The Darcaster
Seventh Level Spells
Control Unead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Targets: Up to 2 HD of undead creatures per level, no two of which can be more than 30 feet apart
Duration: 1 minute per level
Saving Throw: Will negates
Spell Resistance: Yes
   This spell enables you to command undead creatures for a short period of time. You command the creatures by voice. Telepathic communication is not possible, but the creatures understand you no matter what language you speak. Even if vocal communication is not possible (in the area of a silence spell, for instance), the controlled undead do not attack you. At the end of the spell, the controlled undead revert to their normal behavior. Intelligent undead remember that you controlled them.
   Material Components: A small piece of bone and a small piece of raw meat.
Finger of Death
Necromancy [Death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
   You can slay one living creature within range. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead sustains 3d6 points of damage +1 point per caster level. Of course, the subject might die from damage even if it succeeds at its saving throw.
Pox
Necromancy [Evil]
Level: Corruption 6, Drd 6, Pain 6, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 feet + 5 feet per 2 levels)
Target: Up to one living creature per level, no two of which can be more than 10 feet apart
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
   Subjects take 1d4 points of permanent Constitution drain. Their skin breaks out in lesions and takes on a pale yellow pallor.
Soulstrike
Necromancy [Evil]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet per 2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
   Soulstrike conjures forth ghostly spirits of the tortured dead who assault the living in an attempt to take back the vitality of life. Once the spell is uttered, moaning and then screaming can be heard as several ghostly spirits are pulled into the Prime Material Plane. They swarm the victim, draining his vigor and taking it as their own.
   Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 temporary Constitution damage. A successful Fortitude saving throw reduces this effect to 1d6+1 points of ability damage. If the victim is drained below zero, his soul is ripped from his body and dragged to the lower planes as the other spirits return from whence it came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation and resurrection will work. Unless they are burried in hallowed ground, victims of soulstrike are likely to return as undead (DM's discretion).
   Material Component: A pinch of bone dust.
Symbol of Weakness
Necromancy
Level: Clr 7, Sor/Wiz 7
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, every creature within 60 feet (treat as a burst) of the symbol of weakness suffers crippling weakness that deals 3d6 points of temproary Strength damage. Once triggered, the symbol of weakness 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 5 000 gp.
Transmute Flesh to Shadow
Necromancy [Evil]
Level: Sor/Wiz 7
Components: S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
   This spell turns it's subject into a living shadow. The subject retains all his normal statistics, hit points, level, et cetera, but he also gains the propertise of a shadow (see the MONSTER MANUAL) and becomes chaotic evil. A creature affected by this spell can only be saved by very powerfull magic, such as a wish, miracle or limited wish.
   Once transformed, the new shadow will haunt the environment in which it was created, preying on any living thing in the area. If the shadow is created in an unsuitable place (such as a sunny glade), it will find the nearest suitable abode to haunt.
   Victims of the spell are subject to control by you. Anything you utter is as a suggestion (see the PLAYER'S HANDBOOK) to the subject, although the shadow will not leave the vicinity of the haunt.
   Note that characters transmuted into shadow creatures effectively become monsters, and are controlled as such by the DM.
   Material Component: Flayed skin rolled in black parchment that is burned at casting.
Waves of Exhaustion
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: 60 feet
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
   Waves of negative energy cause all living creatures in the spell's area to become exhausted. The spell has no effect upon a creature that is already exhausted.