The Darcaster
Fifth Level Spells
Animate Dead Familiar
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 1 round
Range: Touch
Target: Touched corpse (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
   In order to cast this spell, you must have a familiar, and that creature must be dead. You animate the dead familiar as a zombielike undead, restoring some measure of the bond you had with it while it lived.
   You do not regain the experience points you lost when the familiar died. You also lose the special benefits you gained based on the familiar's animal type (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). Being undead, the creature has no Constitution score, which affects its Fortitude saves but not its hit points. It retains its natural armor and its preternatural Intelligence, as well as all of the special abilities it had based on your level except for the ability to speak with animals of its type. It still has effective Hit Dice equal to your level and hit points equal to half your total hit points.
   The undead familiar resembles a zombie, but is not slow like a zombie. Its type changes to Undead. As an undead creature, it is immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. If you are within range of the familiar's empathic link with you (one mile), it cannot be turned or rebuked. Beyond that range, it is subject to turning and rebuking (as well as commanding and destroying) as an undead of its effective Hit Dice.
   In addition, the familiar gains a special attack delivered by a melee attack. The nature of this attack depends on your caster level at the time you cast this spell; it does not improve as your level increases. You may choose a lower-level ability than your level indicates.
    Caster   
    Level   
    Special Attack
    09-10   Paralysis: Those hit by the undead familiar's attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
    11-14   Strength damage: The undead familiar's attack deals 1d6 points of temporary Strength damage in addition to the normal damage.
    15-18   Energy Drain: Living creatures hit by the undead familiar's attack receive one negative level. The Fortitude save to remove the negative level has a DC of 16.
    19+   Constitution Drain: Living creatures hit by the undead familiar's attack must succeed at a Fortitude save (DC 18) or suffer 1d6 points of permanent Constitution drain.
   If the undead familiar is destroyed, you lose experience points as if you had lost a living familiar (again). The corpse is utterly destroyed in this case, and cannot be animated via this spell again, nor can it be restored to life with a raise dead spell (resurrection will work, however).
   This spell can only target the corpse of one of the caster's familiars and is considered to be a familiar for the purpose of determing how many familiar's the caster has.
   XP Cost: 100 XP.
Animate Necrosis
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per 2 levels)
Target: One wounded living creature
Duration: Instantaneous
Saving Throw: Fortitude negates (later Will partial, see text)
Spell Resistance: Yes
   You animate the dead tissue in the wound of a wounded living creature. This spell can affect any creature currently below its maximum hit points due to injury. Bits of animated flesh form a sickly tendril that reaches up and out of a single wound, attacking the living portion of the creature. The creature must make a Will saving throw immediately or the sight of the horror stuns it for 1d3 rounds.
   Whether the creature is stunned or not, the undead tendril of flesh makes attacks with a +15 bonus (Strength 20). It makes a grapple attack as a creature of the subject's size (even though it is actually smaller). If it achieaves a hold, it immediately begins constricting and strangling the creature, inflicting 2d6 points of damage per round.
   The necrotic tendril has 2 hit points per HD of the original creature, and an AC of 15 (+2 for size, +3 for natural armor). A single casting of this spell affects only one wound.
   Material Component: A bit of string coated in animal fat.
Blight
Necromancy
Level: Drd 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One plant
Duration: Instantaneous
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes
   This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature (such as a tree or shrub) doesn't receive a save and immediately withers and dies.
   This spell has no effect upon the soil or surrounding plant life.
Dark Water
Necromancy
Level: Clr 6, Drd 6, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Area: 8 cubic feet of water per level
Duration: 1 round per level
Saving Throw: Fortitude half
Spell Resistance: Yes
   With this spell, you imbue a patch of water with negative energy for a limited time. Each action you spend concentrating on the dark water allows you to move the fetid liquid 10 feet through any greater body of water. You may take other actions and come back to concentrate on moving the dark water as you please for the duration of the spell. On each turn, the dark water also moves based on any current that exists within the larger body of water of which it is part.
   Any living creature that comes into contact with the dark water suffers 1d6 damage for every two caster levels (maximum 8d6) per round it is in contact with the stuff. A successful Fortitude save halves the damage taken. In addition, any living creature in contact with dark water for more than 10 rounds or that drinks any of the vile liquid must make a Fortitude saving throw or gain one negative level.
   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.
   If cast upon a creature from the Elemental Plane of Water, the creature gets a Fortitude save to avoid instant destruction.
