streakster
2007-07-04, 08:26 AM
[EDIT:] Shoved all the spells from lower down in here, to make things tidy. New spells will be here as well, newest at the bottom.
Lesser Skeletal Crew
Necromancy
Level: Wiz/Sor 4
Components: V, S
Casting Time: 1 standard action
Range: Touch.
Target: Any naval vessel.
Duration: 1 day per level.
As you speak the final words of the call, bony hands appear over the railing. Soon, your crew stands assembled.
Skeletal Crew allows the caster to summon a number of skeletons from the watery deeps to crew his vessel. This spell summons the minimum number of skeletons necessary to crew the vessel. The summoned skeletons will obey any orders regarding navigation or the ship, but ignore any others. They are single-minded in their attention to their tasks, not even stopping if attacked. The undead summoned by this spell do not count against the caster's undead limit.
Greater Skeletal Crew
Necromancy
Level: Sor/Wiz 6
Components: V, S, F, M
Casting Time: 1 day
Range: Unlimited
Target: Any sunken naval vessel
Duration: 1 day per 2 levels
You grasp the scrap of wood tightly, waiting. Then, the water churns as a ship long wrecked surfaces, undead crew already in place.
This spell raises a sunken wreck that you know of to the surface, crews it as Skeletal Crew and orders it to come to you. Once the ship has arrived, you may board and direct the ship as normal. If this spell is cast upon a ship raised with this spell, its duration is reset as though it had just been cast. The ship is always attended by a fierce gale, which occasionally provides sailing speed, but most often simply lashes the ship. A ship raised by this spell cannot be sunk, no matter how damaged it becomes. The ship can turned by a cleric as though it were undead, either setting the ship uncontrollably adrift for a time, or returning it to the ocean floor. It is important not to be aboard the ship when this spell expires, as it will sail back to its original location on the sea floor, potentially drowning all aboard.
Materials: A ship carved from bone, inlaid with valuable rubies and onyx. The ship must be set afloat in a silver basin filled with the caster's blood.
Focus: A piece of the ship to be raised, or a part of the captain's uniform or navigational instruments.
Corpse Call
Necromancy
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: 1/4 mile per level
Target: 1 corpse
You begin to hiss in a sibilant language of the dead. On the horizon, a shambling figure appears...
This spell calls the nearest corpse to you. The corpse will proceed to you at half of what it's walking pace was in life. If you leave the spot that you called the corpse from, the corpse will not be able to find you. The corpse may not continue moving during the day, unless something (a roof, a darkness spell, etc.) shields it from the sun. When the corpse reaches the spot to which it has been called, it returns to a normal death.
Soul Ejection
Necromancy [Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Target: One living creature
Duration: 1 round per level
Saving Throw: Will negates
Spell Resistance: Yes
You send a stream of dark energy at your foe, and watch as he falls down dead. You see his soul hovering nearby, however, and know that he will soon return.
This spell ejects the target's soul from their body, killing the target if they fail their will save. However, after the duration of this spell is complete, their soul returns, as though the character had the Ressurect spell cast on them. While this spell is in effect, the character is truly dead, and is subject to any spells that target corpses.
Material Component: A handful of ground silver.
Boneweave
Necromancy
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 hour per hit dice of woven monster
Range: Touch
Target: Skeletal undead controlled by the caster
The bones hang in midair, slowly swaying back and forth. At a word from you, they begin to coalesce into a vast, shadowy shape.
This spell allows you to weave the bones of skeletons controlled by you into a new creature. The monster to be woven must be undead. The total Hit Dice of the undead you are using must be equal to the creature to be woven's Hit Dice. In addition, add one undead for each spell-like ability the monster to woven possesses, and one undead for each of the levels of its highest level spell. Creatures woven by this spell may not have a template applied.
Undead used in this spell are destroyed.
Focus: A model or image of the creature to be woven.
Example: To weave a monster with 12 Hit Dice would require 12 undead with one Hit Dice each, or 6 undead with 2 HIt Dice each, and so on. To weave that same monster if it had the Cause Fear and Ghoul Touch spells would require 6 undead with 2 Hit Dice each, plus two more undead.
New Spell! Well, sort of...
Witchweed
Necromancy
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Dead plants in a 50 ft. radius spread
Duration: 1 min per level (D)
Saving Throw: Reflex Partial
Spell Resistance: Nope
Kaltos slammed the obsidian spike to the ground, and watched as the dead trees began to blacken as though from flame. Soon, their limbs began to sway, almost hungrily...
All dead grasses, weeds, bushes, and even trees in the area are animated into a form of undeath, turning black. Living creatures in the area or those that enter the area are attacked by the plants, which hold them fast and cause them to become entangled. A creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
In addition, if the plants have thorns or a hardness rating, then each creature that is entangled takes 1d4 damage each round this spell is active. All Witchweed is poisonous if ingested. If the plants were poisonous before being transformed, then the first time a creature takes damage from this spell he suffers the effects of that poison. The caster of this spell may instruct the Witchweed to cease entanglement, or to ignore certain beings, as a move action.
Water dissolves Witchweed, unless the water is suitably foul (swamp water, cesspool, etc.). Spells such as create water can be used to cut paths through Witchweed.
