The Darcaster
Third Level Spells
Armor of Undead
Necromancy
Level: Death 3, Sor/Wiz 3
Components: V, S, M, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour per level or special (see text)
Saving Throw: None
Spell Resistance: No
   This spell allows you to create magical armor from the remains of a humanoid. You must touch the corpse (the corpse can be fresh, rotting or even skeletal, so long as enough of it remains that it could be animated via an animate dead spell) and invoke the spell. The corpse will then stand erect, embrace you and begin to bend and twist, wraping itself around you to form a gruesome armor of bones and dead flesh. The armor grants a +2 enhancement bonus to your AC, 25 temporary hit points, a -1 armor check penalty and a 5% arcane spell failure penalty. Damage dealt to the caster is first removed from these temporary hit points. The spell ends either when the duration expires or 25 points of damage are dealt to the armor. Should the spell end normally, all remaining temporary hit points are lost.
   Material Component: A humanoid corpse.
Augment Undead
Necromancy [Evil]
Level: Clr 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Target: 1 undead creature
Duration: 1 minute per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
   Bolster an undead creature's negative energy.
   The targeted undead creature receives a +1 profane bonus to all saving throws and a +3 profane bonus to its turn resistance. This spell affects only undead with at least 3 fewer Hit Dice than you have caster levels.
   Focus: A scrap of clothing from any undead creature.
Diminish Undead
Necromancy
Level: Clr 3, Sor/Wiz 3, Wth 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Target: 1 undead creature
Duration: 1 minute per two level
Saving Throw: Will negates
Spell Resistance: Yes
   Weaken an undead creature's negative energy.
   The converse of augment undead, the targeted undead suffers a -1 sacred penalty to all saving throws and a -3 sacred penalty to its turn resistance.
   Focus: A scrap of clothing from any undead creature.
Ectoplasmic Decay
Necromancy [Ectomancy]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Area: 20-foot-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
   You create a barely visible spread of energy that is harmfull to ectoplasm but harmless to everything else. All ectoplasmic creatures and objects in the area take 1d6 points of damage per caster level (maximum 10d6).
   Material Component: A flat, sharpened disc of resin.
Familiar's Form
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 full round
Range: Medium (100 feet + 10 feet per level)
Target: One familiar
Duration: Until you return to your body (see text)
Saving Throw: None
Spell Resistance: No
   With a round of consentration, you can transfer your mind and spirit into your familiar's body as if you where using a magic jar spell. Your familiar's spirit is harmlessly suppressed while you inhabit its body, while your body falls into a death-like trance. You can use your familiar's body as if it where your own. If your familiar is normally capable of speech, you can cast spells with verbal components. If your body is killed while you are in your familiar's form, you become trapped there. If your familiar dies while you are possessing it, you are automatically returned to your own body and suffer the normal effects of your familiar's demise.
   You cannot return to your own body unless your familiar is within the range of the spell (except where noted above).
Feign Death
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 willing, living creature whose level or Hit Dice do not exceed the caster's
Duration: 1 hour per level (D)
Saving Throw: None
Spell Resistance: Yes
   You put the recipient into a deathlike condition. At your option, this can be a cataleptic state that is impossible to distinguish from death, or the subject can appear to be in a coma or deep sleep. Although able to smell, hear, and know what is going on, the subject is blind and has no sense of touch or pain. The subject does not need to eat, drink, or breathe.
   While the spell is in effect, the subject is immune to subdual damage, and any normal or ability damage inflicted is reduced by half. In addition, the subject is immune to mind-affecting attacks, paralysis, poison, disease, and energy drain. The effects of any poison or disease already affecting the subject when the spell takes effect are halted untill the spell ends. If the subject has any negative levels when the spell takes effect, the saving throw to remove it is delayed until the spell ends.
Gentle Repose
Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Corpse touched
Duration: 1 day per level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
   You preserve the remains of a dead creature so that they do not decay. Doing so extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting the fallen comrade more pleasant.
   The spell also works on severed body parts and the like.
   Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).
Ghost Companion
Necromancy [Ectomancy]
Level: Drd 2, Pal 2, Rgr 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 willing animal, beast, or magical beast
Duration: 1 day per level
Saving Throw: None
Spell Resistance: No
   The touched creature dies painlessly. Instead of passing immediately beyound the Viel of Souls, the creature's soul remains on the Ethereal Plane and attempts to enter the Material Plane as a ghost. Normally, this is used by ghost characters with a special nonhumanoid companion (such as a mage's familiar, a druid or ranger's animal companion, or a paladin's special mount) to allow the companion to travel with them in ghost form.
   When the spell expires, the ghost creature dies the true death and its soul passes beyound the Viel of Souls. It can be raised or resurrected before the spell duration expires, of course.
Halt Undead
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Targets: Up to three undead, no two of which may be more than 30 feet apart
Duration: 1 round per level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
   This spell renders upto three undead creatures immobile. Nonintelligent undead (such as skeletons and zombies) get no saving throw; intelligent undead do. If the spell is successful, it renders the undead immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.
   Material Components: A pinch of sulfur and powdered garlic.
Life Tap
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One creature
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes
   The foe which is chosen begins to "leak" life energy for one round per caster level (maximum 15 rounds). A melee hit on the creature gives the attacker temporary hit points equal to half the damage dealt (round down, and a body doesn't get hit points for any damage that was more than enough to reduce the creature to -10). The temporary hit points are always lost first—any remaining one hour after the spell was cast disappear.
Negative Energy Burst
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: 20-foot-radius burst
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
   You release a silent burst of negative energy from a point you indicate.
   The burst deals 1d8 points of damage to living creatures in the area +1 point per caster level (maximum 1d8+10). A successful Will save reduces damage by half.
   Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.
