is no chance of failure this time). Having calm emotions cast on you before your attempts will prevent night terrors (which could potentially manifest during the day) from interrupting you.
Phobia - Some fears become so devastating that they stay with the victim for up to 1d12 months. See the Fear section of Heroes of Horror, page 61, for more details on phobias. The phobia is directed towards the source of the fear effect, at the DM's discretion.
Fear Level Spell Failure Chance Max Casting Time Chance for Terrors Chance for Phobia Shaken 10% Any 5% None Frightened 25% 1 minute 10% 1% for a mild phobia Panicked 50% 1 standard action 15% 4% for moderate phobia Cowering Can't cast None 20% 9% for a severe phobia
Dread Witch Modification Dread Witches gain the Fear Caster feat at level one. Without this change, playing a Dread Witch, a purveyor of internal and external fear, would become quite difficult given my proposed adaptations.
Anathema [Vile] Prerequisite: Any two Vile feats Benefit: You gain a +1 bonus against [Good] spells and effects for every two Vile feats you have. You may penetrate wardings against evil creatures, such as a magic circle against evil or an alignment-specific symbol, as if you were Good if its spell level is less than or equal to the number of Vile feats you have.
Baleful Soul [Vile] You are a walking pit of evil. Prerequisite: Character level 9, Blackened Heart Benefit: As Blackened Heart but a result of four also paralyzes the victim for a number of rounds equal to your vile feats. Add that number to any damage dealt against the victim in a coup de grace.
Blackened Heart [Vile] Your soul is dark enough to make it dangerous for one to even touch you. Prerequisites: One Vile feat Benefit: Whenever you are contacted by a melee touch attack, touch spell, or unarmed attack from an adjacent foe, it must succeed on a DC 10 + 2 x Vile Feats + Cha Will save or be overpowered with your corruption. It takes 1d4 points of vile damage, rerolling the die once if the first outcome was less than your number of vile feats. The victim gains a +1 bonus to the save for every Exalted or Vile feat they have.
Calm, Cool, and Collected [Fear] You can recover from fear with relative ease. Prerequisite: Iron Will, Persuasive Special: When calming yourself down, you always succeed. When calming others down, you gain a +4 bonus to your attempt (with whatever type of check you wish to make from the given choices).
Counter-Saboteur You've spent a great deal of time preparing yourself in deciphering the tactics of those who wield Sabotage spells. Prerequisite: Caster level 5, able to cast two or more spells of the Sabotage subschool, Spellcraft 8 ranks Special: As long as you have a Sabotage spell prepared or have cast one this day, you can identify a Sabotage spell's true nature as long as you sucessfully identify it as a spell in the first place. Your chance to misidentify it correctly with no Sabotage spells prepared or cast is reduced to 50%.
Covert Allegiance Your skill at wrenching secrets and information from others is unsurpassed. Prerequisite: Disguise 6 ranks, Sense Motive 6 ranks Benefit: You are seen as neutral to any detect spells or divination spells of a similar effect if your total HD is greater than the caster level of he spell plus its spell level.
Dark Supplicant Your exceedingly powerful faith in your evil god grants you further prowess in the dark arts. Prerequisite: Supplicant (twice) to an Evil god, arcane caster level 15 Special: You may choose one of the following benefits each time you take this feat: -Choose a divine spell of third level or less, without the Good subtype. You may cast it as spell-like ability twice per day without the need for XP, focuses, or material components. -You may rebuke evil outsiders or undead (choose one) as a Cleric of a level equal to your arcane caster level. -You gain a Vile feat of your choice; Dark Supplicant may qualify in place of a prerequisite which in turn has no prerequisites. -You gain a +2 profane bonus to Intelligence, Wisdom, or Charisma. -You gain an additional 1st-, and 2nd-level spell per day as long as they are of the necromancy, evocation, or conjuration schools, or they have the Evil subtype.
Dead on the Inside After years of spending your time with the undead, they've imparted their stoic nature upon you. Prerequisite: Able to cast two necromancy spells per level, has animated at least 40 HD of undead at one time, caster level 10, Spell Focus (Necromancy) Special: You gain immunity to any penalties brought on by intense pain, such as wrack or symbol of pain. Mindless undead with less HD than you regard you as an undead creature. You gain a +2 bonus to saves against mind-affecting effects and fear effects.
Deny Fear [Fear] By channeling your internal anguish outwards, you can avoid most of fear's debilitating effects, at a cost. Prerequisite: Toughness or Improved Toughness Special: Whenever you would apply your Fear Modifier to a fear-affected check or save, you may lose a number of hitpoints equal to your Fear Modifier in order to treat your Fear Modifier as zero for all checks and saves for the rest of that turn (including that save or check; even if it wasn't your turn). This damage cannot be healed until your fear ends, and you could die from it.
Divine Conversion You are able to Prerequisite: Able to cast second level spells, able to turn/rebuke undead Benefit: Once per day as a full-round action, you may expend a spell slot or prepared spell to gain a number of uses of turn or rebuke undead. 2nd - 3rd: +1 use 4th - 5th: +2 uses 6th - 7th: +3 uses 8th - 9th: +4 uses
Dread Fist Your ability to channel dark energy has been applied to your more martial practices. Prerequisite: Charnel touch class ability, improved unarmed strike Benefit: Your unarmed attacks may deal negative energy damage equal to your unarmed damage plus 1 per 4 class levels of your combined dread necromancer and monk levels. This is in place of any normal damage it would deal, and may be used with flurry of blows.
Dread Lord [Feat] Even the stoutest of creatures may fall victim to your fear inducing spells. Prerequisite: Able to cast three Fear spells or spell-like abilities, caster level 13 Special: You can instill fear in the most fearless of creatures. When your fear-inducing spells or abilities are put against a creature immune to fear, they receive a +4 bonus to their saving throws. If the attempt succeeds, the creature suffers the fear effect but at one category lower (to a minimum of shaken). Creatures immune to fear as per their type traits or with Intelligence less than 2 are effected as normal (or with more HD than the spell allows to effect). Normal: You cannot instill fear in a creature immune to fear.
Dread Lord of Legend [Epic] Your fear spells can afflict more powerful creatures. Prerequisite: Able to use eight Fear spells or spell-like abilities, caster level 21, Dread Lord Special: Double the maximum HD of creatures your fear spells/abilities can effect. Cause fear now effects creatures with 12 HD or less, rather than the normal 6 HD. You gain a +4 insight bonus to your spells' DC.
Dreadnaught [Fighter, Fear] As the dangers around you increase, you become more dangerous as well. Prerequisite: Base attack bonus +6 Special: When afraid, you ignore any penalties to your attack or damage rolls resulting from your fear. Add your Fear Modifier to your attack and damage rolls.
Elite Executioner As a master of execution, few survive your grim work. Prerequisite: Profession (executioner) 12 Special: The Escape DC of your execution attempts is increased by 4. Once per day when you make your Profession (executioner) check, you may roll twice and take the better of the two outcomes. If you botch the execution, it deals twice as much damage instead (Exceptions: crucifixion deals 20% of their total hitpoints each hour; the DC of the Fortitude save for the headsman's axe coup de grace is increased by 4).
Extra Death Touch [Divine] Your skill at wrenching secrets and information from others is unsurpassed. Prerequisite: Access to Death or Repose domain ability Benefit: You may use your Death or Repose domain ability an additional time per day, treating your class level as one lower with each use. You may take this feat multiple times. With access to both abilities, choose one to grant an additional use to.
Fear Caster [Fear] Prerequisite: Able to use two spells or spell-like abilities of the Fear subtype. Special: While under a fear effect, you don't suffer from fear-based spell failure and your spells aren't limited by their casting time. You don't receive any penalties to caster checks or any rolls made as part of a spell you've cast.
Greater Death Touch [Divine] Your skill at wrenching secrets and information from others is unsurpassed. Prerequisite: Extra Death Touch, character level 15 Benefit: You may expend two uses of either domain ability to roll 1d4+2 per class level, rather than 1d6.
Hands of the Graveborn Your skill at wrenching secrets and information from others is unsurpassed. Prerequisite: Able to cast an appropriate spell or use an appropriate spell-like ability, Tomb-tainted Soul Benefit: You gain a +1 bonus to attack rolls on touch attacks for necromancy, [evil], and [death] spells or spell-like abilities, as well as the Death/Repose domain ability and a Dread Necromancer's Charnel Touch (or similar abilities).
Horn of Woe Dirge [Bardic] The songs you sing can be tainted by the malevolence of the Horn of Woe, a horrific musical instrument crafted from the horn of a unicorn driven mad. Prerequisite: Bardic music class feature, inspire courage +2 Benefit: When you begin your bardic music effect, you may choose to invoke the Horn of Woe through your music. Your inspire courage effect bestows a penalty (the negative of the normal bonus) on all enemies who can hear it and fail their Will save (DC 10 + ½ bard level + Cha modifier). This is a mind-affecting effect which can only be sustained for one round per two bard levels. Bard levels stack with classes granting additional uses of bardic music or with prestige classes like the Seeker of the Song or the Virtuoso.
Inquisitor of Pain Your skill at wrenching secrets and information from others is unsurpassed. Prerequisite: Intimidate 8 ranks, Sense Motive 8 ranks, any Evil, must have used torture devices to extract information Special: You gain a +4 bonus to Sense Motive and Intimidate checks while using torture devices (see Book of Vile Darkness). If you ever roll a natural 20 on your Intimidate check while torturing, your victim is automatically put under a zone of truth effect for 1 minute, its DC is equal to 10 + your ranks in Intimidate.
Natural Courage [Fear] While in animal form, your connection to the raw power of nature helps to resist the effect of fear. Prerequisite: Wildshape class ability (2/day) Special: When wildshaped, treat your Fear Modifier as if your fear were one category lower. You may still move once per turn while cowering.
Necrotrophic Your insidious nature has allowed you to consume the very energy of necromancy spells and abilities. Prerequisite: Any Evil, able to cast level 5 Necromancy spells Special: When you make a successful save against a spell of the Necromancy school, you may heal 5 hitpoints per level of the spell. You may use this ability to heal up to twice your HD in hitpoints each day. Undead creatures may heal up to four times their HD each day.
Object of Fear The fear you exude is debilitating when your victims try to muster their courage against you. Prerequisite: Frightful Presence or some other fear-inducing supernatural or extraordinary ability, Ability Focus for that ability Special: When you are a creature's source of fear, their Fear Modifier is increased by 2 on rolls or saves against you (when attacking you, making opposed checks, being affected by your spells).
One Amongst Evil Your dark intent grants you favor with like-minded associates. Prerequisite: Evil, character level 6 Special: You may activate or deactivate this ability as a standard action. Any evil creature automatically knows your alignment and will at least 'save you for last'. You gain a +2 bonus on Charisma-based skill checks with evil creatures. Creatures able to use detect evil as a spell-like ability, a spell, or has it prepared or could use a spell slot to cast it is automatically aware of your alignment as well.
Poison Lord Prerequisite: Sneak attack +3d6, Craft (poison) 9 ranks Benefit: As you make a sneak attack with a poisoned weapon, you may reduce the sneak attack dice to increase the DC of the poison by the same amount.
Purveyor of Fears [Fear] By learning from your own terror, you can empower the fear you try to bestow on others. Prerequisite: Fear Caster, able to use three spells or spell-like abilities of the Fear subtype. Special: While under the effects of fear, add +1 to the DC of your spells with the Fear subtype for each level of fear you have.
Push the Boundary In your travels, you've learned that sometimes you must push your faith in order to succeed. Prerequisite: Cannot cast spells of opposing alignment, caster level 10 Special: Once per day, you may prepare and cast a spell of the chosen opposing alignment (Law, Chaos, Evil, Good). An Evil Cleric may cast a Good spell, etc. This feat may be taken multiple times, either for a different alignment or to allow for a second/third use per day of a given alignment.
Running Scared [Fear] You can run like the wind from anything that scares you. Prerequisite: A Fear feat. Special: You may move once per turn while cowering. At the end of your movement, you may attempt to calm yourself. You gain a +10 foot bonus to your base land speed while shaken or frightened, and a +20 foot bonus to your base land speed while panicked or cowering. You keep your Dexterity bonus and do not gain the -2 penalty to AC, nor can the Shreak Attack feat be used against you.
Saboteur As a wielder of Sabotage spells, you get multiple chances to mess up your enemies' intentions. Prerequisite: Able to cast four or more spells of the Sabotage subschool. Special: Sabotage spells you cast last for an additional use if they are discharged or only apply once per casting. You may take this spell multiple times, increasing the amount of extra occurrences by one each time. Normal: Generally, your Sabotage spells are triggered once per casting.
Shriek Attack You know when to hit a guy when he's down. Prerequisite: Ability to perform a coup de grace as a standard action Special: You may perform a coup de grace on a cowering opponent as a move action that doesn't provoke attacks of opportunity. This only works if they have not regained the ability to move when cowering.
Sinister Blade [Vile] You can manifest your deceit as a miasma across your blade. Prerequisite: Sneak attack +3d6, Evil Special: You deal 1 point of vile damage per die when you deal sneak attack damage.
Souldrinker You've managed to turn your draining magics full circle, in order to revitalize yourself. Prerequisite: Any Evil, Able to cast a spell that inflicts negative levels or has the Fell Drain metamagic feat Benefit: Whenever a creature incurs negative levels from your spells, you gain temporary hit points as per their Hit Dice; draining a fighter yields 1d10 temporary hit points per level, while a sorcerer will give 1d4 instead. You may have a maximum number of temporary hitpoints from this ability equal to 1.5 times your caster level, which last for one minute per spell level.
Supplicant Though you profess in the arcane, your god acknowledges you with power deserving of your faith. Prerequisite: Arcane Disciple (choose one), arcane caster level 11 Special: You gain +1 to the caster levels of spells from your chosen domain. You also gain the granted power of that domain as a Cleric of a level equal to the number of levels you have in classes that grant arcane spells.
Tomb Master You're an expert of tomb construction and could find your way through the most convoluted of crypts. Prerequisite: 9 ranks between Know (Architecture and Engineering), Know (Geography), and/or Know (History) Special: You gain a +4 bonus to Knowledge checks and bardic lore checks concerning tombs, crypts, and other burial places. You gain darkvision 30' while in such a place.
Walking Abhorrence [Vile] In the battle of life and death, your mere presence invokes more terror Prerequisite: Any Evil, character level 18, two Vile feats Benefit: Animals must succeed on a Will save (DC equal to your character level) in order to come within 10 feet of you. Weapons you wield gain the unholy property. However, anyone who uses a smite evil ability against you is treated as two levels higher for the purpose of attack and damage bonuses from the ability. Creatures using detect evil on you, even by accident, must succeed on a Will save (equal to your character level) or become staggered for 1d6 rounds; a creature who succeeds is immune to the effect for the rest of the day. Any creature that sees you can tell you are evil.
