The Darcaster
Eighth Level Spells
Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
   This spell makes an inert duplicate of a creature. If the original individual has been slain, the original's soul transfers to the clone, creating a replacement (provided the soul is free and willing to return; see Bringing Back the Dead in the PLAYER'S HANDBOOK). The original's physical remains, should they still exist, become inert matter and cannot thereafter be restored to life. If the original reached the end of its natural life span (died of natural causes), any cloning attempt fails.
   To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) taken from the original living body, with a volume of at least 1 cubic inch. The piece of flesh need not be fresh, but it must be kept from rotting (such as by the gentle repose spell). Once the spell is cast, the duplicate must be grown in a laboritory for 2d4 months.
   When the clone is completed, if the original is dead, the original's soul enters the clone. The clone has the personalities, skills, and levels the original had at the time the piece of flesh was taken. However, the replacement must be at least one level lower than the original was at the time of death. If the original was 1st level, the clone's Constitution score drops by 1; if this would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at lower level than the clone otherwise would be, the clone is at the level at which the original died.
   The spell duplicates only the original's body and mind, not its equipment.
   A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting creature is merely a soulless bit of inert flesh, which rots if not somehow preserved.
   Material Components: The piece of flesh and various laboritory supplies (cost 1 000 gp).
   Focus: Special laboritory equipment (cost 500 gp).
Create Greater Undead
Necromancy [Evil]
Level: Clr 8, Death 8, Sor/Wiz 8
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
   As create undead, except that this spell allows you to create more powerful and intelligent sorts of undead. The type of undead created is based on your level. The following types of undead can be created by casters of the specified levels:
    Caster Level   Undead Created
    15 or less   Mummy
    16-17   Spectre
    18-19   Vampire
    20+   Ghost
   Ghosts created by this spell have three ghostly powers in addition to manifestation: malevolence, horrific appearance, and corrupting gaze. See the MONSTER MANUAL entry on ghosts for details on these powers.
   You may create less powerful undead than your level would indicate if you choose. Created undead are not automatically under the control of their animator, and other means must be found to control them.
   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.
Darkstaff
Necromancy
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Personal
Effect: One staff
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
   This spell creates a writhing, black, staff-shaped object in your hands. Those touched by the staff with a successful touch attack are subject to its effects.
   If the victim fails a Fortitude saving throw, roll 1d100, consult the following table and apply the effects.
    Roll   Effect
    01-25   1d6 hit points drained from the victim and added to yours.
    26-50   3d6 hit points drained from the victim and added to yours.
    51-75   3d6 hit points drained from the victim and added to yours. 1 negative level is applied to the victim and added to yours.
    76-90   4d6 hit points drained from the victim and added to yours. 1d4 negative level is applied to the victim and added to yours.
    91-99   6d6 hit points drained from the victim and added to yours. 1d6 negative level is applied to the victim and added to yours.
    00   All the victim's levels and hit points are drained and absorbed by you. Victim is comatose and reduced to 0 level, 0 hit points.
   Hit points drained are added to yours as temporary hit points and may be healed as normal by the victim. You may never gain more hit points from a victim than he has to offer (the victim's current total plus 10 more before he dies). Your temporary hit points fade one hour after being drained.
   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.
   Twenty-four hours after gaining any negative levels, the subject must make a Fortitude saving throw (using the spell DC in this case) for each negative level. If the save succeeds, the negative level is negated. If it fails, the negative level goes away, but one of the subject's character levels has been permanently drained.
   You may also gain extra temporary levels through the use of this spell, but these vanish when the spell's duration expires. You cannot gain more effective levels than you had to begin with—i.e., if you are 16th level you cannot gain more than 16 effective levels, giving you a total of 32 levels for the spell's duration. Each level gained provides 5 temporary hit points (similar to hit points gained above) and +1 to all skill and ability checks, attacks and saving throws. No new spells, feats or skills are gained baised on the new levels, though for purposes of determining caster level, the temporary levels are added.
   Material Component: A small piece of dark-colored wood.
Horrid Wilting
Necromancy
Level: Sor/Wiz 8, Water 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 feet + 40 feet per level)
Targets: Living creatures, no two of whom can be more than 60 feet apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
   This spell evaporates moisture from the bodies of all the subject living creatures, dealing 1d8 points of damage per caster level (maximum 25d8). This spell is especially devastating to water elementals and plant creatures, who recieve a penalty of -2 to their saving throws.
   Arcane Material Component: A bit of sponge.