Focus: An obsidian spike, which must be driven into the ground in the center of the area to be animated. To dismiss this spell, the spike is removed from the ground.
Lesser Skeletal Crew
Necromancy
Level: Wiz/Sor 4
Components: V, S
Casting Time: 1 standard action
Range: Touch.
Target: Any naval vessel.
Duration: 1 day per level.
As you speak the final words of the call, bony hands appear over the railing. Soon, your crew stands assembled.
Skeletal Crew allows the caster to summon a number of skeletons from the watery deeps to crew his vessel. This spell summons the minimum number of skeletons necessary to crew the vessel. The summoned skeletons will obey any orders regarding navigation or the ship, but ignore any others. They are single-minded in their attention to their tasks, not even stopping if attacked. The undead summoned by this spell do not count against the caster's undead limit.
Greater Skeletal Crew
Necromancy
Level: Sor/Wiz 6
Components: V, S, F, M
Casting Time: 1 day
Range: Unlimited
Target: Any sunken naval vessel
Duration: 1 day per 2 levels
You grasp the scrap of wood tightly, waiting. Then, the water churns as a ship long wrecked surfaces, undead crew already in place.
This spell raises a sunken wreck that you know of to the surface, crews it as Skeletal Crew and orders it to come to you. Once the ship has arrived, you may board and direct the ship as normal. If this spell is cast upon a ship raised with this spell, its duration is reset as though it had just been cast. The ship is always attended by a fierce gale, which occasionally provides sailing speed, but most often simply lashes the ship. A ship raised by this spell cannot be sunk, no matter how damaged it becomes. The ship can turned by a cleric as though it were undead, either setting the ship uncontrollably adrift for a time, or returning it to the ocean floor. It is important not to be aboard the ship when this spell expires, as it will sail back to its original location on the sea floor, potentially drowning all aboard.
Materials: A ship carved from bone, inlaid with valuable rubies and onyx. The ship must be set afloat in a silver basin filled with the caster's blood.
Focus: A piece of the ship to be raised, or a part of the captain's uniform or navigational instruments.
Corpse Call
Necromancy
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: 1/4 mile per level
Target: 1 corpse
You begin to hiss in a sibilant language of the dead. On the horizon, a shambling figure appears...
This spell calls the nearest corpse to you. The corpse will proceed to you at half of what it's walking pace was in life. If you leave the spot that you called the corpse from, the corpse will not be able to find you. The corpse may not continue moving during the day, unless something (a roof, a darkness spell, etc.) shields it from the sun. When the corpse reaches the spot to which it has been called, it returns to a normal death.
Soul Ejection
Necromancy [Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Target: One living creature
Duration: 1 round per level
Saving Throw: Will negates
Spell Resistance: Yes
You send a stream of dark energy at your foe, and watch as he falls down dead. You see his soul hovering nearby, however, and know that he will soon return.
This spell ejects the target's soul from their body, killing the target if they fail their will save. However, after the duration of this spell is complete, their soul returns, as though the character had the Ressurect spell cast on them. While this spell is in effect, the character is truly dead, and is subject to any spells that target corpses.
Material Component: A handful of ground silver.
Boneweave
Necromancy
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 hour per hit dice of woven monster
Range: Touch
Target: Skeletal undead controlled by the caster
The bones hang in midair, slowly swaying back and forth. At a word from you, they begin to coalesce into a vast, shadowy shape.
This spell allows you to weave the bones of skeletons controlled by you into a new creature. The monster to be woven must be undead. The total Hit Dice of the undead you are using must be equal to the creature to be woven's Hit Dice. In addition, add one undead for each spell-like ability the monster to woven possesses, and one undead for each of the levels of its highest level spell. Creatures woven by this spell may not have a template applied.
Undead used in this spell are destroyed.
Focus: A model or image of the creature to be woven.
Example: To weave a monster with 12 Hit Dice would require 12 undead with one Hit Dice each, or 6 undead with 2 HIt Dice each, and so on. To weave that same monster if it had the Cause Fear and Ghoul Touch spells would require 6 undead with 2 Hit Dice each, plus two more undead.
New Spell! Well, sort of...
Witchweed
Necromancy
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Dead plants in a 50 ft. radius spread
Duration: 1 min per level (D)
Saving Throw: Reflex Partial
Spell Resistance: Nope
Kaltos slammed the obsidian spike to the ground, and watched as the dead trees began to blacken as though from flame. Soon, their limbs began to sway, almost hungrily...
All dead grasses, weeds, bushes, and even trees in the area are animated into a form of undeath, turning black. Living creatures in the area or those that enter the area are attacked by the plants, which hold them fast and cause them to become entangled. A creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
In addition, if the plants have thorns or a hardness rating, then each creature that is entangled takes 1d4 damage each round this spell is active. All Witchweed is poisonous if ingested. If the plants were poisonous before being transformed, then the first time a creature takes damage from this spell he suffers the effects of that poison. The caster of this spell may instruct the Witchweed to cease entanglement, or to ignore certain beings, as a move action.
Water dissolves Witchweed, unless the water is suitably foul (swamp water, cesspool, etc.). Spells such as create water can be used to cut paths through Witchweed.
Focus: An obsidian spike, which must be driven into the ground in the center of the area to be animated. To dismiss this spell, the spike is removed from the ground.