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Thane of Fife
2008-12-11, 12:30 PM
A while back, Matthew said something about how he thought the rules for specialists in 2nd Edition were somewhat dull compared to the ones in 1st (or, the Illusionist, anyway), because they were basically just slightly modified mages. Or something like that - I think that was the general idea.

So, after thinking for a while, I thought I'd give making some new spell lists for specialists a shot. For the sake of maintaining some consistency within each spell list, I'm going to try to do them one school at a time. Since Necromancers have one of the more defined flavors, I figured I'd start with them.

Note that this spell list is available only to specialist Necromancers, and they can select only from it. It is, at the moment, sadly lacking in number of spells, but one of the reasons I'm putting it up here is to get some more ideas. Spells not described here are described in the Player's Handbook. Some of the less thematically appropriate spells on the list are there because they're mentioned in the process of becoming a lich or constructing a bone golem.

Alright, here goes.

The Necromancer

The necromancer is the master of life and death. He has power over the souls of those still alive as well as the corpses of those long dead. He is not only an animator of the undead, but a user of magics so foul that they drain his very life-force, unless he can feed them upon the energies of others.

Thoughts: First, I wanted to increase the amount of undead-raising in the spell list. One fifth level spell simply isn't enough. Second, I wanted to tempt the necromancer towards darkness. To accomplish this, there are some powerful spells available to the necromancer, but many magically age him or have other consequences. Through other spells, though, he can shunt these costs onto others, raising the eternal temptation - power this spell himself, or with one of those relatively insignificant peasants? I also gave him some traditional horror movie style spells.

On undead animation: The Animate Dead spell specifies that it "is not a good act, and only evil wizards use it frequently." I've applied this line to all spells which animate undead. Per the Monstrous Manual, animating undead is acceptable behavior for a good priest if the being whose corpse is to be animated gave permission, whether before or after death. This is, I think, a reasonable judgement. What constitutes permission is something I leave before the DM.

Level 1 Spells

Chill Touch

Detect Undead

Detect Magic

Read Magic

Cantrip

Find Familiar

Fear of Death (Enchantment/Charm, Necromancy)
Range: 40 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 Creature
Saving Throw: Neg.

This spell afflicts the person it is cast upon with a terrible fear of the caster. Valid targets for this spell include all bipedal humanoid creatures of one size category greater than the caster or smaller.
The person receives a saving throw to avoid the spell's effect, with any adjustment due to Wisdom. Elves and other creatures which do not die naturally receive a +2 bonus to their saves.
If the save is failed, then the target views the caster as a person whose displeasure is to be avoided at any costs. The creature can effectively be commanded by the necromancer, so long as the caster has some way to make his commands clear, and will generally try to obey such commands, as long as they are not clearly suicidal. The creature will, however, put itself in grave danger to avoid displeasing the caster. If given the opportunity, the creature will attempt to escape from the caster, so long as it does not believe it will be caught.
Creatures affected by this spell receive future saving throws exactly as if this were a Charm Person spell.

Undead Servant (Necromancy)
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None

This spell allows the necromancer to raise a single humanoid corpse of medium size or smaller into an undead servant. Depending upon the state of the corpse when the spell is cast, it will rise as either a skeleton or a zombie. The undead creature created will follow the caster around or remain in place as the necromancer wills, but otherwise it will not act of its own volition. If the necromancer wishes the undead to act in any other fashion, he must concentrate his effort on making it do so. Moving, being hit by an attack, or taking any other action will end the necromancer's concentration and cause the undead to immediately cease in its activity. The undead creature is no more capable of complex action than any other mindless undead, and cannot perform actions much more complex than "Attack" or "Open that door." In the event that the necromancer is knocked unconscious or slain, his undead servant will immediately crumble into a lifeless corpse. A necromancer may not have more than one undead servant at a time - it is too great a strain on the mind.
Casting this spell requires the necromancer to possess either something which belonged to the person whose corpse is to animated, or to know that person's name. The casting of this spell is not a good act, and only evil necromancers use it frequently.