Leech Field
Necromancy
Level: Death 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per 2 levels)
Area: 10-foot-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
   Once cast, leech field generates a shimmering violet haze that spreads from the spell's target point to a 10-foot-radius. All living creatures (other than you yourself) within the leech field take 1d6 points of damage per two caster levels (maximum 20d6) or half that amount if they make their Fortitude save.
   Each point of damage inflicted by the leech field is added to the total hit points you possess. These absorbed hit points first heal you to your normal maximum, then any additional hit points become temporary hit points that remain for up to one hour. You may not absorb temporary hit points in excess of your normal maximum hit points, so if you have 40 hit points, you are able to absorb only up to 40 temporary hit points on top of your normal 40 hit points. Even if you cannot absorb more hit points, however, targets still take full damage. You also cannot absorb more hit points from any one victim than they have to offer (the victim's current hit points plus 10 if they are killed by the spell's damage).
   If any undead are caught within the area of leech field, you actually take damage (Fortitude save for half damage, which you may voluntarily fail if you desire). All undead in the leech field split evenly as a curing effect any damage you take. This effect can cure them up to their full normal hit points, but it does not provide them with any temporary hit points beyond their noraml maximum. You take this damage before you absorb an hit points from living creatures that are also caught by the spell, but if the damage reduces you to less than 0 hit points, you do not absorb hit points from the living targets as normal.
Pestilence
Necromancy [Evil]
Level: Clr 8, Drd 7, Sor/Wiz 8
Components: V, S, Disease
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
   The subject contracts a particularly terrible and contagious disease, which strikes immediately with no incubation period. The caster infects the subject with a sickness that deals 1d4 points of permanent Constitution drain each day untill the subject dies. The subject may attempt a new saving throw each day, but he must succeed at two saves in a row to rid himself of the disease (as with most diseases).
   However, the disease, once unleashed, continues to spread. For the first day of the sickness, anyone touching the subject must succeed at a fortitude saving throw or fall victim to the same malady. That victim in turn becomes contagious on the first day of his own affliction.
   Disease Component: Any disease.
Shadow Storm
Necromancy
Level: Sor/Wiz 8
Components: S
Casting Time: 1 action
Range: Long (400 feet + 40 feet per level)
Area: 2-foot-radius per level spread
Duration: Instantaneous
Saving Throw: Reflex half and Fortitude half
Spell Resistance: Yes
   This violent pairing of the energy of the Plane of Shadow and the Negative Energy Plane creates a brief but intense storm.
   Those within the area of the spread of this spell roll a Fortitude saving throw. Those who fail this check suffer a catastrophic loss of one point per two caster levels (maximum loss of 12) in both temporary Strength and temporary Constitution points. A successful save indicates that they loose only half that number of temporary points. Additionally, everyone in the spread must roll a Reflex save of suffer 4d12 + 1 per level (maximum +25) hit point damage. A successful save halves the damage.
Steal Life
Necromancy [Evil]
Level: Sor/Wiz 8
Components: V, S, Location
Casting Time: 1 action
Range: Close (25 feet + 5 feet per two levels)
Target: One living humanoid
Duration: Concentration
Saving Throw: Fortitude negates
Spell Resistance: Yes
   The caster taps into the life force of a subject and drains it away, adding it to her own. Each round the caster concentrates, she deals 1 point of temporary ability score drain on the subject. Although the caster can choose which ability score to drain, she must choose a different ability score to drain in each round and cannot choose a score already drained until she has drained all the others equally, at which point the process starts over. Thus, if the caster drains 1 point of Strength, she must choose another ability in the next round and cannot choose Strength again untill she has drained 1 point each of Constitution, Dexterety, Intelligence, Wisdom, and Charisma. Then, the caster can drain a second point of Strength (or any other ability), but not a third until she has drained a second point from all the other ability scores.
   If the caster casts this spell on the night of the full moon, she becomes effectively one week younger for every point she drains. (Her age is reduced, but memories and abilities aquired during that week are not lost.) Otherwise, the subject takes the ability score drain, but the caster gains nothing.
   The subject withers and shrivels as the caster drains its ability scores. When the subject's Constitution score reaches 0, the subject becomes a horrid, dry husk and cannot be further drained. If the caster dies while concentrating on this spell, all the subject's lost ability score points are immediately regained.
   Location Component: An area under the effects of a desecrate or unhallow spell.
Symbol of Death
Necromancy [Death]
Level: Clr 8, Sor/Wiz 8
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 symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, a symbol of death remains active for 10 minutes per caster level or untill it has affected 150 hit points of creatures, whichever comes first.
   Material Components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5 000 gp.