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    Ogre in the Playground
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    Default Re: Advanced Necromancy (50+ new spells, plus new mechanics!)

    Dread Spells of Maerok
    See later posts for a list organized by spell level.
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    Abolish Vitality
    Necromancy
    Level: Clr 8, Dread Necromancer 8
    Component: V, S, DF
    Casting Time: 1 full action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saves: Fortitude negates
    Spell Resistance: No

    With a wave of your hand, you unravel the soul of another. If the victim fails their Fortitude save, 1d4+2 of their ability scores (chosen by the caster) are reduced to 1. As long as this spell is in effect, their scores can not be reduced below 1 by any means.

    Agonizing Caress
    Necromancy [Death, Sabotage]
    Level: Sor/Wiz 6
    Component: V, S, F
    Casting Time: 1 full round
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 minute/level, until discharged

    Blacks vipers of death infiltrate the victim, corrupting even the most innocent touch.

    When the victim touches another creature as a non-combat action, begins a Heal check, makes a successful melee touch attack, or casts a spell with a range of touch the trap is sprung. The target of that action is instead hit with the effects of slay living (using the same DC and caster level from when this spell was first cast).

    If that target is slain, the target of this spell becomes staggered for 2d4 rounds. Otherwise both targets are stunned for one round if the target's target receives damage. If sprung on a non-living creature, the trap is wasted.

    Ashes to Ashes
    Necromancy
    Level:
    Clr 4
    Components:
    V, S, M
    Casting Time:
    1 minute
    Range: Touch
    Target: One corpse
    Duration: Instantaneous
    Saving Throw:
    No
    Spell Resistance:
    No

    Typically used in ceremonies and the destruction of horrific murderers, this incantation reduces a corpse to dust. The resulting pile of dust weighs about one-fourth of the original weight. This form blocks resurrection unless the ashes are reverted back into the body's original form.

    Material Component: A corpse.

    Avatar of Fear
    Necromancy [Fear]
    Level: Sor/Wiz 9
    Component: V, S, F
    Casting Time: 1 full round
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 round/level

    Through your studies of what makes your enemies afraid, you have identified one of the most potent beasts of fear. A phantasmal slayer (Heroes of Horror, page 152) appears in an empty square adjacent to the subject. It acts after you in the initiative order and goes after the subject of this spell. Slaying the phantasmal slayer ends this spell.

    Focus: A drawing or sketch of your deepest fear, placed on parchment with red and black ink, created with a successful DC 25 Profession (artist) check after spending 6 hours and 500 gp to complete.

    Beneth's Black Battle Bind
    Necromancy
    Level: Blackguard 2, Duskblade 2, Cleric 3, Dread Necromancer 3
    Component: S, F
    Casting Time: 1 standard action
    Range: Self
    Duration: 1 round/level, until dismissed

    As you hold a piece of bone to your chest, your ribs and shoulder blades expand to form a protective, and grotesque, defensive barrier.

    As this spell is cast, and at the beginning of the caster's turns, he chooses to take an amount of damage between one and five. He takes that much damage, which does not require a Concentration check, but gains a bonus to AC and damage reduction X/- equal to twice that damage until the beginning of his next turn.

    Any creature who strikes him with a melee attack from an adjacent location must succeed on a DC 10 + damage accepted this round + Constitution modifier Fortitude save or become staggered for 1 round.

    While in effect, the caster can only take one standard action or a move action each turn.

    Focus: A piece of the caster's bone, extracted with a DC 15 Heal check and 2d6 points of damage taking ten minutes to perform.

    Beneth's Black Blade
    Necromancy
    Level: Blackguard 3, Paladin 3
    Component: V, S, F, DF
    Casting Time: 1 move action
    Range: Self
    Duration: 1 round/level, until discharged

    Beneth, legendary Blackguard and Death's Chosen to Maerok, offers the deadly spirit of his sword to tame the living and the dead.

    A weapon the caster is wielding glows with a silver light. When they make an attack against a creature, they may expend some of their turn undead uses to add +1d4 positive or negative energy damage to the damage of the first attack they make with it.

    If positive energy is channeled, the caster gains a sacred bonus to the attack roll against undead. If negative, it is a profane bonus against the living. To determine the bonus, the caster makes a turning check (1d20 + Cha + uses expended).

    If the attack misses, another expended turning attempt allows the caster to maintain the charge. Otherwise it is lost.

    Special Focus: Caster must be able to turn or rebuke undead.

