The Darcaster
Second Level Spells
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Target: 1 living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
   You call upon the powers of unfile to render the subject blinded or deafened, you choose.
Command Undead
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 2 feet per two levels)
Target: 1 undead creature
Duration: 1 day per level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
   This spell allows you some degree of control over an undead creature. Nonintelligent undead (such as skeletons and zombies) get no saving throw, intelligent undead receive a Will save.
   When you control a mindless being, you can only communicate basic commands, such as "come here," "go there," "stand still," and so on. An intelligent subject perceives your words and actions in the most favorable way. It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries not allowed.) A commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing (see the charm person spell description in the PLAYER'S HANDBOOK). Any act by you or your apparent allies that threatens the commanded undead breaks the spell.
   Your commands are not telepathic. The undead creature must be able to hear you.
   Material Components: A shred of raw meat and a splinter of bone.
Dance of Ruin
Necromancy [Evil]
Level: Brd 2, Clr 2, Demonologist 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 full round
Range: Close (25 feet + 2 feet per two levels)
Area: Spread centered on caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
   To cast this spell, the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy flashes outward up to the extent of the range. All nondemon creatures within the area (excluding you) take 2d20 points of damage.
Death Armor
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (see text)
   You are surrounded by a crackling black aura that injures creatures that contact it. Any creature striking you with its body or a handheld weapon takes 1d4 points of damage +1 point per two caster levels (maximum +10). If the creature has spell resistance, it applies to the damage. Note that weapons with exceptional reach, such as long spears, do not endanger their users in this way.
   Material Component: A paste made of exotic herbs, ground bones, and onyx worth 50 gp, which is applied to your body when the spell is cast.
False Life
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: Living creature touched
Duration: 1 hour per level or until discharged (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
   You grant yourself or another limited power to avoid death.
   While this spell is in effect, the subject gains 1d10 temporary hit points +1 point per level (maximum 1d10+10).
   Material Component: A small amount of alchohol or distilled spirits, which you use to trace certain sigils upon the target's body during casting. These sigils cannot be seen once the alchohol or spirits evaporate.
Ghoul Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living humanoid touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
   Imbuing you with negative energy, this spell allows you to paralyze a single humanoid for 1d6+2 rounds with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius. Those in the radius (excluding you) must make a Fortitude save or suffer a -2 penalty to all attack rolls, weapon damage rolls, saving throws, and ability checks until the spell ends.
   Material Component: A small scrap of cloth taken from clothing worn by a ghoul or a pinch of earth from a ghoul's lair.
Greater Disrupt Undead
Necromancy
Level: Sor/Wiz 2
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
   This spell works as the cantrip disrupt undead, except that this ray causes 1d6 points of damage per caster level to any undead, to a maximum of 10d6. If part of the damage is sufficient to destroy the first undead, then the ray continues through that target to strike at any behind. This process continues untill all damage is dealt. The caster's initial ranged touch attack roll is used for any subsequent targets. For example, a 5th-level wizard casting greater disrupt undead at a group of zombies succeeds at his ranged touch attack and deals 18 points of damage. The first zombie only has 16 hit points, so the zombie behind it takes the last 2 points of damage if the initial ranged touch attack roll is sufficient to strike it.
   Trin Notes: I altered this spell in two ways from the original. First, it wanted a ranged touch attack for each target which is just silly IMHO. The second is this spell was originally a 3rd level spell, but seemed a bit under-powered to me so I bumped it down a level instead of making it more powerful.
Ray of Depletion
Necromancy
Level: Brd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
   A shimmering ray springs from your hand to disrupt the mental fabric of psionically empowered beings, causing them a loss of power points. You must succeed at a ranged touch attack to strike a target.
   The ray of depletion affects only targets possessing psionic power points. Non-psionic beings hit by a ray register some momentary unpleasant sensory awareness, but not so much as to disrupt an action or concentration.
   Affected targets suffer a temporary loss of a number of psionic power points equal to 1+ half the caster's level (round down). Thus a 10th-level caster would deplete 6 points. The victim's available psionic power point total can never drop below 0. Lost psionic power points are regained through normal means.
Ray of Sickness
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
   With a successful ranged touch attack, a sickly green ray strikes the target. The ray makes the target temporarily nauseated. Nauseated characters are unable to attack, cast or concentrate on spells, or do anything else requiring attention. The only action an affected character can take is a single move (or a move-equivalent action) per round.
Scare
Necromancy [Fear, Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Targets: All creatures within a 15-foot radius
Duration: 1 round per level
Saving Throw: Will negates
Spell Resistance: Yes
   As cause fear, except this spell causes all targeted creatures of less than 6 Hit Dice to become frightened. They suffer a -2 morale penalty on attack rolls, damage rolls, and saving throws. They flee from you as well as they can. If unable to flee, the creatures may fight. Scare counters remove fear.
   Note: Mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.
   Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.
Share Life
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: One familiar
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
   Share life allows you to transfer some of your life force to your familiar. You can transfer a number of hit points equal to your level to your familiar by touch, healing any damage it has suffered by taking the damage onto yourself. You cannot incease your familiar's hit points beyound its normal level; you can only heal damage it has suffered.
Shriveling
Necromancy [Evil]
Level: Clr 3, Sor/Wiz 2
Components: V, S, Disease
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
   The caster channels dark energy that blasts and blackens the target's flesh. The subject takes 1d4 points of damage per caster level (maximum 10d4).
   Disease Component: Soul rot.
Shroud of Undeath
Necromancy
Level: Bone Collector 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes per level (D)
Saving Throw: None
Spell Resistance: No
   You shroud yourself with invisible negative energy so that nonintelligent undead perceive you as a fellow undead creature, ignoring you. Your appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead. If used in conjunction with a disguise or illusion to appear undead, this spell gives you a +5 bonus on your Disguise check.