   Arcane Foci: The bone of an undead creature and two pieces of smoked glass.
Doomwail
Necromancy [Fear, Mind-Affecting, Sonic]
Level: Brd 5, Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per 2 levels)
Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Fortitude partial
Spell Resistance: Yes
   A far more powerful version of the phantom's howl, all those caught within the doomwail must make Fortitude saving throws. Those who succeed avoid the worst of the spell's effects but are still shaken (see the DUNGEON MASTER'S GUIDE) for 3d8 rounds. Those who fail are also shaken, as above, and must additionally roll 1d100 on the following table.
    Roll   Effect
    01-50   Victim is deafened permanently
       (see the DUNGEON MASTER'S GUIDE)
    51-75   Victim is paralyzed for 3d8 rounds
       (see the DUNGEON MASTER'S GUIDE)
    76-00   Victim is deafened and paralyzed as above
   The effects of this spell remain untill magically cured unless otherwise noted.
Magic Jar
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Target: One creature
Duration: Until you return to your body (see text)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
   By casting magic jar, you place your own soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (returning the trapped soul to it's body) and attempt to possess another body. The spell ends when you send your soul back to your own body (leaving the receptacle empty).
   To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or effect to it. When you transfer your soul upon casting, your body is, as near anyone can tell, dead.
   While in the magic jar, you can sense and attack any life force within 10 feet per caster level (on the same plane). You do not need line of effect from the jar to the creatures. You, however, cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of four or more HD and can determine whether a life force is positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead have, or are, souls.)
   For example, if two 10th-level characters are attacking a hill giant (12 HD) and four ogres (4 HD), you could determine that there are three stronger and four weaker life forces within range, all with positive life energy. You could choose to take over either a stronger or a weaker creature, but which stronger or weaker creature you attempt to possess is determined randomly.
   Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds at a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds at further saving throws if you attempt to possess its body again.
   If successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep most mental abilities and gain some physical abilities, as with polymorph other (except that you get the creature's actual physical abilities, not average ones).
   As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.
   If the host body is slain, you return to the magic jar if within range, and the life force of the host departs (that is, it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
   If the spell ends while you are in the magic jar, you return to your body (or die, if it is out of range of the current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host.
   Incorporeal creatures with the magic jar ability can use a handy, nearby object (not just a gem or crystal) as the magic jar.
   Focus: A gem or crystal worth at least 100 gp.
Nethergaze
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute per level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
   Nethergaze causes your eyes to become cold orbs of violet misty light. When an undead meets your gaze, the connection between the creature and the Negative Energy Plane is impaired, causing damage and momentarily eliminating all abilities related to that connection.
   You obtain a gaze attack (see the DUNGEON MASTER'S GUIDE) that affects only undead. When an undead creature meets your gaze (a skeleton's lack of eyes is no impediment) it must roll a Fortitude Saving throw. Failure resalts in the undead taking 2d12 points of damage, and it cannot use any special attacks or qualities related to negative energy (such as energy drain or ability drain attacks) for 1d3 rounds. If the saving throw is successful, the damage is halved, and all powers remain intact.
   Material Components: Two jade "eyeballs" with a light spell upon them. During the light spell duration, they must be covered with a mixture of clay, silver dust, and dirt from a graveyard, then the mixture is baked hard (400 gp total value).
Power Leech
Necromancy [Evil]
Level: Corrupt 5
Components: V, S, Corrupt
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Target: One living creature
Duration: 1 round per level (see text)
Saving Throw: Will negates
Spell Resistance: Yes
   The caster creates a conduit of evil energy between herself and another creature. Through the conduit, the caster can leech off ability score points at the rate of 1 point per round. The other creature takes 1 point of permanent drain from an ability score of the caster's choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell. In other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don't stack with other castings of power leech or with other enhancement bonuses.
   The enhancement bonus lasts for 10 minutes per caster level.
   Corruption Cost: 1 point of permanent Wisdom drain.
Ray of Entropy
Necromancy
Level: Sor/Wiz 5
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 half
Spell Resistance: Yes
   With a successful ranged touch attack, a ray of negative energy consumes the life energy of the target, making the target weaker, slower, and less healthy. The target must make a Fortitude saving throw if the caster succeeds at a ranged touch attack. If the saving throw fails, the target suffers a -4 effective decrease to Strength, Constitution, and Dexterety for the duration of the spell.
Soul Shackles
Necromancy [Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S, F, Location
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes
   The caster draws out the soul of a dead creature and imprisons it within a specially made talisman. The subject must have had the talisman in his possession when he died, or the spell cannot function.
