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. |