Congealing Consumption Necromancy Level: Sor/Wiz 2 Components: V, S Casting Time: 1 Standard Action Range: Medium Area: 10 foot radius burst. Duration: Instantaneous, and 1 round/level (see below) Saving Throw: Willpower Negates 178 8.2. THE NECRONOMICON: NECROMATIC SPELLS CHAPTER 8. MAGIC Spell Resistance: Yes. As the necromancer finishes the final incantations, a dark cloud arises and envelopes the souls of those within. Any creature within the area when the spell is cast must make a Willpower save or be nauseated for one round per level of the caster. Curse of Crumbling Conviction Necromancy Level: Sor/Wiz 4 Components: V, S Casting Time: 1 Standard Action Range: Medium Target: One Creature. Duration: Instantaneous Saving Throw: Willpower Negates Spell Resistance: Yes. The avenging angel glared down with menace at the necromancer. She raised her flaming sword even as he completed his spell. He met her smoldering gaze levelly. “Why?” he asked. It was a question she could not answer. . . If the target fails their save they no longer feel strongly about people, ideals, or things. The target’s alignment becomes neutral if it wasn’t already, and the creature becomes indifferent to everyone, including the caster. This effect is an instantaneous shift, and in no way prevents a creature from responding to subsequent diplomacy or threats. This lack of purpose is an oppressive feeling for intelligent creatures, who will gladly adopt the alignment of whatever creature next persuades them to being helpful. Creatures with an alignment subtype will gradually find their purpose again – regaining the alignment of their subtype in a d4 days unless they already have a new one. Dark Symmetry Necromancy Level: Sor/Wiz 2 Components: S Casting Time: 1 Standard Action Range: Medium Target: One Creature. Duration: Concentration Saving Throw: Willpower Negates Spell Resistance: Yes. Her hands slow down from the frenzied pace and the necromancer’s shadow extends into the target’s. The warrior’s sword arm slows and holds fast. A smile flashes across her face, and she takes a step forward. The warrior unsteadily takes a step backwards, a look of panic crossing his face. If the victim fails their saving throw, they are helpless and unable to voluntarily move until the spell is terminated. Further, if the caster moves while concentrating upon the spell, the victim simultaneously moves an equal distance in the same direction. If the victim is moved into an occupied space, he falls prone. If the victim is moved off a cliff, he falls. Form of Death Necromancy Level: Sor/Wiz 2 Components: S Casting Time: 1 Standard Action Range: Touch Target: One Living Creature. Duration: 24 hours Saving Throw: Fortitude Negates (Harmless) Spell Resistance: Yes (Harmless). The final incantations completed, the necromancer’s skin turned gray, his lips became cold and dry. 179 8.2. THE NECRONOMICON: NECROMATIC SPELLS CHAPTER 8. MAGIC A creature affected by Form of Death becomes very much like an undead creature. The target gains [Undead] as a subtype and is affected by any spell or effect that targets Undead specifically. The target is also cured by negative energy and damaged by positive energy. The target is immune to negative energy levels, ability damage, and ability drain. The character will be treated as an undead by those around him, which is both a boon and a bane – while mindless undead won’t attack the target unless specifically ordered to and the character gains a +4 profane bonus on all charisma related checks when used on undead creatures, the target also suffers a -4 penalty on Charisma related checks for dealing with living creatures. Puppet Dance Necromancy Level: Sor/Wiz 3 Components: S Casting Time: 1 Standard Action Range: Close Target: One Corporeal Creature. Duration: Concentration Saving Throw: Reflex Negates Spell Resistance: Yes. The necromancer holds her hands up with fingers apart, shadowy tendrils hang down from each finger, tapering into nonexistence before reaching her waist. As the spell reaches completion, larger tendrils appear above the target and hang down to anchor themselves in the victim’s flesh. If the victim fails their saving throw, they are helpless and unable to move voluntarily until the spell is terminated. This spell only affects creatures with a physical body. When the caster spends a standard action to concentrate on the spell, she may opt to have the victim move and perform a physical standard action. The caster cannot force the victim to use their spell knowledge (if any), and any attacks made by the victim use the caster’s Base Attack Bonus rather than their own. Sobering Skeletal Stillness Necromancy Level: Sor/Wiz 1 Components: V, S Casting Time: 1 Standard Action Range: Medium Target: One Creature with Bones. Duration: Concentration Saving Throw: Fortitude Negates Spell Resistance: Yes. Chortling like a man possessed, the necromancer contorts his hands into unnatural positions, emitting dreadful crackling sounds of bones grinding against one another. A black aura surrounds his victim, and the sounds of crepitace now come from two. . . If the victim fails their saving throw, they are helpless and unable to move until the spell is terminated. This spell only affects creatures who have a skeletal structure, although an exoskeleton does count. Creatures normally immune to paralysis, necromantic effects, or effects requiring a fortitude save that do not affect objects are still affected by this spell if they have a skeleton (so a zombie ogre is affected, but an iron golem is not). Tasha’s Tomb Tainting Necromancy Level: Sor/Wiz 1 Components: V, S, M Casting Time: 10 minutes Range: Touch Area: 40-ft. radius emanating from the touched point Duration: Instantaneous Saving Throw: See text Spell Resistance: No. 180 8.3. FIENDISH TAINT CHAPTER 8. MAGIC The graveyard has a serene feeling; the dead have lain here undisturbed for generations. Above the gate a sign in ancient Dwarven earnestly proclaims that the heroes interred within shall lie in peace forever. The necromancer puzzles through the faint and archaic runes and chuckles to himself. “Not hardly?” he mutters, and begins fishing through his spell component pouch for a black pearl. . . Upon spell completion, the area is free of any consecration, desecration, Forsaken Graveyard, hallow, Tomb, or unhallow effects. If the caster chooses, the area can be considered desecrated for the next 24 hours (the effects are increased as if there had been a permanent altar to an evil god or pantheon in the area). Material Component: One Black Pearl, worth at least 500 gp. Tasha’s Tomb Transport Necromancy Level: Sor/Wiz 3 Components: V, S Casting Time: 1 minute Range: See Text Target: You and objects and willing creatures. Duration: Instantaneous Saving Throw: See text Spell Resistance: No. The caster finishes the droning incantations and places her hand on the ground, where dark red runes appear in a circle around it. Eerily dark tendrils rise from the shadows and consume everyone and everything within the area. Far away, a black portal opens on the ground and the travelers rise from it covered in a thin sheen of cold sweat. This spell can only be cast in a Tomb, and it transports the targets to another Tomb of the caster’s choice. The caster has no ability to determine where in the Tomb she will end up, but all targets appear together. The target Tomb need not be on the same plane of existence, but the caster must know where the target Tomb is to within one mile. The spell fails if either Tomb is cut off from the Negative Energy Plane (including effects like dimensional interdiction). Total transported creatures and objects cannot exceed 500 pounds per caster level in weight. Tomb Tile Tessellation Necromancy Level: Sor/Wiz 2 Components: V, S, M Casting Time: 10 minutes Range: Touch Area: One ten-foot cube Duration: Instantaneous Saving Throw: No. Spell Resistance: No. Who knew how long the dead had lain in repose, unmolested and forgotten? Judging by the state of the remains, it was long enough – so the necromancer brought out the charts and began planning out how to make sure it stayed that way. This spell can only be cast in a place where the dead have lain for at least 50 years without being returned as undead. Each casting makes one ten foot cube eligible to become a Tomb. Once the entire area is eligible to become a Tomb, the entire area becomes a Tomb. Material Component: One vial of Holy Water or one vial of Unholy Water.
Abolish Vitality Necromancy Level: Clr 8, Dread Necromancer 8 Component: V, S, DF Casting Time: 1 full action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saves: Fortitude negates Spell Resistance: No
With a wave of your hand, you unravel the soul of another. If the victim fails their Fortitude save, 1d4+2 of their ability scores (chosen by the caster) are reduced to 1. As long as this spell is in effect, their scores can not be reduced below 1 by any means.
Agonizing Caress Necromancy [Death, Sabotage] Level: Sor/Wiz 6 Component: V, S, F Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 minute/level, until discharged
Blacks vipers of death infiltrate the victim, corrupting even the most innocent touch.
When the victim touches another creature as a non-combat action, begins a Heal check, makes a successful melee touch attack, or casts a spell with a range of touch the trap is sprung. The target of that action is instead hit with the effects of slay living (using the same DC and caster level from when this spell was first cast).
If that target is slain, the target of this spell becomes staggered for 2d4 rounds. Otherwise both targets are stunned for one round if the target's target receives damage. If sprung on a non-living creature, the trap is wasted.
Ashes to Ashes Necromancy Level: Clr 4 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One corpse Duration: Instantaneous Saving Throw: No Spell Resistance: No
Typically used in ceremonies and the destruction of horrific murderers, this incantation reduces a corpse to dust. The resulting pile of dust weighs about one-fourth of the original weight. This form blocks resurrection unless the ashes are reverted back into the body's original form.
Material Component: A corpse.
Avatar of Fear Necromancy [Fear] Level: Sor/Wiz 9 Component: V, S, F Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/level
Through your studies of what makes your enemies afraid, you have identified one of the most potent beasts of fear. A phantasmal slayer (Heroes of Horror, page 152) appears in an empty square adjacent to the subject. It acts after you in the initiative order and goes after the subject of this spell. Slaying the phantasmal slayer ends this spell.
Focus: A drawing or sketch of your deepest fear, placed on parchment with red and black ink, created with a successful DC 25 Profession (artist) check after spending 6 hours and 500 gp to complete.
Beneth's Black Battle Bind Necromancy Level: Blackguard 2, Duskblade 2, Cleric 3, Dread Necromancer 3 Component: S, F Casting Time: 1 standard action Range: Self Duration: 1 round/level, until dismissed
As you hold a piece of bone to your chest, your ribs and shoulder blades expand to form a protective, and grotesque, defensive barrier.
As this spell is cast, and at the beginning of the caster's turns, he chooses to take an amount of damage between one and five. He takes that much damage, which does not require a Concentration check, but gains a bonus to AC and damage reduction X/- equal to twice that damage until the beginning of his next turn.
Any creature who strikes him with a melee attack from an adjacent location must succeed on a DC 10 + damage accepted this round + Constitution modifier Fortitude save or become staggered for 1 round.
While in effect, the caster can only take one standard action or a move action each turn.
Focus: A piece of the caster's bone, extracted with a DC 15 Heal check and 2d6 points of damage taking ten minutes to perform.
Beneth's Black Blade Necromancy Level: Blackguard 3, Paladin 3 Component: V, S, F, DF Casting Time: 1 move action Range: Self Duration: 1 round/level, until discharged
Beneth, legendary Blackguard and Death's Chosen to Maerok, offers the deadly spirit of his sword to tame the living and the dead.
A weapon the caster is wielding glows with a silver light. When they make an attack against a creature, they may expend some of their turn undead uses to add +1d4 positive or negative energy damage to the damage of the first attack they make with it.
If positive energy is channeled, the caster gains a sacred bonus to the attack roll against undead. If negative, it is a profane bonus against the living. To determine the bonus, the caster makes a turning check (1d20 + Cha + uses expended).
If the attack misses, another expended turning attempt allows the caster to maintain the charge. Otherwise it is lost.
Special Focus: Caster must be able to turn or rebuke undead.
Bestow Mind Necromancy Level: Sor/Wiz 6, Dread Necromancer 6 Component: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: One mindless undead creature per level, no two of which can be more than 30 ft. apart Duration: 1 hour/level Saves: Fortitude negates Spell Resistance: Yes
Upon expending the brain of another creature, the caster grants the affected undead an Intelligence score of 1. See awaken undead (Spell Compendium) for details on skills, abilities, and feats acquired. The total Intelligence gained cannot exceed half of the Intelligence score of the brain being used.
Material Component: The brain of a living creature (see above).
Betrayal of the Soul Necromancy Level: Clr 8, Dread Necromancer 8 Component: V, S Casting Time: 1 full action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature with a soul Duration: One encounter (up to 1 hour) Saves: Will save (negates) Spell Resistance: Yes
"You're probably right. The only person who can defeat you... is you."
As waves of arcane power radiate out from the caster, it splits the soul of a nearby creature, creating a sort of cloned soul. This resulting presence manifests itself as a ghost (apply the ghost template to a copy of the target; it is permanently manifested onto whatever plane the spell was cast on). The remainder of the dark power is spent on coercing the opponent’s soul into aiding the caster. It has full loyalty to the caster and fights until destroyed or the duration ends. The effects of any magical items that the subject is wearing are not copied over to the ghost, but their appearance remains.
Outsiders who can't be brought back to life cannot be affected by this spell.
The maximum CR of creatures this spell can affect cannot exceed the caster's HD minus 2.
Blacksand Bolt Necromancy Level: Clr 1, Dread Necromancer 1, Duskblade 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
You fire skulls of angry blacksand at your enemies.
This spell works as per magic missile, but deals negative energy damage instead.
[Now I've got the image of an Entropomancer of Blacksand sort of PrC.]
Blacksand Decay Necromancy [Evil] Level: Sor/Wiz 6, Dread Necromancer 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude Spell Resistance: Yes
Before her eyes, the barbarian dissolved into a splash of hideous sludge. But it wasn't just muck, it was something else... seething with death.
This beam of blacksand is concentrated enough to reduce a creature into more of the sinister material. If the creature fails its Fortitude save, it is reduced to a 5 foot square of black sand (10 pounds). Any creature who moves through or waits on blacksand takes 1d4 negative energy damage per round. If killed by the dark effects, that creature is reduced to an adjacent pile of blacksand as well. The soul departs as normal and only its physical remains are destroyed (treat like a disintegrate). Its items fall into the pile of blacksand, unscathed.
Constructs, elementals, undead, and oozes are unaffected by blacksand decay.
Arcane Component Material: A pinch of onyx dust (1 gp).
Bless These Hands, Curse Those Claws Necromancy [Sabotage] Level: Clr 1, Sor/Wiz 1 Components: V, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes
You are able to sap the healing prowess of others to empower your own. The target suffers a profane penalty to Heal checks equal to half your caster level, to a maximum of the victim's Heal ranks. You gain a sacred bonus to Heal checks equal to that penalty.
Bloodwork Puppet Necromancy [Evil] Level: Sor/Wiz 5 Component: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature with blood Duration: Concentration, up to 1 round/level (D) Saves: Fortitude negates Spell Resistance: Yes
Thrusting the handle outwards, blackened strings lash out the subject and enter their body, fusing with their veins. With a second jolt, the caster winds up the black strings, leaving the veins as strings in their place. While the caster concentrates, he may spend his turns directing the actions of the subject. The subject is treated as paralyzed until directed by the caster to move or attack (skills and abilities cannot be used). Any creature along the path between the two creatures may sever the link with a slashing or piercing weapon as an attack action (the AC of the strings is equal to the DC of this spell). Severing the veins causes 1d3 Constitution damage and 6d6 damage to the subject, ending the spell.
Focus: The handle to a marionette's strings, typically a H-shaped assembly of sticks, worth at least 5 gp.
