Disrupt Ectoplasm
Necromancy [Ectomancy]
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of energy that damages ectoplasm. You must make a ranged touch attack roll to hit, and if the ray hits a ghost or object made of ectoplasm, it deals 1d6 points of damage to it. This damage bypasses the hardness of ectoplasmic objects and the damage reduction of ectoplasmic creatures.
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Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a shock wave of positive energy. You must make a ranged touch attack roll to hit, and if the ray hits and undead creature, it deals 1d6 points of damage to it.
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Exterminate
Necromancy [Death]
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area: Emanates 5 feet from touched creature
Duration: 10 minutes per level
Saving Throw: None (see text)
Spell Resistance: Yes
This spell snuffs out the life essence of small pests which enter within 5 feet of the protected recipient. Only pests with no more than 1 base hit point and of diminutive or fine size are affected, but encompases all insects, rodents, frogs and toads. Should such creatures originate from a magical source a body under the protection of this spell recieves a +2 circumstance bonus to resist the spell, but the magicaly summoned pests are otherwise unafected.
Material Component: The black powder of ground iron ore.
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Minor Animation
Necromancy [Evil]
Level: Clr 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: One or more corpses touched
Duration: 10 minutes per level (D)
Saving Throw: None
Spell Resistance: No
This spell animates the bones or bodies of dead creatures as if they where undead. You can control animated creatures by simple verbal commands and gestures as a move-equivulent action, and the animations will continue to perform the last command untill the duration of the spell ends, they are destroyed, or the caster makes another command. Only tiny or smaller creatures, totaling no more than ¼ of a Hit Dice per caster level (to a maximum of 2 Hit Dice total), can be animated via this spell. Should you cast another minor animation while a previous one is still in effect, the creature(s) animated by a previous casting instantly cease their animation and you are considered to of dismessed the effect.
Material Component: You must place a small black marble into the mouth or eye socket of each corpse. The magic of the spell turns these into worthless, burned-out shells.
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Preserve Organ
Necromancy
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Targets: One organ
Duration: 24 hours
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
The caster preserves a single severed organ from a living creature so that it does not decay or rot. Evil casters use preserved organs as material spell components. There are ritual uses for body parts as well.
The organ is kept in the exact state it was in when the spell was cast. If a heart is still beating and bloody, for example, then it remains that way.
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Steal Sleep
Necromancy [Mind-Affecting]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows wizards in the midst of research to work on through the night while their apprentices or manservants sleep on the wizard's behalf. Steal sleep allows the caster to project his mental fatigue to another nearby creature. Doing so allows the caster to become wide awake, as if she had a good night's sleep, while the subject of the incantation becomes as drowsy as the wizard had been.
The target of this spell receives whatever need for sleep the caster had at the time of casting. This effect may make the target naturaly drowsy or even fatigued. Fatigued creatures suffer a -2 penalty to Strength and Dexterety, as well as making them unable to run or charge. If this spell is successful, the caster is treated as having gotten eight hours of sleep, although this effect does not substitute for the rest time needed for spell recovery.
The spell is innefective if cast upon targets such as elves or undead who do not sleep normally.
Extended use of this spell causes a temporary loss of two Constitution points per casting after the first. Lost points can be regained at a rate of one point per night of normal rest.
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Touch of Fatigue
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Material Component: A drop of sweat.
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Undead Beacon
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Area: All undead within a 60-foot-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When cast, this spell calls out to all undead creatures within 60 feet of you, alerting them to your presence. The undead may respond to this information any way they wish, and you do not learn of their presence or absence.
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