    Bestow Mind
    Necromancy
    Level: Sor/Wiz 6, Dread Necromancer 6
    Component: V, S, M
    Casting Time: 1 minute
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One mindless undead creature per level, no two of which can be more than 30 ft. apart
    Duration: 1 hour/level
    Saves: Fortitude negates
    Spell Resistance: Yes

    Upon expending the brain of another creature, the caster grants the affected undead an Intelligence score of 1. See awaken undead (Spell Compendium) for details on skills, abilities, and feats acquired. The total Intelligence gained cannot exceed half of the Intelligence score of the brain being used.

    Material Component: The brain of a living creature (see above).

    Betrayal of the Soul
    Necromancy
    Level: Clr 8, Dread Necromancer 8
    Component: V, S
    Casting Time: 1 full action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature with a soul
    Duration: One encounter (up to 1 hour)
    Saves: Will save (negates)
    Spell Resistance: Yes

    "You're probably right. The only person who can defeat you... is you."

    As waves of arcane power radiate out from the caster, it splits the soul of a nearby creature, creating a sort of cloned soul. This resulting presence manifests itself as a ghost (apply the ghost template to a copy of the target; it is permanently manifested onto whatever plane the spell was cast on). The remainder of the dark power is spent on coercing the opponent’s soul into aiding the caster. It has full loyalty to the caster and fights until destroyed or the duration ends. The effects of any magical items that the subject is wearing are not copied over to the ghost, but their appearance remains.

    Outsiders who can't be brought back to life cannot be affected by this spell.

    The maximum CR of creatures this spell can affect cannot exceed the caster's HD minus 2.

    Blacksand Bolt
    Necromancy
    Level:
    Clr 1, Dread Necromancer 1, Duskblade 1
    Components:
    V, S
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    Up to five creatures, no two of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw:
    None
    Spell Resistance:
    Yes

    You fire skulls of angry blacksand at your enemies.

    This spell works as per magic missile, but deals negative energy damage instead.

    [Now I've got the image of an Entropomancer of Blacksand sort of PrC.]

    Blacksand Decay
    Necromancy [Evil]
    Level:
    Sor/Wiz 6, Dread Necromancer 6
    Components:
    V, S, M/DF
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One living creature
    Duration: Instantaneous
    Saving Throw:
    Fortitude
    Spell Resistance:
    Yes

    Before her eyes, the barbarian dissolved into a splash of hideous sludge. But it wasn't just muck, it was something else... seething with death.

    This beam of blacksand is concentrated enough to reduce a creature into more of the sinister material. If the creature fails its Fortitude save, it is reduced to a 5 foot square of black sand (10 pounds). Any creature who moves through or waits on blacksand takes 1d4 negative energy damage per round. If killed by the dark effects, that creature is reduced to an adjacent pile of blacksand as well. The soul departs as normal and only its physical remains are destroyed (treat like a disintegrate). Its items fall into the pile of blacksand, unscathed.

    Constructs, elementals, undead, and oozes are unaffected by blacksand decay.

    Arcane Component Material: A pinch of onyx dust (1 gp).

    Bless These Hands, Curse Those Claws
    Necromancy [Sabotage]
    Level:
    Clr 1, Sor/Wiz 1
    Components:
    V, M
    Casting Time:
    1 standard action
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target:
    One creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance:
    Yes

    You are able to sap the healing prowess of others to empower your own. The target suffers a profane penalty to Heal checks equal to half your caster level, to a maximum of the victim's Heal ranks. You gain a sacred bonus to Heal checks equal to that penalty.

    Bloodwork Puppet
    Necromancy [Evil]
    Level: Sor/Wiz 5
    Component: V, S, F
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature with blood
    Duration: Concentration, up to 1 round/level (D)
    Saves: Fortitude negates
    Spell Resistance: Yes

    Thrusting the handle outwards, blackened strings lash out the subject and enter their body, fusing with their veins. With a second jolt, the caster winds up the black strings, leaving the veins as strings in their place. While the caster concentrates, he may spend his turns directing the actions of the subject. The subject is treated as paralyzed until directed by the caster to move or attack (skills and abilities cannot be used). Any creature along the path between the two creatures may sever the link with a slashing or piercing weapon as an attack action (the AC of the strings is equal to the DC of this spell). Severing the veins causes 1d3 Constitution damage and 6d6 damage to the subject, ending the spell.

    Focus: The handle to a marionette's strings, typically a H-shaped assembly of sticks, worth at least 5 gp.