Breath of Vitality (Necromancy)
Range: 60 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: 2 creatures within 10 yards of each other
Saving Throw: Neg.

The casting of this spell allows the necromancer to transfer life force from one creature to another. Both creatures must be within the spell's range, as well as within 10 yards of each other. The first creature immediately takes 1d4 damage, and the second creature immediately regains a number of hit points equal to the number lost by the first creature. Both creatures must either fail or forego their saving throws, or the spell has no effect. This spell cannot restore hit points to creatures which are not living, nor can it take them from such creatures. Creatures of extraplanar origin are similarly impervious to its effects. This spell cannot bring a creature's hit point total above its maximum number of hit points.

Level 2 Spells

Spectral Hand

Hold Undead

Siphon (Necromancy)
Range: 20 yards
Components: V, S, M
Duration: 1 round / 3 levels
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

Upon casting this spell, the necromancer begins to siphon energy from the spell's target. For the duration of the spell, the targeted creature will take 1d4 points of damage each round, and the necromancer will regain that many hit points each round. The necromancer cannot siphon energy from unliving creatures or from creatures from other planes, and the necromancer's hit point total may not be raised over its maximum.
The material components for this spell are a small reed or straw, and a pig's lung.

I'm a bit hesitant about this spell, as it looks to be better than Vampiric Touch. It doesn't scale up as quickly, nor does it do as much damage, but it does have a range on it. On the other hand, it does allow a saving throw.

Blood Price (Necromancy)
Range: 20 feet
Components: V, S, M
Duration: 2 rounds +1 round / level
Casting Time: 2
Area of Effect: 1 Creature
Saving Throw: Neg.

This spell floods the target's body with negative energy, allowing him to fight longer and harder, but doing terrible damage to his body. The target experiences what feels like a surge of adrenaline, and immediately regains 1d10 hit points, up to his maximum. He continues to function as normal until the spell ends, at which point he immediately takes damage equal to twice the amount he was healed at the time at which the spell was cast as the damage done to his body begins to affect him.
A successful saving throw negates both the healing value of the spell and the damage - there is no way to negate the spell's after-effects other than to not accept the healing. Note that it is fully possible to cast this spell a second time upon someone already under its effects, so as to alleviate the damage before it comes. This is, however, little more than digging oneself into a hole, as the blood price will inevitably come.
The material components for this spell are a few drops of blood.

Mend Bones (Alteration, Necromancy)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 creature or 1 skeleton
Saving Throw: Neg.

The casting of this spell causes bones to knit themselves back together. It works best on bones clearly exposed to the caster's touch, but can affect bones concealed beneath skin or cloth as well.
When cast upon an undead skeleton, this spell restores 1d10 hit points. Upon any other creature with bones, the spell restores 1d8 hit points. The movement of the bones beneath the flesh is excrutiatingly painful, and a creature who regains hit points through the use of this spell receives a -1 penalty to hit for the next round; he may not cast spells in that time either. Skeletons and other creatures which do not feel pain do not suffer the penalty.
Alternatively, the caster may use this spell to restore a skeleton which has been destroyed to a form in which it can once again be animated. Depending on how badly the skeleton was destroyed, this application of the spell may require multiple castings.
The material component for this spell is a pinch of powdered horseflesh.

Level 3 Spells
(Need more stuff here)

Feign Death

Vampiric Touch

Speak with Dead

Hold Person

Lesser Animate Dead (Necromancy)
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None

This spell functions almost exactly like the Animate Dead spell. The primary exception is that the caster may animate only half as many undead as the Animate Dead spell would allow him to. Also, the magic binding such undead is weaker than that of the Animate Dead spell. As such, creatures animated through the use of this spell have 1 fewer hit point per hit die, and any priests or paladins trying to turn them count as 1 level higher than they actually are.
Material component is a bone shard or a vial of blood.