Bone Cycle Necromancy Level: Sor/Wiz 8, Dread Necromancer 8 Component: V, S, F Casting Time: 1 minute Effect: 30-ft.-radius spread Duration: 1/minute level
Upon jabbing a scythe into the ground blade-down, it unleashes a powerful evil into the air. Any mindless undead destroyed inside the 30-ft.-radius spread centered around the scythe will reassemble themselves and return to action in 1d6 rounds. If their remains are moved outside the area, they will not be brought back to unlife.
To end this spell prematurely, the scythe must be sundered. It gains a number of extra hitpoints equal to twice the caster level.
Focus: A scythe with a total enchantment bonus of at least +3.
Brand of Evil Necromancy [Evil] Level: Clr 2, Duskblade 2 Component: V, S Casting Time: 1 standard action Range: Touch Target: One creature Duration: Permanent Saves: No Spell Resistance: Yes
"You'll have a tough time explaining this to your boss!"
With a touch, you bestow a hideous symbol of profane might across the hide of your opponent. They gain a +4 profane bonus to Intimidate checks as well as a -4 profane penalty to Diplomacy checks. The mark can be removed by sheer force of will. If the opponent is Good, doing so causes 3d6 negative energy damage and 1d3 Constitution damage. Leaving the Brand on will undoubtedly lead to complications with Good creatures as it is on par in severity with the Evil Brand feat.
Buried Alive Necromancy Level: Clr 3, Sor/Wiz 3, Druid 3, Dread Necromancer 3 Component: V, S, M Casting Time: 1 full-round action Range: Touch Target: One creature Duration: Instantaneous Saves: Reflex negates Spell Resistance: No
As a melee touch attack, you drag a filthy hand across the body of your victim. The ground beneath them gives way to consume them in a death grip five feet below the ground. The victim begins to suffocate after a number of rounds equal to twice its Constitution modifier and spends each turn making a Strength check against the DC of this spell in order to escape, or roll a natural 20.
They can take no other actions, unless using actions that don’t require movement; spells with somatic and verbal components are suppressed. The DC to hear the entombed creature is increased by 10. A DC 15 Spot check can find the burial site as well, which is a visible spot of disturbed soil or sand. It takes a full round action from those above to dig out the victim, thereby ending the effect. This spell cannot be used on solid rock or similar ground types that would prevent mundane digging.
Material Component: Dirt or mud, which you must cover your hand with.
Bury Body Necromancy Level: Clr 1, Sor/Wiz 1 Component: V, S Casting Time: 1 standard action Range: Touch Target: One corpse Duration: Instantaneous Saves: No Spell Resistance: No
With a touch, the affected corpse sinks below the ground to a depth of five feet. The corpse is not damaged in the process and no evidence is left. This only works above five feet of loose soil, mud, sand or dirt.
Call of Death Necromancy Level: Clr 4, Sor/Wiz 4, Dread Necromancer 4, Duskblade 4 Component: V, S, M Casting Time: 1 minute Effect: 60’ burst Duration: See below Saves: None Spell Resistance: No
The Call of Death brings about a horde of undead creatures to attack all within the given area, even the caster. 1d4 HD of undead creatures per caster level are commanded to travel to the afflicted area and attack any living creature they find. The maximum CR of any called creature can’t exceed half the caster level (the DM chooses which creatures to send forth). The undead arrive 10 minutes after the casting, and remain for 3d10 minutes at which time they disappear back to where they came from. Certain types of intelligent undead may wish to stay, if properly convinced.
Many undead creatures consider this a form of the Calling (as discussed in the Book of Vile Deeds).
Material Component: One corpse per two caster levels.
Caress of Night Necromancy Level: Clr 2, Sor/Wiz 2, Duskblade 2 Component: V, S Casting Time: 1 standard action Range: Touch Target: One creature Duration: 1 round/level Saves: Will negates Spell Resistance: Yes
While in areas untouched by light (where darkvision would be needed in order to see) or areas of magical darkness, the target of this spell gains a +4 profane bonus to Move Silently and Hide checks, as well as +2 profane bonus to AC. Spells with the Light subtype deal extra damage as if the creature were undead, or twice the damage if the creature is actually undead.
Conscience Burn Necromancy (gains the alignment subtypes of the caster) Level: Clr 6 Component: V, S, DF Casting Time: 1 full action Range: Medium (100 ft. + 10 ft. level) Target: One creature Duration: Instantaneous Saves: No Spell Resistance: None
The subject takes 2d10 damage for every time its alignment axes have changed since it was last affected by atonement or conscience burn. For NPCs where this is unknown, it is up to the DM's discretion. A shift from TN to CE counts twice. A shift from CE to LG counts six times (C->N->L; E->N->G). Even if it does no damage (if the subject never changed their alignment), any acts in their life that they regret are immediately brought to mind, stunning them for 1d3 rounds.
This spell has no effect on mindless creatures.
Contagious Fear Necromancy [Fear, Mind-Affecting] Level: Sor/Wiz 5, Dread Necromancer 5 Components: V, S, M Casting Time: 1 standard action Range: 30-foot cone-shaped burst Duration: Instantaneous Saving Throw: Will Spell Resistance: Yes
Fear itself is manifested as a disease-like affliction and spread among those in the area. Unless they succeed on a Will save, the creatures become shaken. If they come into contact with another creature (without fear) while under the effect of this fear (attacks, touch attacks, etc.), that creature must make a Will save versus its effects or become shaken as well. Every minute, the afflicted creatures must make a Will save (+1 to the DC per level of fear they have acquired) or their fear advances to the next level (at the final stage of fear, they make a save versus a phantasmal killer effect instead). If they succeed in any of these Will saves, the effect ends for them and they may not be afflicted by contagious fear for the remainder of the week.
Material Component: A handful of feathers.
Corpsedance Necromancy Level: Sor/Wiz 5, Dread Necromancer 5 Component: V, S Target: One corpse Saves: No Spell Resistance: None
This spell works as per magic jar, but you possess the corpse of creature who has died 1 minute/level ago. Preservation, either mundane or magical, does not extend this time period.
It does not need the intermediate gem as there is no other soul to displace.
Cure Grave Wounds Necromancy [Healing] Level: Brd 5, Clr 5, Drd 6
This spell functions like cure light wounds, except that it cures 5d8 points of damage +1 point per caster level (maximum +25).
Cure Immortal Wounds Necromancy [Healing] Level: Clr 9
This spell functions like cure light wounds, except that it cures 9d8 points of damage +1 point per caster level (maximum +45).
Cure Legendary Wounds Necromancy [Healing] Level: Clr 8, Drd 9
This spell functions like cure light wounds, except that it cures 8d8 points of damage +1 point per caster level (maximum +40).
Cure Lethal Wounds Necromancy [Healing] Level: Brd 6, Clr 6, Drd 7
This spell functions like cure light wounds, except that it cures 6d8 points of damage +1 point per caster level (maximum +30).
Cure Mortal Wounds Necromancy [Healing] Level: Clr 7, Drd 8 This spell functions like cure light wounds, except that it cures 7d8 points of damage +1 point per caster level (maximum +35).
Darkened Caster Necromancy [Sabotage] Level: Sor/Wiz 5, Duskblade 5 Components: V, S, DF Casting Time: 1 full action Range: Medium (100 ft. + 10 ft./level) Target: One spellcaster Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
Eltark finished the spell and jumped as the king collapsed suddenly. Seeking to resurrect him, the cleric quickly executed another spell. His attempt was only answered by the thump of the queen falling out of her chair.
With the completion of this spell, a beam of hellish light bursts from the caster's hands and strikes the intended spellcaster, burrowing into the foundation of their soul: specifically the piece which connects them to the source of their magics.
If the spellcaster prepares their spells, two spells from each spell level (if available) are unknowingly converted into inflict wounds spells of the appropriate level which target the nearest creature (even that caster) when they go to cast that spell. The caster level of that spell is either the victim's or the caster's, whichever is higher.
If the spellcaster doesn't prepare spells, there is a 20% chance that each spell they cast will be converted into an inflict wounds spell (targeted as previously described). This effect lasts until two spells from each spell level have been converted (spell levels that have already been converted twice no longer suffer from this effect).
This spell persists until after the spellcaster chooses new spells for the day.
Epic spells are not affected by this spell.
Multiple castings of darken caster stack.
A remove curse cast on the afflicted spellcaster will remove the effects of this spell, but each spell has a 10% chance of being used up (and the caster is made aware of it).
Death to the Summons Necromancy [Sabotage] Level: Clr 5, Sor/Wiz 4, Dread Necromancer 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One spellcaster Duration: 1 round/level Saving Throw: No Spell Resistance: No
Any summoning spell the victim casts acquires the skeleton or zombie template (chosen at random; applied even if it usually couldn't be, unless already undead) and has a 50% chance (+2% per caster level, to a maximum of 90%) of following you as if you had summoned it. Any summoned creatures afflicted by this spell lose the template and resume their loyalties at the end of this spell. The initiative of any creature you take control of is changed so that it acts on your turn, as if you had been the one to summon it.
Material Component: A handful of tomb or grave dust.
Devour Self Necromancy [Evil] Level: Clr 5, Sor/Wiz 5, Dread Necromancer 5 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature that can eat Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes
"It's the sort of hunger that eats at you."
As the spellcaster finishes their incantation, the victim is suddenly possessed by both a demonic presence and the insatiable appetite for their own flesh. The victim is rendered helpless and begins to tear away at itself with its own hands, teeth, claws, or any other natural attacks it has. Each round, the victim spends its actions by attacking itself with its own natural weapons, dropping any weapons it carries immediately. Every 1d3 rounds, the victim may attempt a new Will save after it attacks itself.
The demon possessing the victim can be expelled automatically with two turning attempts (across two turns) or any spell that cancels possession. This ends the spell.
Any effect that would secure the demon's stay, such as a spell or evil area, denies the effects of any spell below its caster level and any turning attempt must turn the twice demon as if it were an undead of HD equal to the caster level of the enforcing spell.
Arcane Material Component: A fork, knife, or spoon, which is consumed by the force of the spell.
Drag to Depths Necromancy [Evil] Level: Clr 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes
As the caster completes this insidious call to evil forces, she utters the name of a plane populated by demons or devils (such as the Nine Hells). Twenty feet behind the subject, a gateway to such a plane opens up and dark, intangible figures loom out, grabbing the victim if they fail to move out of the way. The victim must make several Strength checks to avoid being dragged into the maw of the portal (DC equal to caster level plus 10). For every three points the victim succeeds by, they move 5 feet away from the portal. For every three points the victim fails by, they move 5 feet towards the portal. This process continues until the victim has moved to a distance of 40 feet from the portal or they have been dragged in. If they are dragged in, the victim finds himself or herself in the plane the caster had intended them to be drawn to.
The conflict between subject and portal is resolved in one round, instantaneously.
Material Component: A chunk of flesh from an outsider innate to the destination (must be acquired personally).
Draw Blood Necromancy Level: Clr 0, Sor/Wiz 0, Dread Necromancer 1, Duskblade 0 Component: S, M Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with blood Duration: Instantaneous Saves: Fortitude negates Spell Resistance: Yes
Pointing a needle towards the creature, you draw a drop of its blood into a perfectly preserved sphere in the palm of your hand. It is perfect for any spell component requiring a drop of blood. The creature is dealt 1 point of nonlethal damage.
Material Component: A needle.
Dread Shroud Necromancy Level: Clr 2, Sor/Wiz 1, Dread Necromancer 1, Duskblade 1 Component: V, M Casting Time: 1 standard action Range: 30 ft. Target: Cone-shaped burst Duration: 1 round/level Saves: Fortitude negates Spell Resistance: Yes
Those affected by a dread shroud spell become the victims of small swarms of mischievous spirits who fly above the head of the creature, incessantly mumbling and obscuring vision. The creatures receive a -1 penalty to Listen, Spot, and Search checks per two caster levels. Trip attempts against those affect gain a +2 circumstance bonus. Spellcasters gain a 25% spell failure chance, stacking with other sources of spell failure.
Material Component: A small piece of a wedding veil or similar material.
Dust to Dust Necromancy Level: Clr 9, Dread Necromancer 9 Components: V, S, DF Casting Time: 1 hour Range: Universal Target: One soul Duration: Instantaneous Saving Throw: No Spell Resistance: No
Upon performing this spell over the place where a creature was killed, the caster attempts to make certain that the creature is never returned to life. By expending XP (see below), the caster sets a caster level required for any spell to bring the chosen creature back to life. Even divine intervention and high level spells are useless unless the deity's divine rank is greater than the level of reinforcement or the caster level of the spell is greater than the level of reinforcement. Creatures who regenerate from complete destruction, such as liches, may only return if their HD or CL exceeds this level.
XP Cost: 250 XP per level of reinforcement
Elemental Evil Necromancy Level: Clr 8, Sor/Wiz 7, Dread Necromancer 7 Component: V, S, F, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature per two levels, no two of which can be more than 30 ft. apart Duration: 1 hour/level Saves: Will negates (harmless) Spell Resistance: Yes (harmless)
By raising your mace into air, you bestow your chosen undead with a specific element. Choose an elemental type for each undead creature. It gains that elemental's subtype and deals an additional 1d6 damage of the chosen type (earth->acid; water->cold; air->electricity; fire->fire; taint->1 point of taint instead; others at DM's discretion) with its natural weapons. It also gains immunity to that type of damage, and one extraordinary ability of the chosen elemental.
They cannot be affected by this spell multiple times.
You may create multiple types of elemental undead, depending on the focus.
Focus: A mace that has killed at least one Elder elemental of the chosen subtype(s).
Entropic Field Necromancy Level: Sor/Wiz 8, Dread Necromancer 8 Component: V, S Casting Time: 1 full action Effect: 60-ft.-radius spread Duration: 1/round level
Those who enter the area of effect must succeed on a Fortitude save. If they fail, the victim no longer benefits from any manner of fast healing, regeneration, or damage reduction. Spell resistance and energy resistance function normally. Nonlethal damage from any source is converted into lethal damage upon being inflicted upon a creature inside the spread who failed their save.
A severe form of necromantic hemophilia manifests itself in creatures within the field who failed their Fortitude save. At the beginning of their turn, each creature will lose 1 hitpoint for every 5 hitpoints they have lost. Even unliving creatures are afflicted by the entropy present in the area; this damage manifests itself as rot, rust, or another form of damage specific to that creature.
Corpses within the field cannot be brought back to life as long as the field persists.
If a creature who failed their Fortitude save leaves the afflicted area, the effects of this spell persist until they receive magical healing (requiring an opposed caster level check) or a dispel-type effect. Reentering the area after being removed of its effects requires another Fortitude save.
Exhume Memories Necromancy Level: Sor/Wiz 9 Components: V, S, M, XP Casting Time: 1 hour Range: Universal Target: One soul Duration: Instantaneous Saving Throw: No Spell Resistance: No
"I can crush your body, I can shatter your soul. But you'll live on as an idea, for a while."