    Bone Cycle
    Necromancy
    Level: Sor/Wiz 8, Dread Necromancer 8
    Component: V, S, F
    Casting Time: 1 minute
    Effect: 30-ft.-radius spread
    Duration: 1/minute level

    Upon jabbing a scythe into the ground blade-down, it unleashes a powerful evil into the air. Any mindless undead destroyed inside the 30-ft.-radius spread centered around the scythe will reassemble themselves and return to action in 1d6 rounds. If their remains are moved outside the area, they will not be brought back to unlife.

    To end this spell prematurely, the scythe must be sundered. It gains a number of extra hitpoints equal to twice the caster level.

    Focus: A scythe with a total enchantment bonus of at least +3.

    Brand of Evil
    Necromancy [Evil]
    Level: Clr 2, Duskblade 2
    Component: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: Permanent
    Saves: No
    Spell Resistance: Yes

    "You'll have a tough time explaining this to your boss!"

    With a touch, you bestow a hideous symbol of profane might across the hide of your opponent. They gain a +4 profane bonus to Intimidate checks as well as a -4 profane penalty to Diplomacy checks. The mark can be removed by sheer force of will. If the opponent is Good, doing so causes 3d6 negative energy damage and 1d3 Constitution damage. Leaving the Brand on will undoubtedly lead to complications with Good creatures as it is on par in severity with the Evil Brand feat.

    Buried Alive
    Necromancy
    Level: Clr 3, Sor/Wiz 3, Druid 3, Dread Necromancer 3
    Component: V, S, M
    Casting Time: 1 full-round action
    Range: Touch
    Target: One creature
    Duration: Instantaneous
    Saves: Reflex negates
    Spell Resistance: No

    As a melee touch attack, you drag a filthy hand across the body of your victim. The ground beneath them gives way to consume them in a death grip five feet below the ground. The victim begins to suffocate after a number of rounds equal to twice its Constitution modifier and spends each turn making a Strength check against the DC of this spell in order to escape, or roll a natural 20.

    They can take no other actions, unless using actions that don’t require movement; spells with somatic and verbal components are suppressed. The DC to hear the entombed creature is increased by 10. A DC 15 Spot check can find the burial site as well, which is a visible spot of disturbed soil or sand. It takes a full round action from those above to dig out the victim, thereby ending the effect. This spell cannot be used on solid rock or similar ground types that would prevent mundane digging.

    Material Component: Dirt or mud, which you must cover your hand with.

    Bury Body
    Necromancy
    Level: Clr 1, Sor/Wiz 1
    Component: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One corpse
    Duration: Instantaneous
    Saves: No
    Spell Resistance: No

    With a touch, the affected corpse sinks below the ground to a depth of five feet. The corpse is not damaged in the process and no evidence is left. This only works above five feet of loose soil, mud, sand or dirt.

    Call of Death
    Necromancy
    Level: Clr 4, Sor/Wiz 4, Dread Necromancer 4, Duskblade 4
    Component: V, S, M
    Casting Time: 1 minute
    Effect: 60’ burst
    Duration: See below
    Saves: None
    Spell Resistance: No

    The Call of Death brings about a horde of undead creatures to attack all within the given area, even the caster. 1d4 HD of undead creatures per caster level are commanded to travel to the afflicted area and attack any living creature they find. The maximum CR of any called creature can’t exceed half the caster level (the DM chooses which creatures to send forth). The undead arrive 10 minutes after the casting, and remain for 3d10 minutes at which time they disappear back to where they came from. Certain types of intelligent undead may wish to stay, if properly convinced.

    Many undead creatures consider this a form of the Calling (as discussed in the Book of Vile Deeds).

    Material Component: One corpse per two caster levels.

    Caress of Night
    Necromancy
    Level: Clr 2, Sor/Wiz 2, Duskblade 2
    Component: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: 1 round/level
    Saves: Will negates
    Spell Resistance: Yes

    While in areas untouched by light (where darkvision would be needed in order to see) or areas of magical darkness, the target of this spell gains a +4 profane bonus to Move Silently and Hide checks, as well as +2 profane bonus to AC. Spells with the Light subtype deal extra damage as if the creature were undead, or twice the damage if the creature is actually undead.

    Conscience Burn
    Necromancy (gains the alignment subtypes of the caster)
    Level: Clr 6
    Component: V, S, DF
    Casting Time: 1 full action
    Range: Medium (100 ft. + 10 ft. level)
    Target: One creature
    Duration: Instantaneous
    Saves: No
    Spell Resistance: None

    The subject takes 2d10 damage for every time its alignment axes have changed since it was last affected by atonement or conscience burn. For NPCs where this is unknown, it is up to the DM's discretion. A shift from TN to CE counts twice. A shift from CE to LG counts six times (C->N->L; E->N->G). Even if it does no damage (if the subject never changed their alignment), any acts in their life that they regret are immediately brought to mind, stunning them for 1d3 rounds.

