Circle of Death Necromancy [Death] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Medium (100 feet + 10 feet per level) Area: Several living creatures within a 50-foot-radius burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes A circle of death snuffs out the life forces of living creatures, killing them instantly. The spell slays 1d4 Hit Dice worth of living creatures per caster level (maximum 20d4). Creatures with fewer Hit Dice are affected first; among creatures with equal Hit Dice, those who are closest to the point of origin of the burst are affected first. No creature with 9 or more Hit Dice is affected, and Hit Dice that are not sufficient to affect a creature are wasted. Material Component: The powder of a crushed black pearl with a minimum value of 500 gp. | ||||||||||||
Consume Likeness Necromancy [Evil] Level: Corrupt 6 Components: V, S, F, Corrupt Casting Time: 1 action Range: Personal Target: You Duration: Permanent Saving Throw: None Spell Resistance: No The caster can take on the appearance and form—including clothing and equipment—of a corproreal humanoid that is freshly dead. The caster assumes the form of the creature as it looked when it lived. The caster must eat the flesh of the corpse whos form is to be assumed as she casts the spell. Once the spell is complete, the caster can assume the new likeness at will. By changing to this new form, the caster's body can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and her weight can be changed up to one-half. If the form selected has wings, the caster can fly at a speed of 30 feet with poor maneuverability. If the form has gills, she can breathe underwater. The caster cannot assume the likeness of something that is a different size than she is. The caster's attack bonuses, natural armor bonuses, and saves do not change. The spell does not confer special abilities, attack forms, defenses, ability scores, or mannerisms of the chosen form. If the caster dies, she automatically reverts to her normal form. The caster can also take a standard action to voluntarily assume her normal form. If the caster uses this spell to create a disguise, she gets a +10 bonus on his Disguise check. Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh. Corruption Cost: 2d6 points of permanent Wisdom drain. | ||||||||||||
Create Undead Necromancy [Evil] Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour Range: Close (25 feet + 5 feet per two levels) Targets: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghasts, ghouls, shadows, wights, and wraiths. The following types of undead can be created by casters of the specified levels:
The spell must be cast at night. Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body, and the DM may assign specific requirements for various types of undead. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of the corpse. The magic of the spell turns this gem into a worthless, burned-out shell. | ||||||||||||
Ectoplasmic Enhancemnt Necromancy [Evil] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 full round Range: Close (25 feet + 5 feet per two levels) Target: One incorporeal undead per level Duration: 24 hours Saving Throw: None Spell Resistance: No The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels. So a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 bonus to turn resistance. | ||||||||||||
Eyebite Necromancy [Evil] Level: Brd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 action Range: Close (25 feet + 5 feet per two levels) Target: One living creature Duration: 1 round per three levels (see text) Saving Throw: Fortitude negates Spell Resistance: Yes Each round, you may target a single living creature, striking it with waves of evil power. Depending upon the target's Hit Dice, this attack has as many as three effects. The effects are cumulative and concurrent (i.e. a creature of 4 or less Hit dies that is affected by this spell first suffers the full comatose effects, after which suffers full panicked effects, and finally once the panic has passed suffers sickness; creatures that are immune to fear effects skip the panicked effect). Sickened: For any creature that fails their saving throw, sudden pain and fever sweep over thier body. A sickened creature takes a -2 penalty on attack rolls, damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effect cannot be negated by a remove disease or heal spell, but a remove curse is effective. Panicked: If the subject has 9 or less Hit Dice, they are also panicked for 1d4 rounds. Even after the panick ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect. Comatose: If the subject has 4 or less Hit Dice, they also fall into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. This spell lasts 1 round per three caster levels. You must spend a move-equivalent action each round after the first to target a foe. | ||||||||||||
Prorogate Death Necromancy Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Close (25 feet + 5 feet per two levels) Target: One living creature Duration: 10 minutes per level Saving Throw: None Spell Resistance: No With this spell active, the subject does not fall unconscious at -1 hit points or lower and does not die upon reaching -10 hit points. Instead, during this time he can continue to take actions as normal (although at -1 to -9 hit points he continues to lose 1 hit point per round and has no chance to stabalize without a successful Heal check). At -10 hit points, the subject may take only partial actions and can live only another round for every two of the caster's levels. After reaching -10 hit points, even as the spell keeps him alive, a Heal check cannot save him—only magical healing can. Material Components: A bit of wax and a bit of thread. | ||||||||||||
Symbol of Fear Necromancy [Fear, Mind-Affecting] Level: Clr 6, Sor/Wiz 6 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: Will negates Spell Resistance: Yes See symbol spells for details common to all symbol spells. When triggered, all creatures within 60 feet (treat as a burst) of a symbol of fear become panicked for 1 round per caster level. Once triggered, the symbol of fear 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 Necritic Blast Necromancy Level: Sor/Wiz 6 Components: V, S Casting Time: 1 action Range: Medium (100 feet + 10 feet per level) Area: 15-foot-radius spread Duration: Instantaneous Saving Throw: No Spell Resistance: Yes A necritic blast spell is a burst of negative energy that detonates with a low roar and adds 1d4 negative levels to all creatures within the area. The explosion creates no pressure and does not even disturb objects which are unliving and inanimate. You must have line of sight to the detination point, but a clear path is not neccesary. You simply point your finger and determine the range, at which point a burst of negative energy errupts. 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 his 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 this spell don't last long enough to do so. All undead within the area gain 5 temporary hit points per two caster level (maximum 25 temporary hit points). | ||||||||||||
Undeath to Death Necromancy Level: Clr 6, Ghost 6, Repose 6, Sor/Wiz 6 Components: V, S, M, DF Casting Time: 1 action Range: Medium (100 feet + 10 feet per level) Area: Several undead creatures within a 50-foot-radius burst Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes A undeath to death snuffs out the animating forces of undead creatures, destroying them instantly. The spell destroys 1d4 Hit Dice worth of undead creatures per caster level (maximum 20d4). Creatures with fewer Hit Dice are affected first; among creatures with equal Hit Dice, those who are closest to the point of origin of the burst are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Material Component: The powder of a crushed diamond worth at least 500 gp. |