Lord_Gareth
2008-01-29, 09:56 AM
Reach of the Damned [Abjuration/Necromancy]
Sorcerer/Wizard 1
Components: Verbal, Somatic
Casting Time: One Move Action
Range: Personal
Target: You
Duration: 1 Hour/Caster Level or until used
Saving Throw: None (Harmless)
Spell Resistance: Yes (Still harmless)
By means of this spell, the caster floods her body with black energies from the Negative Energy plane, allowing her to send her necromancy spells further than other mages. For one necromancy spell per four caster levels (1 at first level, 2 at fifth level, and so on), the range is increased by 10 feet per caster level. If the spell is a melee touch attack, it may instead be made as a ranged touch attack with a range of thirty feet.
Bone Armor [Transmutation]
Sorcerer/Wizard 1
Components: Verbal, Somatic, Material
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 Hour Per Caster Level
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes
Using this spell, the caster rips the bones out of a dead body and grafts them onto the creature touched, forming a temporary form of macabre armor. While it lasts, the bones grant the creature a +4 Natural Armor bonus (or increase its existing natural armor bonus by +4) its Armor Class. At the end of the duration, the bones fall to ash and blow away.
The body used for this spell must be completely dead - you may not use it to slay liches or skeletons, for example.
Material Component - A dead creature with a skeletal structure at least the same size as the target creature.
Bloody Murder [Necromancy, Evil]
Sorcerer/Wizard 1
Components: Verbal, Somatic
Casting Time: One Standard Action
Range: Close (25 feet +5 feet/caster level)
Target: One living creature
Duration: 1 Round/2 caster levels
Saving Throw: Fortitude Negates (special)
Spell Resistance: Yes
This foul spell excites the victim's blood, causing wounds to gush and punctures to burst with fluid. Whenever the victim takes piercing or slashing damage, they must make a Fortitude save. Failure indicates that their blood has ripped out of the wound, and they take half again (+50%) as much damage from the attack. Creatures without blood (or its equivalent) are unaffected by this spell.
More to be added soon, comments welcome on what I have so far. Thank you!
Sorcerer/Wizard 1
Components: Verbal, Somatic
Casting Time: One Move Action
Range: Personal
Target: You
Duration: 1 Hour/Caster Level or until used
Saving Throw: None (Harmless)
Spell Resistance: Yes (Still harmless)
By means of this spell, the caster floods her body with black energies from the Negative Energy plane, allowing her to send her necromancy spells further than other mages. For one necromancy spell per four caster levels (1 at first level, 2 at fifth level, and so on), the range is increased by 10 feet per caster level. If the spell is a melee touch attack, it may instead be made as a ranged touch attack with a range of thirty feet.
Bone Armor [Transmutation]
Sorcerer/Wizard 1
Components: Verbal, Somatic, Material
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 Hour Per Caster Level
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes
Using this spell, the caster rips the bones out of a dead body and grafts them onto the creature touched, forming a temporary form of macabre armor. While it lasts, the bones grant the creature a +4 Natural Armor bonus (or increase its existing natural armor bonus by +4) its Armor Class. At the end of the duration, the bones fall to ash and blow away.
The body used for this spell must be completely dead - you may not use it to slay liches or skeletons, for example.
Material Component - A dead creature with a skeletal structure at least the same size as the target creature.
Bloody Murder [Necromancy, Evil]
Sorcerer/Wizard 1
Components: Verbal, Somatic
Casting Time: One Standard Action
Range: Close (25 feet +5 feet/caster level)
Target: One living creature
Duration: 1 Round/2 caster levels
Saving Throw: Fortitude Negates (special)
Spell Resistance: Yes
This foul spell excites the victim's blood, causing wounds to gush and punctures to burst with fluid. Whenever the victim takes piercing or slashing damage, they must make a Fortitude save. Failure indicates that their blood has ripped out of the wound, and they take half again (+50%) as much damage from the attack. Creatures without blood (or its equivalent) are unaffected by this spell.
More to be added soon, comments welcome on what I have so far. Thank you!