Some say the most terrible death is to be forgotten. With this cursed incantation, the very existence of a dead creature is scoured from most memories. Creatures with less HD than the caster lose any memory of the subject, seeing them as a stranger. If they find evidence of the subject's existence (pictures, papers, memories from those who remember), they immediately regain their knowledge of the creature. The DC of Bardic lore checks and Gather Information checks about the subject are doubled unless specifically asking those who know about the subject. The caster retains any memories of the subject, despite the caster's HD; creatures with divine ranks of 0 or higher also retain memories of the subject, if any.
Sometimes a subject will have this spell cast upon them willingly, in order to make a new life for themself or hide a dark secret.
Material Component: One piece of non-magical evidence per HD of the subject. Pages of sets of papers count individually, as well as possesions or pieces of the subject.
XP Cost: 2000 XP
Flesh Formation Necromancy Level: Sor/Wiz 2, Dread Necromancer 2 Component: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature (see below) per three levels, no two of which can be more than 30 ft. apart Duration: Instantaneous Saves: Fortitude negates Spell Resistance: Yes
"Flesh on. Flesh off."
In some cases, zombies prove to be more useful than skeletons, or vice versa. This utility spell was designed for the necromancer who can never decide. Any zombie affected by this spell acquires the skeleton template instead, any skeleton acquires the zombie template, any bone creature acquires the corpse creature template, and any corpse creature acquires the bone creature template. (It is at the DM's discretion for other types of undead.)
Material Component: A one-foot by one-foot square of flesh.
Folly of Avor Ejir Necromancy Level: Clr 9, Dread Necromancer 8 Components: V, S, F, DF Casting Time: 1 round/level of target Range: Medium (100 ft + 10 ft./level) Target: One spellcaster Duration: 1 day/level Saving Throw: Will negates Spell Resistance: Yes
Stories tell of a necromancer who forged a black army that swallowed nations, only to have his horde turn on him before the final battle.
By focusing their's power against an enemy who controls many undead creatures, the caster can reduce that commander's ability to lead the undead.
Once the spell is completed, the caster expends any number of turn undead uses. For every use spent, treat the caster level of the target and their effective class levels for rebuking as two lower. Another set of uses can be spent to increase the DC of this spell by an equal number.
Undead that the target loses control of immediately attack the target and any remaining loyal undead.
Special Focus: The caster must be able to turn or rebuke undead.
Forever Flesh Necromancy Level: Sor/Wiz 4, Dread Necromancer 4 Component: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature per three levels, no two of which can be more than 30 ft. apart Duration: Permanent Saves: Fortitude negates Spell Resistance: Yes
A spell-cousin to flesh formation, forever flesh bestows the effects of gentle repose on the chosen undead permanently. Upon the creature's destruction, the rot and decay catches up to the creature which may cause it to collapse into dust. Each creature also gains a +2 bonus on saves against effects that would automatically destroy it, such as a disruption weapon or disintegrate (based on effect; damage that would destroy it doesn't count).
Material Component: A one-foot by one-foot square of flesh.
Ghoul Beacon Necromancy [Sabotage] Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3 Component: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One living creature/level no more than 30 ft. apart Duration: 1 hour/level (D) Saves: No Spell Resistance: No
"Shh. I don't think they know we're here... Nevermi-"
The victims of this spell become marked and are made readily visible to undead creatures. Undead gain a +4 bonus to Listen, Spot, and Search checks against the victims. Hide from undead or similar effects no longer apply to those afflicted by ghoul beacon and undead can plainly see the victims even if they are invisible or have partial cover or partial concealment.
Material Component: A pound of rotting flesh.
Good Intent, Poor Execution Necromancy [Evil, Sabotage] Level: Clr 2 Component: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One creature Duration: Until discharged, up to 1 hour/level Saves: Will negates Spell Resistance: Yes
The next act the target takes within the duration of this spell is evil, given a choice. The creature’s alignment doesn’t change during or after this spell. The act is subconscious but isn't powerful enough to influence spell selection. Basic choices like leniency or mercy are most readily affected. It won't lead to murder unless there was originally an opportunity for it.
Grim Embrace Necromancy Level: Clr 0, Sor/Wiz 0, Dread Necromancer 1, Duskblade 0 Component: S Casting Time: 1 swift action Range: Melee touch attack Target: One creature Duration: Instantaneous Saves: Fortitude negates Spell Resistance: Yes
With handshake or hug, you give the creature a feeling of sheer dread, informing them of your necromantic profession infallibly. Creatures of an alignment opposite to your own suffer 1 point of nonlethal damage (Neutral characters afflict others with extreme alignments: CE, CG, LE, LG).
Hapless Soul Necromancy [Sabotage] Level: Clr 2, Sor/Wiz 1, Duskblade 1 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: Self Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes
A flicker of a coin shines in your hand as your opponent's luck begins to fade. For the duration of this spell, a natural 2 counts as a natural 1 for your opponent (if there is an automatic failure on a natural 1, they fail on a natural 2, but the roll is still a 2).
Arcane Material Component: A two-headed coin.
Incorporeal Surgeon Necromancy Level: Clr 1 Components: V, M Casting Time: 1 minute Range: Personal Target: Self Duration: 1 minute/level Saving Throw: None Spell Resistance: No
With a flash, your hands glow with a eerie light and can pass through the body of those you plan on healing. When making Heal checks, you won't harm your patient from a bad roll except on a natural 1.
Inflict Grave Wounds Necromancy Level: Clr 5, Dread Necromancer 5
This spell functions like inflict light wounds, except that it deals 5d8 points of damage +1 point per caster level (maximum +25).
Inflict Immortal Wounds Necromancy Level: Clr 9, Dread Necromancer 9
This spell functions like inflict light wounds, except that it deals 9d8 points of damage +1 point per caster level (maximum +45).
Inflict Legendary Wounds Necromancy Level: Clr 8, Dread Necromancer 8
This spell functions like inflict light wounds, except that it deals 8d8 points of damage +1 point per caster level (maximum +40).
Inflict Lethal Wounds Necromancy Level: Clr 6, Dread Necromancer 6
This spell functions like inflict light wounds, except that it deals 6d8 points of damage +1 point per caster level (maximum +30).
Inflict Mortal Wounds Necromancy Level: Clr 7, Dread Necromancer 7
This spell functions like inflict light wounds, except that it deals 7d8 points of damage +1 point per caster level (maximum +35).
Inner Maiden Necromancy [Evil, Sabotage] Level: Clr 4, Sor/Wiz 4, Duskblade 5 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Until discharged, up to 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes
The subject's bones begin to rearrange themselves ever so slightly and small fractures begin to sharpen the edges. If a creature moves adjacent to the subject or vice versa, the trap is sprung and the victim's bones explode outwards through their skin, dealing 1d10 damage to the victim per caster level and 1d6 damage to every creature in a 5 foot burst (a maximum of 20d10 or 20d6, respectively). The victim is staggered for one round per two caster level afterwards as the bones are reset.
The trap might not be sprung by the time the duration runs out, in which case the effect ends.
Focus: A doll riddled with needles (10 gp).
Instill Fear Necromancy [Fear, Mind-Affecting] Level: Sor/Wiz 5 Component: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One frightened, panicked, or cowering creature Duration: 1 round/level Saves: Will negates Spell Resistance: No
The subject gains a phobia (its severity is based on the Fear section's chart). This phobia pertains to either the source of the fear or the closest situation that is prone to cause fear (heights, water, fire, magic, etc.; at the DM's discretion). See Heroes of Horror, page 61, for information on phobias. Adding two phobias of the same thing increases the severity of the phobia by one degree from the highest of the two.
Lichbind Necromancy [Evil] Level: Clr 5, Sor/Wiz 5 Component: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature with a soul Duration: Instantaneous Saves: Will negates Spell Resistance: Yes
Upon striking your victim with the soul gem, their essence is ripped from them but not entirely. Their soul is removed, killing them instantly, but it does not flow into the vessel. Instead, their soul is half-bound to its corpse, preventing them from being resurrected or brought back to life in any manner without casting dispel on the body or destroying the corpse. Until that time, the corpse is preserved as per gentle repose and a visible, sentient spirit of the victim is left to wander within 20 feet of the corpse per HD.
The spirit is inert, incapable of using any spells, and can only be seen by creatures capable of seeing invisible creatures. However, it may also be perceived via the Spirit Sense feat (after any amount of time the victim has died, rather than 1 minute/Wis modifier) or any similar effect. A creature may communicate with the spirit through speak with dead. While speak with dead persists, the spirit can freely talk with the creature (unrestricted by the normal limitations of speak with dead; you can talk or ask as long as you want during the duration of that spell) as if it were alive, if it wants to, and it cannot be forced into answering a question.
Material Component: A flawed soul gem worth 100 gp per HD of the victim; it shatters and the spell fails otherwise.
Life to Limb Necromancy Level: Sor/Wiz 2, Dread Necromancer 2 Component: V, S, M Casting Time: 1 standard action Range: Touch Target: One severed limb Duration: Instantaneous Saves: No Spell Resistance: None
By using a tiny spark of necromantic energy, you can animate the severed limb or body part of a living creature. Treat it as an undead creature with a size category, for the purpose of stats and material components, of three less than its owner's size (Medium creatures produce Diminutive limbs, receiving whatever bonuses and penalties apply from size) to a minimum of Fine. It has base attributes of 8 Strength, 8 Dexterity, no Constitution, 10 Wisdom, no Intelligence, and 1 Charisma. It gains a slam attack as a Zombie of its size. Its HD is 1/5 of the owner's, rounded down. If the owner's HD is below 5, use the following table to determine HD: Original HD New HD 4 1/2 3 1/2 2 1/4 1 1/4 1/2 1/4 1/4 0 (1 hp) For the purpose of undead controlled, animated limbs count towards your animate dead limit (generally 2 HD/CL). Treat fractional HD as 1 HD for the purpose of maximum HD controlled (for rebuking, spells, etc.). No creature can produce more than five limbs (arms, legs, head, tails), but the number of limbs is also limited by the actual amount of limbs the creature has.
Material Component: A shard of black onyx worth 10 gp per size category of limb.
Life's Gambit Necromancy Level: Clr 4, Sor/Wiz 4, Duskblade 4 Components: V, S Casting Time: 1 standard action Range: Melee touch attack Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No
By succeeding on a melee touch attack, you grab hold of the target gently and utter a few final words. With that, your opponent is allowed a Fortitude save (at a -2 penalty if their alignment is Good and yours is Evil or vice versa). If they fail, they are reduced to -10 hitpoints. In either case, you are reduced to -10 hitpoints as well.
Life Ward Necromancy Level: Clr 4, Blackguard 4, Dread Necromancer 4, Duskblade 4 Component: V, S, DF Casting Time: 1 minute Range: Touch Target: One undead creature touched Duration: 1 minute/level Saves: Will negates (harmless) Spell Resistance: Yes (harmless)
The subject is immune to all spells of the light subtype, sunlight weaknesses, turning attempts, and any positive energy effects. Each turning attempt halves the remaining duration for that creature, if successful.
Life Ward, Mass Necromancy Level: Clr 8, Dread Necromancer 8 Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature per level, no two of which can be more than 30 ft. apart
Mass life ward works like life ward, except that it affects multiple creatures.
Mandate Healing Necromancy Level: Sor/Wiz 4, Dread Necromancer 4, Blackguard 2, Paladin 2 Components: S, V, M Casting Time: 1 standard action Effect: 20 foot emanation centered on caster Duration: 1 round/level
The passage of healing energy always includes you.
Whenever a creature is healed through a spell with the [healing] descriptor or with a class feature like lay on hands, 2d4 points of healing are redirected to the caster. The energy can be seen flowing away into the caster.
Material Component: A handful of silver dust worth 20 gp.
Mandate Healing, Lesser Necromancy Level: Sor/Wiz 2, Dread Necromancer 2, Blackguard 1, Paladin 1 Effect: 20 foot emanation centered on caster
As mandate healing but with the above changes; it steals 1d4 points intstead.
Material Component: A handful of silver dust worth 10 gp.
Mandate Healing, Greater Necromancy Level: Sor/Wiz 6, Dread Necromancer 6, Blackguard 3, Paladin 3 Effect: 20 foot emanation centered on caster
As mandate healing but with the above changes; it steals 3d4 points intstead.
Material Component: A handful of silver dust worth 30 gp.
Mandate Healing, Vicious Necromancy Level: Sor/Wiz 8, Dread Necromancer 8, Blackguard 4, Paladin 4 Effect: 20 foot emanation centered on caster
As mandate healing but with the above changes; it steals 4d4 points intstead.
Material Component: A handful of silver dust worth 40 gp.
Mask of Forever Necromancy [Evil] Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3 Components: V, M, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One evil creature per two levels, no two of which can be more than 30 ft. apart Duration: See below Saving Throw: No Spell Resistance: Optional (on those effected)
"You wouldn't hurt a mere child, would you?"
This dark spells binds the souls of the innocent onto the bodies of despicable creatures. Its intent is to lure the forces of good into letting their guard down, only to fall victim to an ambush. This spell acts as disguise self for each creature affected, but only fools Good creatures. Even during combat, this mask persists creating a horrific situation for the Good. They suffer a -2 morale penalty to attacks and damage against the disguised fiend and cannot use any ability (class, supernatural, or spell-like) that specifically targets Evil creatures. The DC of any spell cast on the creature suffers a -2 penalty. There is a 1% chance per caster level that the Good creature will be moderately familiar with this innocent soul, thereby doubling any penalties incurred; however, no specific soul can be called upon and very rarely do they appear as anything more than a distant acquaintance.
The duration of this spell lasts until the end of a creature's next encounter (durations among multiple creatures are handled individually) or 3 hours, which ever comes first.
Focus: A white mask, usually porcelain, costing no less than 250 gp.
Open the Scars Necromancy [Evil] Level: Clr 4, Sor/Wiz 4, Duskblade 5 Components: V, M, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One living creature per two levels, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Fortitude (half) Spell Resistance: No
"Every scar has a story, I'm told. Now let's see what they have to say!"
The stoutest of warriors have the stoutest of wounds, and you'll prove it. Those affected by open the scars must roll dice as if they were rerolling their hitpoints (leave out the Constitution modifiers, feats, and other effects). That outcome is dealt as damage (a level 12 Barbarian would be dealt 12d12 damage; a level 12 Wizard would be dealt 12d4 damage), to a maximum of 6 damage per caster level (to a final maximum of 120 damage).
Those who are left with less than half their hitpoints are staggered for three rounds, and could potentially be killed. Succeeding on the Fortitude save lets the subject resist the effects of becoming staggered.
Focus: A bloody dagger.
Pervert Healing Necromancy [Sabotage] Level: Clr 4, Sor/Wiz 4, Blackguard 4, Dread Necromancer 4, Duskblade 4 Components: V, S Casting Time: 1 standard action Range: 20-foot burst Duration: 1 minute/level
The air around the caster begins to froth with dark energy, creating a zone of negative energy that interrupts positive energy spells intent on healing. Any spell of the healing subtype (cure wounds, heal, restoration, etc) cast from or to a space within the perverse area is affected as below:
Cure Wounds spells: Deal negative energy instead of positive energy Restoration spells: If the subject would recover lost levels, they lose another instead. If the subject would recover from a status effect, the duration of that effect is increased by 1 round per spell level (unless permanent). If the subject would recover from ability damage or drain, the ability damage to each afflicted score is increased by 1 (as well as any ability drain). Heal spells: Works as the corresponding Harm spell.
