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Grod_The_Giant
2014-02-09, 10:49 AM
No, there's nothing really wrong with the Dread Necro's list, but... I wanted to bring it more in line with other casters in my fixed list caster project, nabbing some of the more interesting spells in the SpC.

0 Level Dread Necromancer Spells (Cantrips)

Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deals ld6 damage to one undead.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Read Magic: Read scrolls and spellbooks
Touch of Fatigue: Touch attack fatigues target


1st Level Dread Necromancer Spells

Bane: Enemies take - 1 on attack rolls and saves against fear.
Blood Wind (SpC): Subject uses natural weapons at range.
Cause Fear: One creature of 5 HD or less flees for ld4 rounds.
Chill Touch: One touch/level deals ld6 damage and possibly 1 Str damage.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Undead: Reveals undead within 60 ft.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals ld8 damage +1/level (max +5).
Magic Fang: One natural weapon of subject creature
Ray of Clumsiness (SpC): Victim takes 1d6 Dexterity penalty +1/2 levels.
Ray of Enfeeblement: Ray deals ld6 +1 per two levels Str damage.
Spirit Worm (SpC): Subject takes 1 point Con damage every round for 1 round/level.


2nd Level Dread Necromancer Spells

Animate Dead: Creates undead skeletons and zombies.
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
Desecrate: Fills area with negative energy, making undead stronger.
Desiccating Bubble (SpC): Globe of air damages by evaporating moisture from subject.
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject, which exudes stench
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Ray of Sickness (SpC): Subject becomes sickened.
Scare: Panics creatures of less than 6 HD.
Shadow Spray (SpC): Deals 4 points of Str damage and dazes.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Wall of Gloom (SpC): Shadow barrier obscures vision.


3rd Level Dread Necromancer Spells

Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Dispel Magic: Cancels magical spells and effects.
Halt Undead: Immobilizes undead for 1 round/level.
Healing Touch (SpC): Heal subject 1d6/2 levels, but take damage equal to half.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Nauseating Breath (SpC): Exhale a cone of nauseating gas.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ray of Exhaustion: Ray makes subject exhausted.
Rejuvenative Corpse (SpC): Negative energy fills corpse, feeding undead healed.
Shadow Binding (SpC): Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
Speak with Dead: Corpse answers one question/two levels.
Vampiric Touch: Touch deals ld6/two levels damage; caster gains damage as hp.


4th Level Dread Necromancer Spells

Clutch of Orcus (SpC): Deals 1d12 damage/round and paralyzes foe.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Death Ward: Grants immunity to death spells and negative energy effects.
Delay Death (SpC): Losing hit points doesn’t kill subject.
Enervation: Subject gains ld4 negative levels.
Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
Fear: Subjects within cone flee for 1 round/level.
Inflict Critical Wounds: Touch attack, 4d8 damage+1/level (max +20).
Life Ward (SpC): Grants immunity to healing spells and positive energy effects.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Wall of Limbs (SpC): Whirling limbs deal 5d6 damage and grab creatures passing through.


5th Level Dread Necromancer Spells

Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Death Throes (SpC): Your body explodes when you die.
Doomtide (SpC): Black mist obscures sight, dazes those inside.
Graymantle (SpC): Inhibits creature’s ability to heal and regenerate for 1 round/level.
Imperious Glare (SpC): You cause subjects to cower in fear.
Inflict Light Wounds, Mass: Deals ld8 damage +1/level to many creatures.
Magic Jar: Enables possession of another creature.
Slay Living: Touch attack kills subject.
Spiritwall (SpC): Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
Symbol of Fear: Triggered rune panics nearby creatures.
Unhallow (M): Designates location as unholy.
Waves of Fatigue: Several targets become fatigued.
Wrack (SpC): Renders creature helpless with pain.


6th Level Dread Necromancer Spells

Antilife Shell: 10-ft.-radius field hedges out living creatures.
Circle of Death: Kills ld4/level HD of creatures.
Control Undead: Undead don't attack you while under your command.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Extract Water Elemental (SpC): Pulls water from victim, forms water elemental.
Eyebite: Target becomes panicked, sickened, and comatose.
Fleshshiver (SpC): Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
Ghoul Gauntlet (SpC): Convert victim to a ghoul under your control.
Harm: Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Spectral Touch (SpC): Your touch bestows one negative level/round.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).


7th Level Dread Necromancer Spells

Avasculate (SpC): Reduce foe to half hp and stun.
Awaken Undead (X) (SpC): Grant sentience to otherwise mindless undead.
Blood to Water (SpC): 2d6 Constitution damage to subjects.
Evil Glare (SpC): Paralyze creatures with your glare.
Finger of Death: Kills one subject.
Ghost Trap (SpC): Incorporeal creatures turn corporeal.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.


8th Level Dread Necromancer Spells

Bestow Curse, Greater (SpC): As bestow curse, but more severe penalties.
Bodak’s Glare (F) (SpC): You slay a creature, which turns into a bodak 24 hours later.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
creatures.
Death Ward, Mass (SpC): As death ward, but more subjects.
Flensing (SpC): Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
Heart of Stone (F,X) (SpC): Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
Inflict Critical Wounds, Mass: Deals 4d8 damage+1/level to many creatures.
Symbol of Death: Triggered rune slays nearby
Trap the Soul: Imprisons subject within gem.


9th Level Dread Necromancer Spells

Energy Drain: Subject gains 2d4 negative levels.
General of Undeath (SpC): Increases your maximum HD of controlled undead by your level.
Implosion: Kills one creature/round.
Plague of Undead (M) (SpC): Animates horde of undead.
Power Word Kill: Kills one creature with 100 hp or less.
Soul Bind: Traps newly dead soul to prevent resurrection.
Vile Death (M,X) (SpC): Undead creature gains fiindish template.
Wail of the Banshee: Kills one creature/level.

jedipotter
2014-02-10, 02:52 PM
You removed Summon Undead? Why?

My revised list adds: Ghoul Glyph, Halt Undead, and Greater Dispel Magic.

You add magic fang? Why?

You don't really add any undead army spells.

Grod_The_Giant
2014-02-10, 03:07 PM
You removed Summon Undead? Why?
I've been taking out summon spells in general. They're way too versatile, and players tend to be really bad about keeping stats on hand.


You add magic fang? Why?
A buff for your undead buddies (who you still get via Animate Dead, Create Undead, and so on)


You don't really add any undead army spells.
I'm not sure what you mean here? (PS: If you're about to quote spells outside of the PHB or SpC, please don't-- I've been trying not to go outside those books for this project)