Level 4 Spells

Contagion

Enervation

Restore Corpse (Necromancy)
Range: Touch
Components: V, S, M
Duration: 1 hour
Casting Time: 1 hour
Area of Effect: 1 corpse
Saving Throw: None

Using this spell, the necromancer can restore a corpse to better shape than it may currently be in. This spell may be used in several different ways:

First, it can alter a corpse to act as though the length of time it has been dead is divided by half the necromancer's level; for example, a necromancer of level 10 could use this spell to restore a corpse which has been dead for 10 years to a form as though it had been dead for only 2, possibly making it easier to speak with or resurrect. When the spell ends, the corpse will be restored to its original age.

Alternatively, this spell can be used to restore a damaged or destroyed corpse to its entire, undamaged self. For example, a corpse missing an arm will have its arm restored; a corpse dissolved in a behir's stomach will be restored to existence. The corpse will remain restored for the duration of the spell, after which it will dissolve into nothingness - it cannot be restored a second time by any means (possibly excluding a wish). If any sort of spell is used to animate, raise, or resurrect the corpse within the duration of the spell, then the corpse will not be destroyed at the end of the hour.

Casting this spell ages the necromancer 1 year. In addition, the creature whose corpse is restored will lose an additional point of constitution if he is raised or resurrected - his physiological functions are now somewhat dependent on magic (although they cannot be dispelled). Material components for the spell are either the corpse, part of the corpse, or something which the corpse held intimate in life - this can be an object or a person.

While I think the necromancer should have something like this, I'm not sure this is the right level for it. While it won't be useful that frequently, when it is useful, it's staggeringly so.

Transmogrify (Alteration)
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Neg.

This terrible spell allows the necromancer to twist a creature's form into a horrible mockery of nature. The necromancer attempts to alter one creature's features into those of another - giving a bear owl features, as an example.
This spell has primarily physical effects on the recipient, changing some of his body parts into those of the creature he is being transmogrified into. The process of transmogrification, however, is excrutiatingly painful, as well as somewhat unhinging, and it often has detrimental effects on the victim's sanity as well.

To use this spell, the necromancer first selects a creature to transmogrify the target into: both the creature and the target must be living, corporeal beings, and both must have definite forms - shapeshifters such as doppelgangers, lycanthropes, and jackalweres (among others) are not affected by this spell; nor are they acceptable creatures to attempt to transmogrify the victim into. He then attempts to actually cast the spell upon the target. The target gets to make a single saving throw vs. polymorph to attempt to resist the spell - if he fails, he is transmogrified. If the necromancer is able to capture a specimen of the creature he wishes to transmogrify the target into, and can keep this creature within 5 feet of the spell's recipient for the duration of the spell's casting time, then the target receives a -2 penalty to his saving throw. If the saving throw is failed, the creature will be absorbed into the target and destroyed. The target then rolls on the table below to see how the transmogrification has physically affected him:

{table=head]Roll|Result
01-10|The target's head is altered to look like that of the chosen creature. He gains any special senses of the chosen creature such as excellent vision, hearing, or smell.
11-20|The target's skin texture alters to more closely resemble that of the chosen creature. This may affect the target's armor class, ability to submerge in saltwater, or dexterity.
21-30|The target's forearms change to match those of the chosen creature. He may gain new methods of attack or a new strength score.
31-40|The target's rear limbs are altered to those of the chosen creature. This may affect his movement speed or jumping ability.
41-50|If the chosen creature has wings, a tail, or any other unusual features, the target acquires them, possibly overriding any he mayt already possess.
51-60|The target's hands and feet change to match those of the target creature. This could result in new attack methods.
61-70|The creature's torso shifts into that of the chosen creature. This will generally affect the target's stature, possibly giving him a hunched look, or making him into a centaur-esque creature.
71-80|The target acquires a physique more common to the chosen creature - he may become more muscular, more fragile, or any number of other possibilities.
81-100|Roll Twice More on the table. It is possible that you'll roll another 81-100; if so, you'll need to keep rolling. A creature who acquires 5 or more alterations is changed into a broken one.
[/table]
Regardless as to which or how many alterations are received, the target must pass a System Shock check to survive the horrible alterations to his body. In addition, the victim must pass a Wisdom check or be driven insane by the horrible alterations to his body. If he passes, he will have to take another wisdom check each day until he fails one or is somehow returned to his original form. A character driven insane by this spell becomes incredibly vicious and aggressive, and will most likely need to be taken over by the DM. In addition, if the character is altered to have the head of a creature with a lower intelligence than himself then he must roll less than the difference between his own intelligence and that of the head he has been given or assume the mindset of the creature whose head he now possesses. The target never gains any supernatural abilities or an intelligence boost due to this spell - a human transmogrified into a red dragon, for example, has no chance of gaining a breath weapon, a better intelligence score, or an immunity to fire, although he might pick up the ability to fly, a better armor class, or even the ability to digest anything.

Casting this spell is a terrible sin, and it may have severe consequences for a character who is not of evil alignment. The material component for this spell is some piece of the animal to transmogrify the target into.

Soul Bind (Necromancy)
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Neg.

By casting this spell, the necromancer is able to cause another creature to suffer the costs of his own magic. If, within one day of his casting the soul bind spell, the necromancer casts a spell which ages himself, then the target of the soul bind ages instead. The target, rather than the necromancer, will need to take any system shock check this might incur. The soul bind can only transfer the cost of a single spell, and it can do it only if the spell is cast within one day of the soul binding. If the target of the soul bind dies within one day of the casting of the spell, then the necromancer must pass a system shock check or permanently lose a point of constitution.

Level 5 Spells

Animate Dead

Magic Jar

Summon Shadow

Cone of Cold

Drain Life (Necromancy)
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Neg.

This spell allows the necromancer to drain life from other beings in order to sustain himself. The target of the spell must pass a saving throw vs. spell or age 1d4 years + 1 year / 6 levels of the necromancer. The necromancer's age is decreased by the same amount. Decreasing in age does not require a system shock check. The necromancer must lose as many years as he is pemitted to - if this reduces him below the age of2, he becomes unable to cast spells; if he is reduced below the age of 0, he winks out of existence and can never be recovered.

Life in Death (Necromancy)
Range: 30 yards
Components: V, S, M
Duration: 1 turn + 1 round / level
Casting Time: 5
Area of Effect: 1 corpse
Saving Throw: None

The target of this spell is granted temporary life by the necromancer. The target is restored to one quarter of his normal hit points, and may act as though he never died. When the spell wears off, however, he is instantly slain.
While active, the target counts as alive for all purposes - he cannot be turned, he can be healed, etc. This spell does not grant the necromancer any control over the being he restores. If the target of the spell is slain again before the end of the spell, then his corpse immediately ages by 1 year. If the necromancer is willing, he can age this year himself instead.
The material component for this spell is a small metal rod, which must be raised to point at the heavens while the spell is being cast.

Level 6 Spells

Death Spell

Reincarnation

Control Undead

Curse of Lycanthropy

Create Crypt Thing

Level 7 Spells

Finger of Death

Enchant An Item

Animate Horde (Necromancy)
Range: 50 yards
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None

A more powerful variant of the Animate Dead spell, animate horde allows the necromancer to create a considerably greater number of undead. This spell generally functions as Animate Dead, except that it allows the caster to animate three times as many skeletons or zombies as that spell.
Casting this spell is not a good act, and only evil necromancers use it frequently. The material component for the spell is a horn, which is blown at the end of the spell's casting.

Slavery in Death (Necromancy)
Range: 30 yards
Components: V, S, M
Duration: 1 day / level
Casting Time: 1 turn
Area of Effect: 1 corpse
Saving Throw: Neg.