Phantom's Howl
Necromancy [Fear, Mind-Affecting, Sonic]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
   Those victims in the spell's area of effect must make a Fortitude saving throw. Success means that the targets are able to overcome the worst of the spell's effects, but they still fight with a -1 morale penalty to attack rolls for 2d4 rounds. Those who fail their saving throws must roll ld100 on the following table.
    Roll   Effect
    01-50   Target shaken for 1d4 rounds
       (see the DUNGEON MASTER'S GUIDE)
    51-75   Target shaken for 2d4 rounds
    76-85   Target stunned for 1d4 rounds
       (see the DUNGEON MASTER'S GUIDE)
    86-95   Target stunned for 1d4 rounds
    96-99   Target affected as by a fear spell
    00   Target paralyzed for 1d4 hours
       (see the DUNGEON MASTER'S GUIDE)
Ray of Exhaustion
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: 1 minute per level
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
   A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike the target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. A target that is already fatigued becomes exhausted.
   The spell has no effect upon a creature that is already exhausted. Unlike normal exhaustion of fatigue, the effect ends as soon as the spell's duration expires.
   Material Component: A drop of sweat.
Red Fester
Necromancy [Evil]
Level: Corrupt 3
Components: V, S, Corrupt
Casting Time: 1 action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
   The subject's skin turns red and blisters. The blisters quickly turn into oozing wounds. Furthermore, the subject's sense of self is clouded, diminishing his self-esteem. The subject takes 1d6 points of temporary Strength damage and 1d4 points of temporary Charisma damage.
   Corruption Cost: 1d6 points of temporary Strength damage.
Seek the Soulless
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
   Seek the soulless creates a cone of strange magical energy. Within its area, living mortal creatures with souls (all creatures other than undead, constructs, plants, or outsiders) find themselves surrounded by a momentary nimbus of light that protects them from the spell's influence. All those not protected suffer 1d6 points of damage per caster level (maximum 10d6). Inanimate objects suffer full damage from this blast of energy. This spell proves useful for fighting undead or other creatures without worrying about harming your friends.
   Material Component: A feather dipped in lacquer.
Shadow Strike
Necromancy
Level: Sor/Wiz 3
Components: S
Casting Time: 1 action
Range: Touch
Target: One creature's shadow
Duration: 1 round per level
Saving Throw: Will negates
Spell Resistance: Yes
   This spell creates snaking tendrils of shadow that writhe in your hands until you are able to make a successful touch attack on a subject's shadow. The time between casting and this successful touch attack does count towards the duration of the spell, so you are advised not to delay too long. Once the writhing shadows are transfered to the subject's shadow, the shadow becomes a conduit for inflicting damage on the subject who naturaly casts that shadow. The shadow need be hit with touch attacks only and all blows against the shadow inflict full and normal damage on the shadow's owner.
   This spell is especially deadly in conjunction with other spells such as imbue shadow or shadow twin, in which case damage on the animated shadow is inflictedon both the shadow and its owner.
Shadow Touch
Necromancy [Evil]
Level: Clr 3, Sor/Wiz 3
Components: S
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 minute per level
Saving Throw: Fortitude halves
Spell Resistance: Yes
   This spell gives you the Strength draining touch similar to a shadow's (see the MONSTER MANUAL). If you make a successful touch attack, then the subject suffers 1d6 temporary Strength damage +1 per two caster levels (maximum 1d6+6). A successful Fortitude save halves the ability damage.
   If the subject's strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per animate dead spell), the total HD of undead cannot exceed the 2 HD per level maximum.
Thanurel's Soul Burn
Necromancy
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 action
Range: Long (400 feet + 40 feet per level)
Area: 15-foot-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
   When cast, soul burn sends a ball of crackling black flames at the desired range. All living creatures within the area suffer 1d4+1 points of damage per caster level (maximum 10d4+10). The explosion creates absolutely no pressure.
   You motion your hand in the desired direction and determine the range (distance and height) as you cast the spell. Upon which you release the ball of ebony flames that, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into a 15-foot-radius sphere of searing black flames at that point (an early impact results in an early detonation). If you attempt to send it through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the ball strikes the barrier and detonates prematurely.
   The soul burn literally burns away a victim's life force. As such, objects which are unliving and inanimate are completely unaffected. Also, since this spell damages a victim's life force, the damage can not be healed or regenerated through normal or extraodinary means, only magical and supernatural healing is possible. (i.e. A troll's regeneration ability will not restore these lost hit points since it is a natural process, while a creature with a connection to the positive energy plain would still regenerate as per usual since this is through a supernatural force.)
   Material Component: A bit of soil taken from a grave.
   Focus: An obsidian medalion worked into the image of an expressionless skull, the unholy symbol of Nerull, or similar symbol of death, costing at least 100 gold per die of damage. (If you attempt to cast this spell at greater effect, the spell succeeds but the amulet crumbles into worthless powder upon casting.)
Undead Torch
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One corporeal undead
Duration: 1 round per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
   You cause a corporeal undead to give off cold blue energy that discrupts the life force of living creatures, but has no effect on objects or undead. The target creature deals an extra 2d4 points of damage with its melee attacks. If an attacked creature has spell resistance, the resistance is checked the first time the subject of this spell attacks the creature. If it succeeds, the creature is unaffected by that casting of undead torch.
   If the subject of this spell is destroyed, the undead torch continues to burn at the location of its destruction until the duration of the spell expires, and creatures that pass through that area take damage. If the subject of this spell assumes a noncorporeal state (such as a vampire's gaseous form), the spell disperses harmlessly.
   Material Component: A living or dead firefly or glowworm.
Vampiric Touch
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous / 1 hour (see text)
Saving Throw: None
Spell Resistance: Yes
   You must succeed at a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). 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 hour later.