Consecrate, hallow, or a turning attempt within the zone will end pervert healing at the end of that round.
Possess Trapper Necromancy [Sabotage] Level: Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 hour/level Saving Throw: No Spell Resistance: No
A bane to kobolds and rogues, the caster calls forth malevolent spirits of dead pranksters that follow a potential trap setter. If the subject sets a trap during the duration of this spell, the spirits will intervene and it will immediately backfire. The victim might be pushed into the trap if trying to manipulate it from afar, or the spirits might flip a switch when the victim tries to set the final piece. The forces try their best to assure success, wielding their knowledge of traps to increase the DC of the trap by 1d4.
Reckoning of Flesh Necromancy [Evil] Level: Clr 6, Sor/Wiz 6, Dread Necromancer 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: One living creature with flesh, up to one size larger than caster Duration: 1 round/level Saving Throw: Fortitude negates; see below Spell Resistance: Yes
With a touch, the victim's skin begins to flay itself away from the point of contact upon failing a Fortitude save. This horrific effect causes 1d6 damage per round and suspends any natural healing properties of the creature (regeneration, fast healing), bypassing damage reduction as well. The creature is wracked with pain and becomes staggered unless it passes a Fortitude save at the beginning of its turn.
A creature killed by Reckoning of the Flesh is stripped of all flesh, leaving gory ribbons of skin cascading around them. What remains is the skeleton and by the dark forces at work the creature's bones are animated as a skeleton (apply the skeleton template; apply the bone creature template instead if the caster level exceeds 20; either way, it has an Intelligence score of 0). This creature is neutral to the caster but will attack any of its friends who are enemies to the caster, defending itself from others as well.
Material Component: A bow tied from a length of skin ribbon, which is wrapped around the fingers of the hand making the touch attack (if they have hands/fingers; otherwise, held as normal).
Reverse Magic Jar Necromancy Level: At the same spell level as magic jar for any who have it on their spell list Target: One willing creature Duration: 1 hour/level or until you return to your body (D)
This spell works as per magic jar, but the target possesses you instead. You may terminate the spell effect whenever, though.
Shadow Eyes Necromancy Level: Clr 1, Sor/Wiz 1, Blackguard 1, Dread Necromancer 1, Duskblade 1 Component: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature per two levels, no two of which can be more than 30 ft. apart Duration: 1 minute/level Saves: Will negates Spell Resistance: Yes
The subjects of this spell cannot be dazed or dazzled by light. They gain darkvision out to 10 feet (or keep their own, if higher), but receive a -4 penalty to Spot and Search checks.
Material Component: A lens made of black onyx, so thin that it is almost translucent, worth 150 gp.
Spirit Slaughter Necromancy Level: Clr 6,Dread Necromancer 7 Components: V, S, F, DF Casting Time: 1 full-round action Range: 40-foot burst Duration: 1 round/level
The spirit of war can be swayed towards woe or weal, at the right price.
The heat of battle flares up around the caster in a red aurora overhead. As any creature turns or rebukes undead within the range of this field, they may choose to expend a number of uses instead to choose one of the following effects to take place until another turner pays even more uses than the last: damage is maximized, or healing is maximized.
The caster may choose the initial setting and price of uses, by expending his own uses (a minimum of one). Otherwise the effect does not occur until a turner chooses to affect it. All creatures able to turn undead are aware of the presence of this spell, its current setting, and the current price.
Special Focus: The caster must be able to turn or rebuke undead.
Throne of Bone Necromancy Level: Sor/Wiz 9, Dread Necromancer 9 Component: V, S, F Casting Time: 1 hour Effect: 10-ft.-radius/level spread Duration: See below
Upon seating on this throne of necromantic prowess, you exude an aura of undeath. You automatically gain a rebuking attempt against any undead who enters the area. You may rebuke as a Cleric equal to your character level or use your own rebuking ability, if any. If you succeed in rebuking the creature, it is automatically commanded. You may command twice as many HD of undead this way.
You also gain the power to reanimate the dead. You may use animate dead once per round as a full round action, without the need for material components. The range is extended to the outermost extent of the area. You may control twice as many HD of undead this way (applied after any other modifications).
All undead you control in this area gain the effects of desecrate as if it had been cast upon a permanent altar of evil (improved benefits). A constant unhallow effect permeates the area, and you may change the spell effect tied to it each round as a free action. Hallow has no effect on this area of unhallow unless you or the throne would be caught in the area of the hallow's effect, in which case the unhallow effect is negated for the time being.
While seated, you cannot make any melee attacks other than with touch attack spells. You may cast spells, however.
Once you leave your throne, the spell ends. When the spell ends, any extra HD of undead are released, but you get to choose which ones.
Focus: An ornate throne or chair, worth at least 10,000 gp, anointed with grave dust and four units of holy or unholy water.
Tome Choke Necromancy Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3 Component: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 30-ft.-radius spread Duration: 1 round/level Saves: Fortitude negates Spell Resistance: Yes
You call upon the suffocating dust of crypts and mausoleums to choke out the living. All living creatures within the affected area take 1d2 points of Constitution damage and begin to suffocate if they fail their Fortitude save. They continue to suffocate each round until they leave the area, allowing them a Fortitude save at the end of each round to end the effect.
Material Component: A handful of gravedust.
Tomb Friends Necromancy [Summoning] Level: Clr 1, Sor/Wiz 1, Dread Necromancer 1 Components: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 3 minutes Saving Throw: None Spell Resistance: No
With a bit of scraps from the tomb or crypt you now traverse, you create a couple of guides with intimate knowledge of your surroundings. You create one tomb mote (Libris Mortis) per four caster levels. Each has a +10 bonus to Know(Local) and Know(History), though its communication is limited. The tomb motes gain the bardic lore ability (gaining a bonus equal to the caster level) to unveil secrets of the tomb. The tomb motes last three minutes before collapsing back into dust, and cannot leave the tomb they were created in.
Material Component: One handful of tomb dust or dirt (gathered from the tomb you cast this spell in).
Transfer Touch Necromancy Level: Clr 3, Sor/Wiz 3, Dread Necromancer 2, Duskblade 3 Component: S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature you control per two levels, no two of which can be more than 30 ft. apart Duration: 1 round/level Saves: Will negates (harmless) Spell Resistance: Yes (harmless)
For each undead affected by this spell, you may expend one of your spells per day to grant that undead creature a single use of that spell as a spell-like ability at your caster level. This only works on spells with a range of touch. Sentient creatures are aware of the spell and its effects and will employ them as they see fit. Mindless undead require being told when to use their ability, or else they will use it on their next turn of combat.
At the end of the duration, you regain any spell uses that were not used. Spells given to creatures who were destroyed are lost.
Material Component: A skeletal hand.
Unleash Spirit Necromancy Level: Clr 7, Dread Necromancer 7 Components: V, S, M, F Casting Time: 2 hours Range: Personal Target: One soul gem (see material component) Duration: 1 hour/level Saving Throw: No Spell Resistance: No
With a lengthy process, you unleash the soul of one who has been imprisoned into a soul gem for the purpose of serving you. The creature within acquires the ghost template and appears in a space adjacent to you, serving you for the duration of the spell (its loyalty is bound as per dominate, DC equal to the norm for a spell of this level, including metamagics). At the end of the duration, its soul departs with memory of what has transpired. A soul might later seek a vendetta against you. Casting this spell for another time ends any previous castings.
Material Component: A soul gem of a creature with CR of up to two less than your character level, which is destroyed by smashing it with the tiny silver hammer at the end of the ceremony.
Focus: A tiny silver hammer worth 500 gp, with various gemstones around its handle.
Utterfear Necromancy [Fear*] Level: Sor/Wiz 7, Dread Necromancer 7 Components: V, S Casting Time: 1 standard action Range: 60 ft. Effect: Cone-shaped burst Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes
(*Penetrates fear immunities.)
The Utterfear is a technique strong enough to pierce the mental defenses of even the most courageous or apathetic of creatures.
Subjects without immunity to fear become cowering; those already afraid suffer the effects of phantasmal killer. Subjects with immunity to fear become frightened and lose their immunity to fear for the duration of this spell.
Waning Death Necromancy Level: Clr 6, Sor/Wiz 5, Dread Necromancer 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes
The Waning is a horrific curse which dooms a creature to death. Each round, the subject loses 1 hitpoint (which can only be healed by spells). To display the devastating effect of this curse: in a one hour period, the subject will lose 600 hitpoints without the intervention of healing to delay the inevitable. The subject's skin begins to rot, giving them the appearance of a zombie at 30-60% hitpoints, and finally a skeleton at 0%-30% hitpoints (a DC 20 Spot check to tell the difference in either case). While afflicted with the Waning, the subject feels as though they were water slowly flowing down a drain. Only a perfect skeleton remains from one afflicted with Waning.
Remove curse will end waning death, but requires a successful opposed caster level check.
Will of Vecna Necromancy Level: Clr 9, Dread Necromancer 9 Components: V, F Casting Time: 1 hour Range: 120 ft. Effect: 120-ft.-radius burst Duration: 1 hour/level (D) Saving Throw: Will negates Spell Resistance: Yes
The caster utters forth a command of up to five words per level. Intelligent undead within the affected area must succeed on a Will save or follow the directions spoken by the caster. Mindless undead will automatically follow the command of the caster. They will do the task to the best of their intelligence; mindless undead will perform it quite literally while sentient undead will probably accomplish exactly what has been asked as it was intended. Sentient undead remember what was asked of them. Undead you control are not affected by this spell. If the caster encroaches on the undead of another, the caster must succeed on the opposed caster level check to take control. If the task is accomplished prior to the end of the spell's duration, the caster may utter another command of up to half the original amount of words. This proceeds until the spell runs out or no comprehensible message can be delivered.
The true voice of undeath does not rely on language as living creatures would call it. Living creatures do not understand what is being said, except those with the Dark Speech feat who can understand the basics of the instructions.
Focus: A severed left hand holding the left eye of its former owner.
Willful Tomb Guardian Necromancy Level: Sor/Wiz 5, Dread Necromancer 5, Cleric 5 Component: V, S, M Casting Time: 1 minute Range: Touch Target:One place of burial Duration: 1 week/level Saves: No Spell Resistance: None
You invoke the power of the grave and all the residents of the chosen burial grounds in order to create a powerful entity to watch over the fallen. This spectral caretaker assumes the form of a flesh golem with the sole purpose of defending and maintaining the graveyard, independent of the caster's commands. Even the caster can be taken as an enemy if he or she defiles a grave or attempts to make it do otherwise. In addition to its basic abilities, the golem gains the granted power of the Destruction domain. Its cleric level is equal to your caster level, and it may use the ability once per day per three caster levels against intruders.
Material Component: A handful of dust from ten graves, or all graves, if fewer.
Damn Good Shop of the Damned
As you make your way across the desert town, you peer at the signs, looking for that shop. You had heard about it years ago but never had a need for it until just a while back. After what seems like a few hours, you come across a tent in the alleyways and backstreets of the city. It's ghostly form sways hypnotically in the breeze, but it suddenly dawns on you that there is no wind tonight. Shrugging, you peel open the door flap and step inside... The inside of the tent is truly massive, with more room than could ever seemingly fit in the tent. Over at the far corner of the place is a counter with an odd little man standing behind it. He beckons you to take a look around, smiling with too many teeth for such a small person.
Implementing the DGSotD:
The ship itself looks as if it is a normal 15x15 tent from outside, but on the inside it is an expansive 75x75 tent. The tent is treated as 20 feet of lead, and blocks any aura or traces of magic that are inside the structure. A lingering aura resulting from an item coming out of the structure or person who left the tent is suppressed for 50 feet. Scrying to find the tent or sense inside it is impossible. Teleportation into or out of the tent is suppressed.
Almost any kind of necromantic item (especially from LM or BoVD). Kieron Lethar, shopkeeper, says "If it ticks off them do-gooders and you want it, we've got it.". Lethar is a LE Gnome Wizard 5/Pale Master 10/Archmage 5 [Arcane Reach x2; SLA Finger of Death, Disintegrate, Wail of the Banshee]. In the defense of his shop, he will use Necromancy touch spells to devastating effect from all the way across his shop. There is also an effect in which everyone in the shop except Lethar must pass a DC 28 Will save or assist in the apprehension of the robber/attacker. Any criminal/attacker taken down is animated by Lethar himself and is stood against one of the walls as a sign to would-be robbers.
Casting, fighting, or turning/rebuking inside the tent is strictly forbidden.
Common customers include True/Dread/Wizard Necromancers, Clerics, and many undead or cursed creatures. Any Good character entering the shop is immediately kicked out unless they have good reason or enough money (Chaotic Good are far more likely, however, to be allowed to stay than Lawful Good). There is also the chance that a death god or god in disguise will visit the shop, the chances are 0.5% per visit (roll 1 on a 1d100 and 1d2), though not even Lethar truly knows who it is.
To find the DGSotD, one must be specifically looking for it in the desert. The shop travels across the world, and in some cases, so fast that it seems like it is more than one place at once. Once a member of the party has expressed their wish to go to the shop, roll a d100 at each town they come across or re-enter (if it has been a week since they last were there). An outcome of 1 to 2 will place the shop in that city for 1d4+1 days. Only those specifically looking for the shop notice it, the common person seems to not even notice it.
The following can improve the chances of finding the building (adding +1 for each to the maximum outcome required, normally 1 to 2). Only one case for each bonus can apply (two Nyoptic Manuscripts yield +1, not +2): A party member carries the Nyoptic Manuscripts A party member carries an item bought from the shop A party member has Knowledge(local, arcana, or history) 15 A party member is CE, NE, or LE A party member is a Necromancer/True Necromancer/Dread Necromancer/Pale Master/Master of Shrouds or of a similar class dedicated to dark magic A party member is undead or cursed with vampirism (vampire or vampire spawn template) or lycanthropy (natural or afflicted template)
For every hour a non-Evil creature browses through the items in the shop, they must pass a DC 18 Will save or their alignment moves one step towards evil.
Lethar's apprentice, Vayen Odar, offers enchanting services. She is glad to put on enchantments like Unholy, Unholy Burst, Bane[non-Undead], Vorpal, etc. and does so at base price with a 150 gp per total enhancement bonus (including previous enhancement bonuses, includes non +X things like Vorpal or Returning) surcharge. She is a NE Elven Cleric 12/Hierophant 1 [Mastery of Energy], and is a master rebuker, retrieving guards for the shop from across the world. She carries a +3 ghost touch whip.
