The Darcaster
First Level Spells
Cause Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One living creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
   The affected creature becomes frightened. It suffers a -2 morale penalty on attack rolls, damage rolls, and saving throws. It flees from you as well as it can. If unable to flee, the creature may fight. Creatures with 6 or more Hit Dice are immune. Cause fear counters remove fear.
   Note: Mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.
Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Creature or creatures touched (up to one per level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
   A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) You can use this melee touch attack up to one time per level.
   The spell has a special affect upon undead creatures. Undead touched by you suffer no damage or Strength loss, but they must make successful Will saving throws or flee as if panicked for 1d4 rounds +1 round per caster level.
Death Grimace
Necromancy [Evil]
Level: Asn 1, Blk 1, Sor/Wiz 1
Components: S
Casting Time: 1 action
Range: Touch
Targets: One corpse
Duration: Permanent
Saving Throw: None
Spell Resistance: No
   The caster marks a corpse with a particular magical "signature," thus indentifying herself (truthfully or falsely) as the murderer. Some assassins use this signature as a sort of calling card, while others use it as a way to prove that they earned their pay. The signature can take many forms: a specific expression on the face of the corpse (hence the name of the spell), an actual rune, a word written on the corpse's flesh, a discoloration of one eye, and so on.
Negative Energy Ray
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
   A ray of negative energy projects from your pointing finger. You must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of damage to a living creature.
   For every two extra levels of experience past 1st, you deal an extra 1d6 points of damage. You deal 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and a maximum of 5d6 points of damage at 9th level or higher.
   Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.
   Material Component: A mirror, which you break.
Ray of Enfeeblement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: 1 minute per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
   A coruscating ray springs from your hand. You must succeed at a ranged touch attack to strike the target. The target suffers a -1d6 enhancement penalty to Strength, with an additional -1 per two caster levels (maximum additional penalty of -5). The subject's Strength score cannot drop below 1.
Trinity's Minor Drain
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: 1 minute
Saving Throw: Fortitude half
Spell Resistance: Yes
   A ray of negative energy issues forth from your palm, requiring a successful ranged touch attack to strike the target. The ray deals 1d4 points of damage, plus 1d4 per two additional caster levels (2d4 at 3rd, 3d4 at 5th, 4d4 at 7th, and 5d4 maximum at 9th). The target is allowed a Fortitude saving throw to reduce this damage by half. You gain temporary hit points equal to the damage you inflict. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disapear 1 minute later.
   Specific parts of a creature cannot be singled out. Inanimate objects (locks, doors, etc.) cannot be damaged by the spell. If cast upon undead, the caster suffers the damage and the undead is healed (the caster is allowed a Fortitude saving throw to reduce this damage by half).