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Thread: New Necromancies

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    Dwarf in the Playground
    Join Date
    Aug 2010

    Default New Necromancies

    Bone Blight
    Necromancy [Death]
    Level:
    Sor/Wiz 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature per caster level
    Duration: 3 rounds, see text
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    Before you step into the portal, you level your hand at your victim and utter a harsh whisper. For a moment, nothing happens, but only you see the faint red tint surrounding him before dissipating.

    A particularly insidious spell, bone blight erodes the victim's bones; a condition that is marked by a faint tingling sensation at the onset of the effect.

    In the first round, the victim's bones become brittle, causing the target to suffer 50% extra damage from bludgeoning damage. The subject also suffers one-fourth his current hit points in damage.

    In the second round, the victim's condition advances to an effect similar to osteoporosis as he finds himself subject to painful fractures. Piercing and slashing damage inflicted on the victim is increased by 50%, while bludgeoning damage inflicts twice the normal amount. The subject also suffers a further one-fourth of his current hit points in damage.

    In the third round, the victim's bones are sufficiently degraded that they simply crumble, collapsing both spine and skull and killing the victim instantly.

    Bone blight persists for three rounds. A successful saving throw at each stage simply suppresses the effect until the next round, until the spell's full duration passes.

    Creatures with no apparent skeletal structure, such as oozes, are immune to the effects of this spell. Skeletal undead suffer 1d6 damage per caster level, to a maximum of 20d6 damage (Fort halves) instead of the spell's usual effect.

    Necrotic Ray
    Necromancy
    Level:
    Sor/Wiz 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude halves
    Spell Resistance: Yes

    A seething dark purple ray lashes out from your fingertip, striking your victim and enveloping him in a violet radiance.

    A ray of darkness springs from your hand, inflicting 1d6 negative energy damage per caster level (to a maximum of 20d6) with a successful ranged touch attack. In addition, the victim's natural and magical fast healing or regeneration is nullified for one round per two caster levels, and the victim cannot be affected by healing spells unless a greater dispel magic is successfully cast on it. A Fortitude save reduces the healing penalty to one round per four caster levels.

    Special: Wizards specialized in Necromancy inflict 1d8 damage instead of 1d6.

    Shroud of the Netherworld
    Necromancy
    Level:
    Sor/Wiz 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/2 levels (D)

    With a sharp gesture, you conclude the incantation and breathe in sharply as a sensation of utter chill wraps around you.

    Shroud of the netherworld wraps you in a baneful radiance of dark power from the Negative Energy Plane. While under the effects of this spell, you gain all the immunities of the undead type, are healed by negative energy and enjoy a +1 profane bonus to your Armor Class per three caster levels. In addition, while you are under the effects of this spell, undead creatures are friendly towards you as though the relevant Diplomacy checks were successfully made.

    As a standard action, you can command an undead creature with your gaze if it fails a Will saving throw (as command undead).

    The shroud of the netherworld also has potent offensive capabilities. Any creature struck by your touch receives 1d8 points of negative energy damage per two caster levels +1 per point of your primary spellcasting attribute modifier (Fort halves); if the damage inflicted is equal to the creature's current hit points it dies instantly. Creatures attacking you in combat suffer one negative level for each successful strike, a Fortitude save negates the level drain but still suffers 1d6 damage to a random physical ability score.

    Finally, as long as you are under the effects of the shroud, you gain a +1 bonus to the DCs of your Necromancy spells.

    A shroud of the entherworld can only be removed by a successful greater dispel magic, mordenkainen's disjunction, miracle or wish.. Positive energy effects do not affect the shroud of the netherworld.

    Special: Wizards specialized in Necromancy gain +2 instead of +1 to the DCs of their Necromancy spells.
    Last edited by LordofBones; 2012-05-25 at 02:25 AM.