This spell functions quite similarly to the life in death spell, except that the target of the slavery in death spell is raised under the command of the necromancer. When the spell is cast, the target may make asaving throw vs. spell, and, if it is passed, the spell has no effect upon the target. Otherwise, the target is restored to one quarter of his maximum hit points and may act as though he never died. When the spell wears off, the target will instantly die. While the spell is in effect, the target can do anything he could do in life, but is bound to obey the commands of the necromancer. The target can be commanded to act in any way the necromancer pleases, and will even perform obviously suicidal acts.
Such slavery is, however, intensely distasteful to the dead, and the enslaved being will do anything he can to twist the commands of the necromancer; if possible, he will even go so far as to assist the enemies of his master.
Askng an enslaved creature to cast a spell can be extremely dangerous, as the flow of magical energy can shatter the enchantment,freeing the slave; any creature under the effects of slavery in death who is commanded to cast a spell immediately receives another saving throw, which, if passed, allows the victim to remain animated for a number of rounds equal to his wisdom score, during which time he can act as he pleases, and will most likely attempt to attack the necromancer. The target of the slavery in death enchantment may not attempt to cast a spell unless specifically commanded to do so, however.
A protection from evil spell will not end this spell, but will prevent the necromancer from exerting control over the enchanted creature.
The material component for this spell is a small metalshackle.

Level 1 Mage Spells (Necromancy)

As a single Level 7 spell, the Necromancer can record up to 4 first-level Mage spells in his spellbook. Every future level he gains allows him to record another first-level Mage spell.

Level 8 Spells
(Another level which could use some new spells)

Clone

Symbol

Binding

Permanency

Level 2 Mage Spells (Necromancy)

As a single Level 7 spell, the Necromancer can record up to 3 second-level Mage spells in his spellbook. Every future level he gains allows him to record another second-level Mage spell.

Level 9 Spells

Energy Drain

Wish

Animate Host (Necromancy)
Range: 100 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

The most powerful of the undead animation spells, animate host allows the necromancer to raise a veritable army of undead. The necromancer can create up to 5 time the number of skeletons or zombies the animate dead spell would permit him to raise. Skeletons raised by this spell are possessed of a greater cunning than normal skeletons, and can use more complex weapons and armor, even to the point of being able to man seige engines. Zombies animated by the spell function normally. The necromancer may also choose to animate a number of giant skeletons. Each one counts as 10 skeletons or 5 zombies raised, and requires a full 10 corpses, from which the bones are stolen and magically fused to create the larger undead.
Casting this spell is not a good act, and only evil necromancers use it frequently. The material component is a large banner, draped from a pole made of bones. Casting this spell ages the necromancer 1 year.

Level 3 Mage Spells (Necromancy)

As a single Level 7 spell, the Necromancer can record up to 2 third-level Mage spells in his spellbook. Every future level he gains allows him to record another third-level Mage spell.



Whew. Thoughts on spells? Ideas for new ones? Cool names I can stick in front of spells? Major typos?

Glooble Glistencrist
2008-12-11, 12:43 PM
A second edition homebrew? How delightfully retro. I haven't played 2e since my older brother let me tag along with him when I was in middle school, so I can't really comment. I'm just impressed.

Thane of Fife
2008-12-16, 04:18 PM
Alright, having gotten to my 1st edition PHB, I've added an option for the Necromancer to take low-level mage spells as high-level necromancer spells. Hold Person has also been added, as it seems reasonable to relate it to the soul.

Ideas for Spells to Come:

Necromancer's Curse:

Enchants an area to cause all who die or are buried there to rise as skeletons.

Cloud of Darkness: Creates an enormous cloud which blots out sunlight and enhances undead.

Split Soul: Turns somebody into a wraith and a zombie. Or something.

Again, thoughts on any spells, ideas for new spells, and cool names would all be extremely appreciated. Even if you don't play 2nd edition, you can probably think of something a Necromancer should be able to do.