   If you attack an undead creaturewhile this spell is in effect, the spell immediately ends.
   When you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purposes of all spells and effects that specifically affect undead. A successful turning (or rebuking) attempt against you (treating you as an undead of your Hit Dice) requires you to make a Will saving throw (DC 10 + cleric's Charisma modifier) or be panicked (or cowering) for 10 rounds. A successful turning attempt against you that would destroy (or command) an undead of your Hit Dice requires you to make a Will save (DC 15 + cleric's Charisma modifier) or be stunned (or charmed as by charm monster) for 10 rounds.
   Material Component: Dust or bone fragments from any destroyed undead creature.
Sleep of the Dead
Necromancy [Death]
Level: Clr 2, Death 2, Sor/Wiz 2
Components: S, M/DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round per level / 1 day per level (see text)
Saving Throw: None
Spell Resistance: No
   This necromantic spell places you in a trance that is nearly indistinguishable from death. You do not breathe, and your heart beats only once every several minutes. Your body will cool and stiffen, but it does not decay.
   Sleep of the dead is a typically last-ditch stratagem one would use to survive entrapment without air, food or water or to attempt to escape further attention from aggressors in battle.
   Of course, certain dangers are inherent to the sleep of the dead. Comatose bodies may well wake up six feet deep in a coffin or wrapped in flames on a funeral pyre.
   When cast, sleep of the dead prepares you to enter the death-like coma for which the spell is named. You may choose to actually collapse into the coma at any point within the next 1 round per caster level (for example, the next time you are injured). If you do not enter the coma before the 1 round per level expires, the spell ends with no effect.
   Once you enter the coma, it can last for up to 1 day per level. You can specify a shorter duration when casting sleep of the dead. When the duration expires—and assuming your body hasn't been eaten, burned, etc—you awaken and must make a Fortitude saving throw or take ld4 temporary Constitution damage. These points return in one day, and there is no chance of this damage being permanent.
   While in the coma, you need no food, air or water. Your vital signs are next to impossible to detect without magic (Heal skill check DC 28 to detect). You are completely unaware of your surroundings, and even your thought processes shut down. Wounds inflicted on the comatose body do not affect you until you wake up. If the wound is not a coup de grace or similar action, your body suffers only half damage.
   Other people can also try to revive you early through a Heal skill check, with a DC of 28. Failing the skill check means that you remain in a coma, while success revives the you, and you do not suffer Constitution loss.
   Finally, sleep of the dead can be cast with contingency. If so used, it can be set to trigger the onset of the coma as soon as the contingency requirement is met.
   Arcane Material Component: A strip of cloth from a used shroud.
Slow Consumption
Necromancy [Evil]
Level: Clr 1, Sor/Wiz 2
Components: V, S, Location
Casting Time: 10 minutes
Range: Touch
Target: One living creature
Duration: Permanent (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
   The caster absorbs the life force and physical form from a living subject and uses it for herself. The victim must be rendered helpless to cast this spell upon him. For that day, the caster heals at twice the normal natural rate and does not need to eat. The subject, on the other hand, does not heal naturally that day and takes 1 point of temporary Constitution damage. As long as the caster touches the subject once per day, she gains the benefits and the subject takes the Constitution damage. If the caster does not touch the subject within 24 hours of the last time she touched him, the spell ends.
   Villians often use this spell on prisoners, who are sometimes sustained by lesser restoration spells so they can serve for years as evil sustenance.
   Location Component: An area under the effects of a desecrate or unhallow spell.
Spectral Hand
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Effect: One spectral hand
Duration: 1 minute per level (D)
Saving Throw: None
Spell Resistance: No
   A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you loose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell that you cast of 4th level or lower can be delivered by spectral hand. The spell gives you a +2 bonus to your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand can flank targets like a creature can. If the hand goes beyond the spell range, or out of your sight, or if you are not directing it, the hand returns to you and hovers.
   The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (one-half damage on a failed save against an area spell and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterety modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
Thanurel's Infectious Missile
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Targets: Up to five creatures
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
   Use of the infectious missile creates up to five missiles of magical energy that dart forth from your fingertip and unerringly strike their target. This inculdes enemy creatures in a melee. The target must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell inefective. Likewise, you must be able to identify the target. You cannot direct an infectious missile to "Strike the commander of the legion," unless you can single out the commander from the rest of the soldiers. Specific parts of a target cannot be singled out unfortunately. Inanimate objects (locks, etc.) can be damaged by the spell as well as creatures. Each missile inflicts 1d4+1 points of damage, causing the surface struck to slowly rot away, as if suffering from a rotting disease. This damage cannot be healed naturally, only magical methods of healing having any effect.
   For every two extra levels of experience beyound 3rd, you gain an additional missile—you have two at 5th level, three at 7th level, four at 9th level, and finally five at 11th level. If you have multiple missile capability, you can have them strike a single target or several, as desired.
   In addition, each missile has a seperate effect, which can be cancelled by a successfull Fortitude save. The first causes the victim to loose 1 point of Charisma. The second reduces Constitution by 1, the third Strength by 1, the fourth Dexterery by 1, and the fifth reducing Charisma by 1. Each missile requires a saving throw, and if failed, the score is reduced until the damage caused has been magically healed.
Wither Limb
Necromancy [Evil]
Level: Clr 2, Mortal Hunter 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Targets: One humanoid creature with limbs
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
   The caster chooses to wither either the arms or the legs of the subject. Withered legs force a character to fall prone and make it impossible for him to move more than 5 feet per round. Withered arms make it impossible for a character to use objects or cast spells with somatic components, and the subject must drop anything he was holding. At the end of the spell's duration, the limbs return to normal.