Notable items on sale, that might not be realized are sold here: Arrows of Slaying (non-Undead) Black Onyx and other Necromancy focuses Bones of nearly any race and species Occupied Soul Gems (1500 gp per HD for Black onyx soul jar gems) Blood: 15 gp/gallon, 10 pounds/gallon* Flesh: 30 gp/meal*
- hard to 'acquire', subject to price gouging of 1d10 gp
Other Services: There is a good chance you will run into a vampire and/or a lycanthrope here, so if you want, they may be interested in giving you their blessing/curse for your blood, or some money.
Cursed Items: The chances of an item purchased at the store being cursed (effects determined by DM) are 5%.
With exception of items labeled not for sale, expect that there are enough of the item[/it is restocked often enough] to suit the needs of any number of characters.
Sarcophagus of Anubis
95,000 gp, previously used, one for sale (restocks every 1d10 years) 2000 pounds --- This ancient coffin is infused with special properties that are said to granted by the God of the Funeral himself. Along the side of the lid is hieroglyphics you can barely begin to comprehend. It is wreathed in gold and the figure of Anubis is set into the top of it. His eyes are inlaid with white gemstones that shine from within. --- When an undead creature rests within the Sarcophagus of Anubis for 8 or more hours, it grants a +4 inherent bonus to all DC's of the creature's supernatural abilities, if any. The sarcophagus also bestows the effects of Gentle Repose to any dead material or creatures within it. The box locks from the inside and can be forced open with a DC 20 Strength check or a CL 16 Knock effect. As an added bonus for security, an occupant can effectively 'see through' the walls of the sarcophagus up to 10' as per blindsight and cast touch spells through it (so, for example, an intruder in contact with the sarcophagus will be affected). A sleeping occupant is automatically awakened if anyone comes within 10' of the sarcophagus. Living creatures receive no benefits and suffocate in 5 minutes if the lid is shut. Aura: Lawful Evil, Strong Necromancy
Shackles of the Beast
25,000 gp for a set 3 pounds --- These manacles were designed to resist the feral nature of lycanthropes. They are made from strands of silver wire and wolfsbane, intertwined into two conjoined armlets. While apparently frail, they are more than adequate at restraining a were-creature when it desires to be restrained. --- When worn by a were-creature (refered to as the wearer) in its original form, the shackles are mundane. But as the creature changes into its animal form, the shackles glow a dull green. The wearer's alignment is not changed during their transformation, nor does this transformation count in the DC to permanently change their alignment. They are also rendered helpless (even if they are immune to such an effect) until they change back. The shackles cannot be removed from the wearer while activated, but the hands may be severed to free the wearer. If removed, the ex-wearer is no longer helpess and it's alignement changes instantly as if it had just transformed. It also makes the necessary check to see if its alignment changes permanently, this transformation counts against them. Aura: Neutral, Faint Enchantment
Cloak of Lasting Night
50,000 gp 2 pounds --- This tattered, gray cloak was crafted for use by vampires so that they could travel in broad daylight. However, such cloaks rely on the energy of the wearer to fuel their magical enchantments. --- While worn, the user is treated as not having a sunlight vulnerability. But the DC of any supernatural attacks the user uses during the day is reduced by 3, to a minimum of 10. The wearer may forego this penalty by taking 1 point of Charisma damage, negating the penalty for 4 hours. Aura: Neutral Evil, Moderate Necromancy
60,000 gp for both 2 pounds --- These long gauntlets/bracers take up the wearer's glove and bracer slots. They corrupt the very claw attacks of the wearer, making them feared items indeed. --- While worn, any claw attacks made by the wearer deal half Vile damage and half Negative energy damage instead of normal damage. Any Smite Good attempts made on the wearer receive a +4 sacred bonus to attack and damage rolls. Any good creature wearing Blackhand Talons receives 3 negative levels while they are worn. A neutral creature receives 2 negative levels. Aura: Chaotic Evil, Strong Necromancy
Moil Spelledge (major artifact weapon)
While not for sale, this treasure is on display, guarded by a wealth of traps and undead guardians 25 lb --- This +3 unholy vorpal (on a 18-20) large scythe is a feared remnant of the Moil necromancers. It may be wielded by a Medium creature with the Black Lore of Moil metamagic feat and proficieny in the use of martial scythes. In addition to its impressive combat prowess, the wicked edge of this weapon boasts powerful necromantic effects. The scythe also has a mind of its own, born from the dark powers that forged it. It is treated as an intelligent item (Wis 23, Int 23, Cha 10; has no communication or special abilities) and has an ego score of 32. It gives the wielder the overwhelming urge to kill any Good creature it comes across (Divine spellcasters and do-gooders are a priority), manifesting itself as if it were second nature to the wielder.
Any creature threatened by the wielder receives a -6 penalty on saves against fear effects. A creature struck by the scythe must make a Will save with DC equal to the damage dealt or else they become panicked for 2d4 rounds.
Any creature cut down by the Moil Spelledge (without the Vorpal ability) has their soul bound to the blade of the scythe until the next victim's life is taken. The effect is as per Soul Bind, but with no save. While a soul is captured, the wielder receives a stacking profane bonus equal to the highest ability modifier of the captured soul to their own ability score (ex: an 18 Cha rogue provides a +4 profane bonus to Cha). A spellcaster using the scythe with a spellcaster's soul in the blade may use one of the trapped soul's spells (up to spell level 6) per day as a SLA (if they still have some left for the day), using the wielder's CL. Any XP costs are paid by the wielder and any costly materials cost 10 times the item price in XP. The wielder may take a negative level instead, to forego any focus/material/XP requirements and cast the spell as a free action. Even if two victims are trapped in a single day, only a single spell may be used in that day.
If the creature is killed by the scythe's vorpal ability, the creature's soul is destroyed. Only a wish or miracle may undo its destruction. The wielder must then succeed a DC 12+creature's HD Will save or lose 1d4 ability points split between their Wisdom, Intelligence, and/or Charisma scores (to a minimum of 5).
Attempting to let go or get rid of the Moil Spelledge requires a Will save against the scythe's Ego score (DC 32). It will allow itself to be released if necessary, but can sense whether or not the wielder intends to pick it up again. If the user does plan to abandon it, they must make the Will save after moving 10 feet away from it.
Good creatures who willing take up the scythe receive 6 negative levels. Neutral characters take 4 negative levels. Aura: Chaotic Evil, Overwhelming Necromancy
12,000 gp 1 pound --- This little necklace is shaped like a horned skull, in the forehead is an empty hole that a black onyx can be placed in. Depending on the value of the black onyx, the charm has different effects: None- no effect 25gp - 100 gp: +1 DC to all fear-causing spells, Cause Fear 3/day as a spell-like ability 101 gp - 500 gp: +2 DC to all fear causing spells, Scare 3/day as a spell-like ability 501 gp - 1000 gp: +3 DC to all fear causing spells, Fear 3/day as a spell-like ability Aura: Neutral Evil, Faint Necromancy
Collar of the Waking Dead
50,000 gp 2 pounds --- This rather plain choker necklace is designed for any necromancy seeking capable undead followers. When worn around the neck of a mindless undead, the creature is affected by a continuous Awaken Undead effect. It gains maximum Intelligence for the spell. The undead creature becomes vulnerable to mind-affecting effects, such as spells or bardic music. The wearer is completely loyal to its creator, if any (not the one who puts the collar on), otherwise it fufills its own desires. The collar burns out after 2 months of use (which may not all at one continuous time if it is used between many undead). Aura: Neutral Evil, Moderate Necromancy
30,000 gp 1 pound --- This large black crystal draws in light from the surrounding area, creating something like a small aurora borealis of darkness around it. A Nethershard may be used as the focus of Magic Jar, Soul Bind, and other spells requiring a gem to contain a soul. These crystals can hold up to 40 HD of souls. If, for example, there are 33 HD of souls, only souls of 7 HD or less could be affected by the spell a Nethershard is used in unless room is made. A Nethershard cannot release the souls it holds on its own, but using them for item creation is an option (a complete soul is used, not partial ones). Aura: Neutral Evil, Necromancy. Treat the aura when using Detect Magic, as having a CL of 1/2 the total HD of souls it holds plus 1.
Talisman of (death god)
30,000 gp 1 pound --- These holy symbols are very uncommon but not completely rare among the high priests of death gods. They resemble and function as a masterwork unholy symbol to a specific god, yet carry a few extra abilities.
Each Talisman allows for the user to cast Gate once per month to summon a herald of your death god to assist you (if no such herald is listed, the DM may choose a suitable one). They will do a deed in the service of your god for the remainder of the day, or until the deed is complete. Misusing the herald's help can bring about grim circumstances.
+4 to turn/rebuke attempts. You may control an extra HD of undead creatures (through Animate Dead, rebuking, etc.) for every cleric level you possess. This is added after any multipliers to the number of undead you may control (such as from the Rod of Undead Mastery). Aura: same as deity, Faint Necromancy (if carried, it uses the possessors aura strength if greater)
Lich Roulette Coin
25,000 gp --- This coin is engraved with a skull on one side and two crossed swords on the other. These ancient, evil playthings have been used by bored liches for centuries in an attempt to past the time. Two or more characters (now referred to as players) must agree to play. The players stand in a circle and take turns flipping the coin, starting with the one who brought the coin and going to the left. The actual order within the circle is random. In an outcome of 1 from a 1d2, the skull side is up, the flipper is killed instantly as if by Finger of Death (no save, no SR, no immunity). Then the coin is passed on. The game continues until only one is left, at which point they keep the coin. Anyone killed by the coin collapses into dust and comes back in 1d8 days (as if they were a lich, there reanimation is from the coin's magic) at the very point they were standing. No levels are lost and no body is needed to reform themself. Their equipment may be stolen as it is left behind when they fall to dust. The coin cannot be used to circumvent a battle or upcoming event, the coin can sense such a misuse and will drop to the ground and land on its side until all scheduled events or current ones are resolved.
Players cannot be forced into playing the game. If so, the coin drops to the ground upon flipping as if made of lead and lands on its side. The person who tried to make them flip is then subject to Finger of Death (CL 20, as per the spell). Aura: Neutral Evil, Faint Necromancy
Bone Strand Spellbook
25 gp per 100 bones (+100 gp for optional kit) 3 pounds per 100 bones --- This grisly trophy is a popular item among necromancers and sells very well. These stands of silk rope are beaded with the finger bones of various "animals" and tied at the ends. See Complete Arcane for Alternate Spellbooks, including details into how to carve spells into the bones. A 100 gp kit can be added to the purchase, lowering the DC to carve the bones by 5. Multiple strands can be connected into a single strand. Many necromancers have taken to draping them around their neck or using them as a belt.
For 2000 gp/100 bones, Lethar will enchant the strand with a special effect. Any Necromancy spell cast from a spell carved into the bones receives a +1 bonus to caster level (up to a maximum of +2).
Clock of Fate (cursed major artifact)
Not for sale, locked in a see-through box of crystal to prevent the foolish from activating it (it was almost daily that a customer pushed it to see what it did). 100 pounds --- This large timepiece is in the shape of a large dragon skull, its maw wide open, holding the face of a clock between its teeth. Where the hands of the clock connect to the face is a button marked with a skull. The three hands of the clock never move, and are labeled in years(smallest hand), months, days(largest hand). Upon pushing the button at the center, the user is told when they will die, the clock's hands rotating to tell them the precise day from that moment (3d10 days, 1d12 months, 1d100 years).
The user tends to use that knowledge to perform risky acts such as attempting duels and such, believing that they can't die until that day. However, the clock doesn't work like that. Instead, it tells them when they are to naturally die. On that day, they die instantly, even if they are much younger than their life expectancy. Nothing can prevent that fate so long as they have seen/heard the outcome of the clock (they can press it and look away with no effects). Ironically, the false bravado the clock grants usually brings about a swifter death than it predicts, a grim reality that the creator jokingly implemented in its creation.
For every day of the week before they die, they must pass a DC 23+days passed in that week or suffer the effects of Insanity (no save, no SR) due to their impending doom.
Races or conditions (undead, Timeless Body, etc.) granting immunity to aging are not affected by this. The clock's hands will spin at different speeds for a minute, as if it were confused, before coming to a rest at the very top (its starting place). Aura: Neutral, Overwhelming Divination
Eye of the Unseen (cursed item)
60,000 gp --- These false eyes were crafted for the use of a long dead king of a long forgotten empire. His paranoia of invisible threats led him to order the creation of an all seeing device, which he and his guards wore until his death. However, in additon to the intended True Seeing effect, the Eyes granted more than he had bargained for. Only a single Eye is worn by the wearer. The shop holds a generous supply of them, liberated from the castle of the dead king.
While worn, the wearer is affected by a continuous True Seeing effect. But the wearer also sees things that aren't there. Every 1d6 minutes for 1d6 minutes, the wearer sees 1d6 images produced by an effect akin to Major Image. Only the wearer can see the images and is unable to distinguish them from actual threats. It acts as any NPC would. Attacking the image causes it to react as appropriate, even seeming to die but it is not negated when interacted with. Trying to pass through an image triggers an impulse in the wearer to cease moving into the image, seeming that the image is solid. A successful DC 45 Will save upon seeing the images will dispel them all. Images will personify any fear, anxiety, suspicion, or paranoia of the wearer to a degree of realism that they automatically believe. They will always be images of creatures. Examples: A halfling rogue trying to sneak up on you, zombies coming down the throneroom, bats flying down from the rafters. Images may even act together and are aware of each other and the wearer.
Many times, the Eyes lead their wearers to insanity or to attack those the wearer has begun to suspect from seeing an image committing a crime. Aura: Neutral Evil, Strong Divination
Ghost in a Bottle
15,000 gp 2 pounds --- These decorative flasks are covered in simple depictions of skeletons and zombies. Inside the bottle is a restless spirit, trapped by necromantic powers. The bottle can be opened to release the ghost or it can be drank (up to 3 rounds after opening it). If drank, the one who drank the ghost is subject to possession as per the example session of the Necromantic Vault in the Libris Mortis supplement.
If released, roll a 1d4. 1 - the user may bargain with the ghost (offering a quest, temporary alliance, or various services) *** 2 - the ghost attacks 3 - the ghost tries to possess a member of the group 4 - the ghost flees
The ghost's HD is 1d20 and its alignment is based on the roll of two 1d3's. Outcome - First roll/Second Roll: 1 - Evil/Chaotic 2 - Neutral/Neutral 3 - Good/Lawful
- An excellent hook for a story arc.
Aura: same as ghost, Faint Necromancy
12,000 gp 3 pounds --- This rod is created from the connected skull and backbone of a small humanoid. When shaken in one hand as a free action, its teeth chatter together sofltly for the remainder of the round. However, unbeknownst to the wielder, the skull is actually speaking the words of undeath. This allows the wielder to communicate with all undead they control in 60' without speaking verbally. Treat this effect as telepathy. The skull is quiet enough, as a whisper, to be heard on a DC 15 Listen check. Aura: Weak Necromancy, Neutral Evil To make: Craft Rod, CL 15th, speak with undead, animate dead __________________
Bow For Me Bow For Me Necromancy Level: Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Personal Area: 100 ft. radius centered on caster Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes
As you cast Bow For Me a wave of negative energy spreads out in all directions to the extreme of the range. All living creatures with 5 Hit Dice or less are affected. The life force in the lower part of their legs (from the knee down) are negated as per the spell Wither Limb causing them to fall to their knees. __________________ "My infinity is bigger than yours." - Mostin the Metagnostic Noir is offline Reply With Quote Old 15th April 2004, 04:52 AM #18 (permalink) Noir has no status.
