The Darcaster
Fourth Level Spells
Absorb Strength
Necromancy [Evil]
Level: Corrupt 4
Components: V, S, F, Corrupt
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes per level
Saving Throw: None
Spell Resistance: No
   The caster eats at least a portion of the flesh of another creature's corpse, thereby gaining one-quarter of the creature's Strength score as an enhancement bonus to the caster's Strength score, and one-quarter of the creature's Constitution score as an enhancement bonus to the caster's Constitution.
   Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh.
   Corruption Cost: 2d6 points of temporary Wisdom damage.
Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
   This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated untill they are destroyed. (A destroyed skeleton or zombie can't be animated again.)
   Regardless of the type of undead, you can't create more HD of undead than you have caster levels with a single casting of animate dead.
   The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
   Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so puprle worm skeletons are not possible). If a skeleton is made from a corpse, the flesh falls off the bones. The statisitics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. See the MONSTER MANUAL for details.
   Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not possible). The statisitics for a zombie depend on its size, not on what abilities the creature may have had while alive. See the MONSTER MANUAL.
   Material Component: You must place a black onyx gem worth at least 50 gp into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.
Bestow Curse
Necromancy
Level: Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
   You place a curse upon the subject. Choose one of the following three effects.
  •    -6 decrease to an ability score (minimum 1).
  •    -4 penalty on attack rolls, saves, ability checks, and skill checks.
  •    Each turn, the target has a 50% chance to act normally; otherwise, he takes no action.
   You may also invent your own curse, but it should be no more powerfull than those described above, and the DM has final say on the curse's effect.
   The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
   Bestow curse counters remove curse.
Contagion
Necromancy [Evil]
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
   The subject contracts a disease, which strikes immediately (no incubation period). You infect the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom. See the DUNGEON MASTER'S GUIDE for descriptions of each disease.
Death Lock
Necromancy [Ectomancy]
Level: Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One creature
Duration: 10 minutes per level
Saving Throw: Will negates
Spell Resistance: Yes
   If the subject creature dies while the spell is in effect, its soul immediately passes on to the True Afterlife and cannot form a ghost. The subject can still be raised from the dead or even brought back as a ghost by magic (such as with the raise ghost spell); this spell only prevents a newly slain creature from forming a ghost of its own volition.
Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
   You point your finger and utter the incantation, releasing a black bolt of crackling negative energy that supresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.
   If the subject has at least as many negative levels as HD, he dies. Each negative level gives a creature the following penalties: -1 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest available level. Negative levels stack.
   Assuming the subject survives, he regains lost levels after a number of hours equal to your caster level. Usually, negative levels have a chance or permanently draining the subject's levels, but negative levels from enervation don't last long enough to do so.
   If the ray strikes an undead creature, it gives the creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points).
Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Area: Cone
Duration: 1 round per level
Saving Throw: Will negates
Spell Resistance: Yes
   An invisible cone of terror causes living creatures to become panicked. They suffer a -2 morale penalty on saving throws, and they flee from you. A panicked creature has a 50% chance to drop what it's holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. (See the DUNGEON MASTER'S GUIDE for more information on fear-panicked creatures.)
   Material Component: Either the heart of a hen or a white feather.
Liquid Pain
Necromancy [Evil]
Level: Pain 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 day
Range: Touch
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
   Over the course of one day, the caster takes a subject already in great pain—wracked with disease, the victim of torture, or dying of a wound, for example—and captures its pain in liquid form. This physical manifestation of agony can be used to create magic items or enhance spells. It can also be used as a potent drug. See Drugs & Other Material Components for more details.
   Focus: A jar, vial, or other container for the liquid pain.
Negative Energy Wave
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: 50 feet
Effect: 50-foot-radius burst, centered on you
Duration: Instantaneous (see text)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
   You release a silent burst of negative energy from your body.
   You can affect up to 1d6 Hit Dice worth of undead creatures per level (maximum 15d6). Those closest to you are affected first; among equidistant undead creatures, weaker ones are affected first. The spell can have one of two effects, which you select when you cast it.
   Rebuked: The undead creatures cower as if in awe. (Treat them as if stunned.) The effect lasts 10 rounds.
   Bolstered: Undead creatures gain turn resistance of 1d4 + your Charisma modifier (minimum +1). The effect lasts 10 rounds.
Ray of Weakness
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Effect: Ray
Duration: See text
Saving Throw: Fortitude half
Spell Resistance: Yes
   A dark ray drains the strength of its target, if a successful ranged touch attack is made. The target suffers 2d6 points of Strength damage +1 per two caster levels, to a maximum of 2d6+10 at 20th level. If the target succeeds at a fortitude saving throw, he takes only half damage.
Soul Burst
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Area: 20-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
   You summon a burst of energy that harms all living creatures that have a soul. Thus, inanimate objects suffer no damage, but neither do undead, constructs, plants, or outsiders. Those affected sustain 1d6 points of damage per level (to a maximum of 15d6). This spell was developed by mages in charge of defending the citadel of thier king against invaders—they did not want to damage their own defenses or the sctucture itself. Soul burst is also favored among necromancers who wish to damage their enemies but not their own undead guardians.
   Material Component: A crushed feather.
Wrack
Necromancy [Evil]
Level: Clr 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One humanoid creature
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
   The subject is wracked with such pain, that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, randering him blind. For the duration of the spell the subject is considered helpless and cannot take actions. The subject's sight returns when the spell's duration expires.
   Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes.
Zombie Form
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No
   This necromantic incantation—arguably the most disgusting of spells—locks your soul in a "haven" of negative energy and turns your body into a shambling, decomposing zombie. During this time, you gain the benefits and drawbacks of being one of the walking dead.
   This spell converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
   Your Dexterety is -4 for the duration of the spell, and you suffer a -4 situation penalty to Charisma whenever you must make any sort of social Skill check. Also, because of the concentration of negative energy within you, you are vulnerable to being turned or rebuked as an undead of your character level. Cure spells damage you while inflict spells heal you.
   Lastly, when the spell ends, you must succeed at a Fortitude save versus a DC of 15. If you fail, you are stunned for one round, and you take 5d4 damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a true zombie unless you have been blessed by a priest.
   Material Component: One handfull of zombie flesh.