   Henseforth, if the talisman is in the caster's possession, she can call forth the soul of the subject and question it about what it knew in life for up to 1 round per level each day, asking one question per round. The soul looks as it did in life, including the clothing and equipment it had with it on the day it died. Answers are clear, complete, and precise.
   If the subject is hostile, or if the answer to the question was an important secret to it in life, the subject gains a Will saving throw. A successful saving throw indicates the spell ends and the soul departs to the afterlife.
   Focus: The talisman that will be the receptacle for the soul.
   Location Component: An area under the effects of a desecrate or unhallow spell.
Spiritwall
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per 2 levels)
Effect: Wall whose area is up to one 10-foot square per level or a sphere or hemisphere with a radius of up to 1 foot per level
Duration: 1 minute per level (D)
Saving Throw: None (see text)
Spell Resistance: No (see text)
   This spell creates an immobile, swirling mass of greenish-white forms that look like tortured spirits. One side of the wall, selected by you, emits a low groaning that causes creatures within a 60-foot spread to make a will save or flee in panic for 1d4 rounds (this is a sonic fear effect).
   The barrier is semimaterial and opaque, providing total concealment. It blocks magical effects and provides nine-tenths cover against physical attacks.
   Creatures can easily move through a spiritwall, but at a cost. A living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted. A living creature that actually passes through the wall takes 1d10 points of damage, as above, and must make a successful Fortitude save or receive one negative level.
   Material Component: A clear, faceted gemstone.
Stop Heart
Necromancy [Evil]
Level: Asn 4, Clr 4, Sor/Wiz 5
Components: S, Drug
Casting Time: 1 action
Range: Touch
Target: One living humanoid or animal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
   Channeling hatred and spite, the caster calls upon dark powers to give the subject a massive heart attack. The subject suddenly drops to -8 hit points, then -9 hit points at the end of the round. If someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, he stabalizes. Otherwise, at the end of the next round, the subject reaches -10 hit points and dies.
   Drug Component: Bassaran.
Symbol of Pain
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: 0 feet (see text)
Effect: One symbol
Duration: 10 minutes per level (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
   See symbol spells for details common to all symbol spells.
   When triggered, a creature entering within the 60-foot-radius (treat as a burst) of the symbol of pain suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the activated symbol. Once triggered, the symbol of pain becomes active and glows, lasting for 10 minutes per caster level.
   Material Components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1 000 gp.
Thanurel's Darkmantle
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute per level (see text)
Saving Throw: None
Spell Resistance: No (see text)
   This spell wreathes you in negative energy, causeing damage to each creature who attacks you in melee as well as deflecting some of the blows. The energy also protects you from negative energy attacks.
   You gain resistance to blows, cuts, stabs, slashes, and all other physical attacks. In effect, you gain damage reduction 10/+3. (You ignore the first 10 points of damage each time you take damage, though a weapon with a +3 enhancement bonus or better and energy attacks (fire, cold, lightning, etc) attacks bypass the reduction.) Once a total of 10 points of damage per caster level (maximum 150 points) has been prevented, or the duration ends, the spell dissipates.
   In addition, any creature with a soul (all creatures other than undead, constructs, plants, or outsiders) striking you with its body or hand-held weapons (even those who's damage is reduced to 0) suffer 1d6 damage +1 point per caster level as its life force is disrupted.
   When casting this spell, you appear to immolate yourself, but the flames are thin and whispy, sheding no heat and giving light equal to only half the illumination of a normal torch (10 feet). The color of the flames are determined randomly from violet (50%), blue (25%), or green (25%).
   The flames are cool to the touch. While the darkmantle uses negative energy, it is also able to deflect other negative energy attacks as well. Each time you are struck by a negative energy attack that drains levels or ability scores, you roll 1d20 + the caster level of this spell against a DC of 10 + ½ the attacker's HD + the attacker's Charisma modifier. If you succeed, you are unafected by the negative energy attack. However, this only encompases special attacks which drain, and does not protect from effects such as a ghoul's paralyzing touch, or a mummy's rotting disease. It is also worth noting that while this spell may prevent the physical damage from such creatures, it does not prevent these special effects from occuring.
   Material Component: Essence or dust from an energy draining undead and 250 gp worth of onyx dust sprinkled on your skin during casting.
Waves of Fatigue
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: 30 feet
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
   Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect upon a creature that is already fatigued.