Registered User Join Date: Oct 2002 Location: Sweden Posts: 79 Noir Umpleby (Lvl 1) Umpleby (Lvl 1) Detect Vivacic Flow Detect Vivacic Flow Necromancy Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Line of sight Area: Quarter circle from caster to extreme of range Duration: 1 minute/level Saving Throw: None Spell Resistance: No
The caster can see the presence, absence and flow of positive and negative energy. This sight is superimposed on the caster's ordinary vision, and gives him no extra visual capacity; if the caster's vision is hindered by, for example, darkness, then the magical sight is similarly hindered. The sight does lower concealment by one step, unless the concealment is behind something living or unliving. As a general rule of thumb, creatures with higher Hit Dice have more positive (or, inte the case of the undead, negative) energy. This may be affected by the specific type of the creature. Through Detect Vivacic Flow the caster can determine whether a creature is mortal or immortal, since mortals have a finite flow of positive energy and immortals an infinite. The caster can also see if a creature is wounded through leaks and reduction of the flow of positive energy.
A big thank you to Feliath for this interesting spell. __________________ "My infinity is bigger than yours." - Mostin the Metagnostic Noir is offline Reply With Quote Old 15th April 2004, 05:35 AM #19 (permalink) Noir has no status.
Registered User Join Date: Oct 2002 Location: Sweden Posts: 79 Noir Umpleby (Lvl 1) Umpleby (Lvl 1) Transfer Life / Transfer Unlife Transfer Life Necromancy Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Touch (See text) Target: See text Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes
The caster join hands with all whom he might want to affect with the spell forming a closed circle. The flow of positive energy must be uninterrupted, therefore everybody in the circle must be living creatures. As the spell is cast, the caster can chose to move positive energy among the creatures in the circle up to a total of no more than two times his caster level.
Transfer Unlife Necromancy Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Touch (See text) Target: See text Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes
As Transfer Life, but with negative energy and undead instead of positive energy and living creatures (caster must be undead for Transfer Unlife to work). __________________ "My infinity is bigger than yours." - Mostin the Metagnostic Last edited by Noir; 15th April 2004 at 05:36 AM.. Noir is offline Reply With Quote Old 15th April 2004, 10:35 AM #20 (permalink) ElectricDragon has no status.
Registered User ElectricDragon's Avatar Join Date: Mar 2003 Location: Memphis, Tn. Posts: 454 ElectricDragon Stunjelly (Lvl 2) Stunjelly (Lvl 2) Send a message via Yahoo to ElectricDragon Your spell: Whispers of Old should have a duration of Concentration as written instead of Instantaneous; but I suggest limiting the duration to: 3 rounds/level (D). Something like this: Duration: Concentration (up to 3 rounds/level) (D)
As a 4th level spell a wizard could conceivably age someone 21 years per casting of this spell at the minimum level. Sorcerers would get 24 years at the minimum level. This is a high concentration of years for such a low level spell. A half-orc could die of old age from just one casting of this spell. As written you should add the [Death] descriptor to it and raise the level to 5th or higher. Limited wish used to age its caster 3 years and Wish 10 years. In 2e and earlier, potions of longevity conferred 1d12 years back to their drinker, and potions of youth gave less. If aging effects are to be used in your game; you should also have some easy method of reversing them (like those potions). Imagine a lich using this against a party: 60 years per casting (using my suggestion); how hard is it to create a lair that amplifies the whisperings of the old skeleton-mage so that it can be heard on multiple levels of its complex? Reincarnation is one way back from death by natural causes; is there only this one way?
Kara Tur in 2e had a 7th or 8th level spell that required a unicorn's horn as a material component (used up in the casting). The spell killed one creature (by stealing its lifeforce) and un-aged the caster by 10 years.
Darksun had a 7th level spell called Sands of Time that could age things according to their type. Paper could be aged to dust; people by 50-60 years; dragons very little. Higher caster levels enabled more aging: but it must be remembered that Dark Sun enabled characters to achieve levels much higher than now (advanced beings had to be at least 41st level before they could start as avangions, dragons, or elementals). There was also a reverse of the spell (called Reversed Sands of Time).
The unlimited nature of the spell as written is way over the top. Unless you add in some kind of rules for vocal loss due to long usage: "I had to quit the spell because I lost my voice; I was unable to cast spells for over a week afterward."
Other than this point; I have no problem with your spells. Good work.
Ciao Dave __________________ My sig was too long, so here it is; short form: Duh! ElectricDragon is offline Reply With Quote Old 15th April 2004, 02:52 PM #21 (permalink) Noir has no status.
Registered User Join Date: Oct 2002 Location: Sweden Posts: 79 Noir Umpleby (Lvl 1) Umpleby (Lvl 1) Answers to ElectricDragon Quote: Originally Posted by ElectricDragon Your spell: Whispers of Old should have a duration of Concentration as written instead of Instantaneous; but I suggest limiting the duration to: 3 rounds/level (D). Something like this: Duration: Concentration (up to 3 rounds/level) (D) I have thought about the duration, and you are correct. It should be concentration, but changing it to concentration requires a more detailed explaination to what the spell does, effectively age someone and state that there is no magic left after the spell has ended but yet the effect of it are permanent. 3 rounds/level is the CL cap I was talking about, and maybe it is necessary for the spell to be balanced.
Quote: Originally Posted by ElectricDragon Limited wish used to age its caster 3 years and Wish 10 years. In 2e and earlier, potions of longevity conferred 1d12 years back to their drinker, and potions of youth gave less. If aging effects are to be used in your game; you should also have some easy method of reversing them (like those potions). As I mentioned in one of my above posts, a DM that allows ageing effects must also allow de-ageing effects. I will write a de-ageing spell as soons as Whispers of Old is finished.
Quote: Originally Posted by ElectricDragon Imagine a lich using this against a party: 60 years per casting (using my suggestion); how hard is it to create a lair that amplifies the whisperings of the old skeleton-mage so that it can be heard on multiple levels of its complex? Reincarnation is one way back from death by natural causes; is there only this one way? You can only target on creature at the time with Whispers of Old. Do not ask me for a reasonable in game explaination, because I have none. The only thing I can think of is that what is whispered depends on who the target is. This also ensures that no one that hears the whispering are also affected. The real explaination is to prevent senarios as the one you mention to occur.
I am actually working on a spell that will be able to bring back people whom have died of natural causes. It will be based on a host body concept.
Quote: Originally Posted by ElectricDragon The unlimited nature of the spell as written is way over the top. Unless you add in some kind of rules for vocal loss due to long usage: "I had to quit the spell because I lost my voice; I was unable to cast spells for over a week afterward." The vocal loss is not that bad a flavor element. How about: The words whispered are so ancient and hard to pronouce that for each round the spell is active the caster loses his voice for one round afterwards.
Finally I have a question for you, since you seem to be quite experienced when it comes to balancing spells. Should you be able to use Whispers of Old via Scry through the use of Message? __________________ "My infinity is bigger than yours." - Mostin the Metagnostic Last edited by Noir; 15th April 2004 at 03:03 PM.. Noir is offline Reply With Quote Old 16th April 2004, 05:04 AM #22 (permalink) ElectricDragon has no status.
Registered User ElectricDragon's Avatar Join Date: Mar 2003 Location: Memphis, Tn. Posts: 454 ElectricDragon Stunjelly (Lvl 2) Stunjelly (Lvl 2) Send a message via Yahoo to ElectricDragon At first thought, I would say no to allowing the spell to be used through a Message spell via scrying. Finding reasons for my answer is somewhat problematical; but I'll try.
The message spell does not state that it can be used for word or sonic attacks. And its low level makes me believe that this was not an oversight. Imagine using scrying and message to send a power word, kill across the world.
From the message spell description: "The spell transmits sound, not meaning." In this case, I am taking meaning to be magical effects that rely upon sound to activate. Of course, I realize that this is stretching the definition some.
From the scrying spell: "In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message." The whisper spell is not listed as working through the sensor. Yes, the words convey the power of the spell; but the same can be said of all power word spells and all word spells (blasphemy, holy word, word of recall, dictum, and word of chaos) as well as some sonic descriptor spells. Allowing this one spell the ability to travel through a scrying spell or device would set a precedence that will magnify the power of the message spell 10-fold. Leave out the scrying part for a moment. If power words, word spells, and sonic spells can use message for a medium; it will vastly expand the range of most of them to medium (10 feet/level + 100 feet). Increasing the range of power word, kill to that range without the caster being epic level is too powerful IMHO.
Adding back in the scrying just increases the range to unlimited.
As always, these are just my opinions. In other people's campaigns, this might work. I just have a hard time imagining it.
Ciao Dave __________________ My sig was too long, so here it is; short form: Duh! ElectricDragon is offline Reply With Quote Old 26th April 2004, 03:20 PM #23 (permalink) Mark Chance doesn't know what his status is, but at least he's got one.
Boingy! Boingy! COMMUNITY SUPPORTER Mark Chance's Avatar Join Date: Feb 2002 Location: Houston, TX Posts: 4,247 Blog Entries: 80 Mark Chance Nilbog (Lvl 7)Mark Chance Nilbog (Lvl 7) Nilbog (Lvl 7) My Facebook Well, since J. Lloyd never came around to post info about Dark Arts of Necromancy, I'd figure I'd give a brief outline:
1. The Devoted Necromancer. This is a modified specialist wizard with additional class features geared specifically toward necromancy. For example, a devoted necromancer does not get a normal familiar. Instead, he summons a skull familiar, an undead cranium that increases in power as the devoted necromancer advances in levels, but does so in ways different from normal familiars.
2. Prestige Classes and Organizations.
a. Arcane Skrimshander. A 5-level PrC that scribes bones as the Brew Potion item creation feat using a different medium.
b. Corpse Knight. A 10-level PrC with cleric BAB, one good save, and the ability to command an undead horde (which is based on modifications to the Leadership feat). The Order of the Vulture, a knightly order in the service of death, is described as part of this PrC.
c. Dark Channeler. A 5-level PrC that focuses on creating, commanding, and strengthening the undead.
d. Magistrate of the Damned. A 10-level PrC class that is an undead hunter tailored more for clerics and wizards. His main class feature is his ability to smite the damned.
e. Necrophage. A 10-level PrC whose class features include the ability to ingest the abilities of his victims. The Seekers of True Knowledge, desire to fully explore all aspects of death and undeath, are described as part of this PrC.
3. Legendary Classes.
a. Corpse Lord. An uber-version of the corpse knight who can actually conscript undead creatures into temporary service with his undead horde.
b. High Necromancer. This LgC takes the necromancer or devoted necromancer to the next plateau. He can animate dead with but a touch, is surrounded by an aura of desecration, et cetera.
4. New Skills: Knowledge (anatomy), Knowledge (necrology), and Knowledge (spirit lore), including specific uses and synergy bonuses.
5. Eight New Feats. These are all geared specifically toward the devoted necromancer, necromancy in general, or influencing the undead. Here's one example:
Augment Undead [General] Undead that you create are more powerful than normal. Prerequisite: Spell Focus (Necromancy). Benefit: Undead created by you have a +4 enhancement bonus to Strength and +2 hit points per HD.
6. Spell Wards and Opposed Spell Conversion. Spell wards is a type of item creation feat largely based on the same idea found in FFG's Spells & Spellcraft. Opposed spell conversion lets a devoted necromancer take a non-necromancy spell and covert it, often with unpleasant side effects, into a necromancy spell.
7. New Spells. More than 50 new necromancy spells for levels 0 through 9. Many of these spells are OGC from other sources, but several were written specifically for Dark Arts. Also included is a complete devoted necromancer spell list for levels 0 through 9 that includes all of the new spells as well as necromancy spells from the core rules. Here're a couple of examples:
1st-Level Devoted Necromancer Spells
- Bone CageM. A twisted cage of interlocked bones appears around the target creatures.
Cause Fear. One creature of 5 HD or less flees for 1d4 rounds. Chill Touch. One touch/level deals 1d6 damage and possibly 1 Str damage.
- Corruption. You destroy food, drinks, and magical healing potions caught in the 5-foot radius burst.
- Gibbering of the DamnedF. You call forth the tormented gibbering of damned souls to paralyze your foes with fright.
- Necromancer's Blessing, Lesser. Fills your undead allies with competence in battle.
Ray of Enfeeblement. Ray deals 1d6 +1 per two levels Str damage.
- Resist Negative Energy. This spell grants a creature limited protection from negative energy damage, energy drain, and ability damage.
- Resist Positive Energy. The recipient gains protection from positive energy and undead turning.
- Undead Servitor IF. Creates short-lived undead creature to fight for you.
Bone Cage Necromancy Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 1 Medium or smaller creature/level in a 40-ft.-radius spread Duration: 1 min./level (D) Saving Throw: Reflex negates Spell Resistance: No
A twisted cage of interlocked bones appears around the target creatures, causing them to become entangled and preventing movement. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check.
Arcane Material Component: The rib cage of a small animal.
8. A Few Magic Items. Here's an example:
Bad Corpse Dust: Made from finely ground bone and black onyx gems, this dark powder casts animate dead when sprinkled on one or more corpses or skeletons. A single sprinkling is sufficient to animate 14 HD worth of skeletons and zombies. The user cannot control more than 28 HD worth of skeletons and zombies animated by bad corpse dust. Moderate necromancy; CL 7th; Craft Wondrous Item, animate dead; Price 1,750 gp.
Whispers of Old Whispers of Old Necromancy Level: Sor/Wiz 4 Components: V Casting Time: See text Range: See text Target: One living creature Duration: Concentration (up to 3 rounds/level) (D) Saving Throw: Fortitude negates Spell Resistance: Yes
You whisper ancient truths to the target in a long forgotten language. Though it makes no sense to the subject of the spell his body understands it. For every round of undisturbed whispering (a Concentration check may be done if disturbed) the subject of the spell's physical body grows one year older. The effects are permanent and the creature affected actually are older physically than before, which means no magic remains after the spell has ended. Whispers of Old can not affect immortals. You can continue whispering as long as you can continue talking. The target must be able to hear the caster whispering for the spell to work, therefore Whispers of Old can not be cast as a silent spell. Whispers of Old can be used in conjunction with spells that transmit audible messages, such as Message. Spells that send mental messages, such as Rary's Telepathic Bond, do not work with Whispers of Old since the physical body of the subject must hear the whispers, not the mind. __________________ "My infinity is bigger than yours." - Mostin the Metagnostic Last edited by Noir; 15th April 2004 at 03:00 PM.. Reason: Change to level. Immortals can not be affected. Duration changed to concentration. Further explaination of effects. Noir is offline Reply With Quote Old 14th April 2004, 02:58 PM #3 (permalink) Noir has no status.
Registered User Join Date: Oct 2002 Location: Sweden Posts: 79 Noir Umpleby (Lvl 1) Umpleby (Lvl 1) Transmortal Invocation Transmortal Invocation Necromancy Level: Sor/Wiz 5 Components: V, S, M, F Casting Time: 1 hour Range: See text Target: One soul Duration: See text (D) Saving Throw: Will (Harmless) Spell Resistance: No
Calls one dead soul of the caster's choosing into a diagram inscribed by the caster. The diagram works exactly as the one needed for Planar Binding, alas a Magic Circle focused inward is required. The called soul is allowed to make a Will saving throw to resist the spell. If the saving throw fails the soul is immediatly drawn into the circle and trapped there. The spell last for as long as the caster desires, but for every hour beyond the first, the caster takes one point of Wis damage from the strain of keeping the gates of life and death ajar. The soul is incorporeal and incapable of physical manifestation, but it will converse with the caster in any language it knows, although the caster may also cast a Rary's Telepathic Bond in order to communicate telepathically with the spirit. In neither circumstance is it required to speak to the caster or if it does, to tell the truth. Among other components, this ritual requires enough blood equivalent to 1 HP per Hit Die of the called soul (at the time of it's death). The blood needs to be fresh and from an intelligent creature(s) for the ritual to work.
Material Components: Blood from an intelligent creature(s); ritual equipment various and sundry, such as candles and colored chalk dust. Foci: A cold iron bowl; an object associated with the soul called __________________ "My infinity is bigger than yours." - Mostin the Metagnostic Noir is offline Reply With Quote Old 14th April 2004, 03:15 PM #4 (permalink) Noir has no status.
Registered User Join Date: Oct 2002 Location: Sweden Posts: 79 Noir Umpleby (Lvl 1) Umpleby (Lvl 1) Deanimate Undead Deanimate Undead Necromancy Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: Up to one creature per level Duration: Instantaneous Saving Throw: None Spell Resistance: No
When casting the spell, the caster utters a few arcane words and snaps a bone from an intelligent creature. Deanimate Undead deanimates lesser undead (up to 6 HD) leaving a regular corpse behind (animatable) for every undead it deanimates. Material Component: A bone from an intelligent creature.
Poltergeist (Necromantic) Level: Sor/Wiz 3, Death 4 Components: V, S, M Casting Time: 1 Minute Range: Close Target: One building no bigger than 300 sq feet per level Duration: Permanent Saving Throw: N/A* Spell Resistance: No This spell animates a minor spirit to haunt some place and the people who reside there. The Poltergeist is not a particularly powerful, it has all the abilities of an Unseen Servant, and is constrained to the buildig in which it is cast. The caster has no control over the Poltergeist which goes about disrupting the lives of those who reside in the building in various ways it is capable of. It can move objects, push ceramic and glass objects off their perches, poke or tickle sleepers, etc.. It can turn incorporeal at will as a standard action (or corporeal). It cannot directly harm anyone, and it can only be harmed if it is corporeal by area effect spells (it has 1hp per level of the caster.) It will typicallyturn incorporeal and move away from confrontation to avoid being destroyed rather than fight. It's sole purpose is to annoy and frustrate the people that reside in the building it haunts. If no precautions are taken against it, people in that house can expect to get little sleep. However by plugging one's ears, and doing other precautionary things one may be able to get some sleep, but will be less able to awaken in the event something else happens. Likewise, if properly secured, items in the house can be protected from the Poltergeist, but it will do it's best to trouble those residing there none the less. It can be turned but is treated as a creature with HD equal to half the level of the caster for such purposes. A Consecrate Spell will keep it at bay. A Hallow spell will banish it, as well as such spells as Dismissel, Dispel Evil etc.. The material component of the spell is the bone of a some person stolen from a grave.
Partial Possession (Necromantic) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 Standard Action Range: Close Target: One Creature Duration: 1 rd/level Saving Throw: Will (special) Spell Resistance: Yes With this spell the caster uses necromantic magic to cause a person to attack or hinder himself. The spell causes the victims limb to grow pale and motley, and near skeletal. The victim is allowed a save each round to retain some control. Any round the victim fails a will save, the caster gains control of their limbs. As a free action she can command the limb to perform some action (if not commanded the limb will cooperate with the victim if no command was given, or follow the last order given). An arm can be used to strike the victim (it attacks as the victim with whatever bonuses it normally gets for an attack), it can attempt to grapple the victim (make attack as the victim against itself, one handed, but so is the victim), or do something else, disrupt spell casting, throw a weapon, draw items or anything normally possible for the arm. If cast on a leg, the caster can command the leg to interfere with movement (either holding fast, tripping up the victim, etc..) Such attempts are automatically successful. Other possible command consist of kicking a nearby person (or trying anyway), stomping on the victim's other foot, etc.. But those require attacks as above. When the duration ends the limb returns to its normal appearance. The Materical Component is either the leg or arm bones of a small rodent or bird.
Locations of Necromantic Importance:
Rules for locations that have interesting effects upon the dead are scattered throughout various published sourcebooks. Of primary interest is Black Sand (from It's Hot Outside) which heals undead and can be grown by killing creatures on it (no necromancer should be without a portable hole bottomed with this stuff), and Black Water (from It's Wet Outside) that acts as a desecration effect and is available with a Wizard spell (thereby breaking the stranglehold monopoly of Clerics on getting bonus hit points for their skeletons). But none of those locations are necromantically important. They are essentially quasi-mobile magic items that necromancers like to put in their pants. What follows are some locations that Necromancers will care about for more than a single mining session.
Necromantic Intelligence: Great and terrible crimes are often committed, sometimes causing the dead to rise. When enough dead rise in a single place, or a single act of murder or slaughter is so great as to create dozens of the undead, a Necromantic Intelligence can be born in a location central to the event. In such a place, trees and undergrowth wither and animals die, the sun no longer shines as brightly as mists obscure the sky and evil descends on the land. In such a place, all of those who die become undead and lose their free will. Ghoul or shadow infestations, vampire massacres, sites of great battles or disasters, or even the combined works of cabals of necromancers can create Necromantic Intelligences. In the area of a Necromantic Intelligence, the land is either shadowy during the day as dark clouds obscure the sky, or misty (treat as an obscuring mist, even though it may be composed of dust, ashes, or some other substance). Any living creature killed in the area becomes an undead creature with a CR equal to its former CR (DM’s choice, unless the Necromantic Intelligence is Aspected) when the sun next sets. The most terrifying facet of a Necromantic Intelligence is that it has a purpose and a will, and it coordinates the undead that compose it. Assume that it is a creature that can see anything that any of its undead can see. Often it will coordinate fiendishly clever tactics using masses of undead to fulfill its purpose. Like a ghost, if it should ever attain its purpose, it will be destroyed. Knowing this, some clever heroes have helped Necromantic Intelligences in an effort to destroy them. A legend lore or bardic knowledge check is often needed to discover an Intelligence’s purpose. The Necromantic Intelligence commands the activities of a great number of undead of varying powers. As a rough guide, the Necromantic Intelligence controls undead with CRs equal to the levels of followers attractable by a character with a Leadership score of 35 or more (using the Epic Leadership rules). Challenging the entire Necromantic Intelligence is an EL 11 adventure.
Aspected Necromantic Intelligence: While most Intelligences are random manifestations of negative energy, creating many different kinds of undead, some places are Aspected. These places only create one kind of undead. For example, a Necromantic Intelligence created in a ghoul warren may only create ghouls, while an Intelligence created during a plague may only create plague zombies. Decrease the EL of such an Intelligence by at least 1 as players will prepare tactics suited to that specific kind of undead.
Cleansing the Focus: Every Necromantic Intelligence has a Focus. This is an area that is the symbolic center of the undead infestation. If anyone can perform a hallow spell at the site of the Focus, the Necromantic Intelligence will be destroyed; however, once the ritual is started, the Necromantic Intelligence will be alerted and it will send all available undead to destroy the caster.
Tombs While most tombs are merely places of rest for remains, some tombs become focal points for Negative Energy as hundred of years pass in the presence of the dead. Also, years of habitation by undead creatures in an enclosed space can also wear at the boundaries of the Negative Energy Plane. Some Necromancy effects can create or exploit this property. The game effect of a Tomb is that all undead inside it gain fast healing 1 and cannot be Turned or Rebuked, and spells with the [Tomb] subtype can be cast within it. Undead cannot be created within the confines of a Tomb, and creatures slain by undead do not become spawn. Tombs are always enclosed places, and if they should ever be exposed to sunlight (by smashing in the roof, for example), they lose all special properties and no longer confer effects to undead creatures.
The number of deaths is one per person even without the intercession of powerful magic. And once spells like raise dead are taken into account, it is clear that in Dungeons and Dragons there are significantly more deaths than people. So the locations where the most deaths occurred are simply the locations where the most living people live. The sites with the greatest death count are aspected to life and trade, not to death and destruction. But there are places that are inexorably linked with death, where the dead rise to slay the living. Creating a land of horror such as this requires more than killing a bunch of people (although that certainly helps), the deaths themselves must be meaningless and cruel, the ends coming about through betrayal.
A Forsaken Graveyard is a dangerous place, even for a necromancer. Creatures within a Forsaken Graveyard have Turning Resistance of +3. This makes both turning and rebuking more difficult, and throws salt in the game of both the necromancer and the hunter of the dead. Corpses left within a forsaken graveyard have a tendency to rise up and slay the living from time to time. Every sunset, a number of undead creatures are created and go on a rampage. These undead creatures fall back to death when the sun rises. A body left within a Forsaken Graveyard for more than an hour can be turned into an undead creature even if it had previously been an undead creature and been destroyed. Undead creatures created within a Forsaken Graveyard have an extra 2 hit points per hit die.
A Forsaken Graveyard can be cleansed with four castings of consecrate or desecrate (one at each corner of the area), or a single casting of Tasha's tomb tainting (in the middle). Unfortunately, these spells can only affect it during the nighttime (as during the day, there is literally nothing to cleanse). Once cleansed, any undead created by the Forsaken Graveyard lose their bonuses, but are also not recalled at sunrise. Such undead creatures will continue their rampage until slain. Unlike a necromantic intelligence, the Forsaken Graveyard has no ability to direct the undead against specific targets.
Cleansing a Forsaken Graveyard is normally an appropriate adventure for a 6th level party, and the location itself spawns one CR 7 creature, one CR 6 creature, two CR 5 creatures, and six CR 4 creatures every night. These creatures are undirected in their assaults on the living, and travel individually or in groups of two. A Forsaken Graveyard adventure can be scaled up or down for adventurers of differing power by changing the power levels of the creatures within it, or simply changing the parameters of the encounter. If a standard graveyard is itself small enough that every creature is encountered simultaneously, that would be an EL 11 encounter.
Pools of Deep Shadow:
Veteran players of Dungeons and Dragons often ask "Why don't Shadows just take over the whole world?" Certainly, there are very few residents of the worlds of D&D that can fight against a Shadow at all, and their victims rise from the dead as Shadow Spawn, so it doesn't take a lot of imagination to see where this is going. However, there are a few things limiting the growth of Shadow armies that are not mentioned in the core books at all.
The first is that only intelligent creatures slain by Shadows turn into spawn. That's important, as it means that Shadows cannot simply hunt frogs in the swamp until they number in the tens of thousands before they roll over cities and dragon caves like a fog of Death Incarnate.
But perhaps even more importantly is that almost any time you see a Shadow, or for that matter any incorporeal undead creature, you are looking at a summoned creature. When the Shadow's summoning ends, all of its spawn vanish. Most of the time, an incorporeal undead is summoned forth from the Negative Energy Plane by an object that looks much like a puddle of very oily water, called a Pool of Deep Shadow. Whenever light falls directly upon the pool, or the sun rises high enough in the sky that there are no shadows (about half an hour before and after noon), the summoning effect ends and the Shadow vanishes. When the shadows grow long and darkness has fallen upon the pool, a Shadow is again summoned.
This means that an individual Shadow or Wraith has a very difficult time destroying the whole world, as there is no particular way for them to get more than a day's float from their pool. It also means, however, that areas inhabited by Shadows are extremely dangerous – for even if such a creature is destroyed it will return again the following day. And on every day it will return until those charged with exterminating it are caught unlucky or unaware. In order to permanently destroy such a pool, a flask of Holy Water (or Unholy Water) need simply be poured into it, causing the blackness to depart and the water to become quite clear and drinkable.
Finality Finality is a planar metropolis in the Infernal Battlefield of Acheron. Its harsh laws are kept in rigid and uncompromising order by the will of powerful pit fiends, and the city serves as a marketplace for the lucrative trade in souls. Magic items can be bought or sold here, but the currency is always souls (as a planar metropolis, Finality has a gp limit of 600,000 gp). Souls are valued at their CR squared, multiplied by 100 gp. Many items purchased from this location radiate evil, buyer beware. Lodging may be purchased at flat rate of one soul per day per person. The section of Acheron that Finality rests in has the Timeless trait and is mildly Lawfully aligned. The population of The City is about 100,000 people (with uncounted millions of souls), most of whom are Baatezu.
The rules in Finality are uncompromising and bizarre, and the punishments for breaking them are vindictively carried out to the letter by powerful devils. But there is no warfare allowed in the city, and even Celestials and Tanar'ri come to participate in the great mercantile dance of soul collection. Characters must make a Knowledge (Local: Finality) check everyday with a DC of 10 + 2 per day they've been in the city or unknowingly break one of the city's many inscrutable laws (knowingly breaking the law by starting fights or stealing goods is a whole different thing). Punishments range from perplexing to fatal. Characters who stay away from Finality for more than a month are no longer subject to the baroque residency rules and their DCs are returned to 10 the next time they visit.
Boneblades: Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property.. Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties. Cost: 1,000 gp per lb.
Blood steel: Blood steel is steel that has been mixed with the blood of certain powerful creatures, making it redder than normal steel and with unusual properties. Weapons made of blood steel do 2 additional points of damage on a successful hit and any armor made of blood steel has an armor bonus two higher. These effects only manifest if the blood steel is allowed to hungrily latch onto its user's flesh, at which point it reduces the bearer’s Constitution by two points. Treat blood steel as normal steel for creatures with no Constitution or creatures protected from this effect. Cost: 2,000 gp for a weapon, 1,000 gp for armor or shield.
Black steel: Black steel is steel that has been mixed with necromantically charged obsidian, making it as sharp as adamantine and as dangerous as obsidian. Weapons made of black steel count as adamantine for all effects, but perform as if enhanced with the Ghost Touch and Wounding properties (without additional cost). Characters using items made of Black steel suffer one point of Wisdom drain for every day they are held, worn or carried. Cost: 15,000 gp for a weapon, 24,000 gp for light armor, 28,000 gp for medium armor, 32,000 gp for heavy armor.
Tainted obsidian: While normal obsidian often has interesting necromantic properties, tainted obsidian is an actual source of necromantic energy. When a magic item has is made of tainted obsidian, it can provide uses or charges of its Necromancy effects in exchange for doing wisdom drain. Cost: +10,000. __________________