    This spell has no effect on mindless creatures.

    Contagious Fear
    Necromancy [Fear, Mind-Affecting]

    Level: Sor/Wiz 5, Dread Necromancer 5
    Components:
    V, S, M
    Casting Time:
    1 standard action
    Range:
    30-foot cone-shaped burst
    Duration:
    Instantaneous
    Saving Throw:
    Will
    Spell Resistance:
    Yes

    Fear itself is manifested as a disease-like affliction and spread among those in the area. Unless they succeed on a Will save, the creatures become shaken. If they come into contact with another creature (without fear) while under the effect of this fear (attacks, touch attacks, etc.), that creature must make a Will save versus its effects or become shaken as well. Every minute, the afflicted creatures must make a Will save (+1 to the DC per level of fear they have acquired) or their fear advances to the next level (at the final stage of fear, they make a save versus a phantasmal killer effect instead). If they succeed in any of these Will saves, the effect ends for them and they may not be afflicted by contagious fear for the remainder of the week.

    Material Component: A handful of feathers.

    Corpsedance
    Necromancy
    Level:
    Sor/Wiz 5, Dread Necromancer 5
    Component: V, S
    Target: One corpse
    Saves: No
    Spell Resistance: None

    This spell works as per magic jar, but you possess the corpse of creature who has died 1 minute/level ago. Preservation, either mundane or magical, does not extend this time period.

    It does not need the intermediate gem as there is no other soul to displace.

    Cure Grave Wounds
    Necromancy [Healing]

    Level: Brd 5, Clr 5, Drd 6

    This spell functions like cure light wounds, except that it cures 5d8 points of damage +1 point per caster level (maximum +25).

    Cure Immortal Wounds
    Necromancy [Healing]

    Level: Clr 9

    This spell functions like cure light wounds, except that it cures 9d8 points of damage +1 point per caster level (maximum +45).

    Cure Legendary Wounds
    Necromancy [Healing]

    Level: Clr 8, Drd 9

    This spell functions like cure light wounds, except that it cures 8d8 points of damage +1 point per caster level (maximum +40).

    Cure Lethal Wounds
    Necromancy [Healing]

    Level: Brd 6, Clr 6, Drd 7

    This spell functions like cure light wounds, except that it cures 6d8 points of damage +1 point per caster level (maximum +30).

    Cure Mortal Wounds
    Necromancy [Healing]

    Level: Clr 7, Drd 8
    This spell functions like cure light wounds, except that it cures 7d8 points of damage +1 point per caster level (maximum +35).

    Darkened Caster
    Necromancy [Sabotage]

    Level: Sor/Wiz 5, Duskblade 5
    Components:
    V, S, DF
    Casting Time:
    1 full action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One spellcaster
    Duration: Instantaneous
    Saving Throw:
    Will negates
    Spell Resistance:
    Yes

    Eltark finished the spell and jumped as the king collapsed suddenly. Seeking to resurrect him, the cleric quickly executed another spell. His attempt was only answered by the thump of the queen falling out of her chair.

    With the completion of this spell, a beam of hellish light bursts from the caster's hands and strikes the intended spellcaster, burrowing into the foundation of their soul: specifically the piece which connects them to the source of their magics.

    If the spellcaster prepares their spells, two spells from each spell level (if available) are unknowingly converted into inflict wounds spells of the appropriate level which target the nearest creature (even that caster) when they go to cast that spell. The caster level of that spell is either the victim's or the caster's, whichever is higher.

    If the spellcaster doesn't prepare spells, there is a 20% chance that each spell they cast will be converted into an inflict wounds spell (targeted as previously described). This effect lasts until two spells from each spell level have been converted (spell levels that have already been converted twice no longer suffer from this effect).

    This spell persists until after the spellcaster chooses new spells for the day.

    Epic spells are not affected by this spell.

    Multiple castings of darken caster stack.

    A remove curse cast on the afflicted spellcaster will remove the effects of this spell, but each spell has a 10% chance of being used up (and the caster is made aware of it).

    Death to the Summons
    Necromancy [Sabotage]

    Level: Clr 5, Sor/Wiz 4, Dread Necromancer 4
    Components:
    V, S, M
    Casting Time:
    1 standard action
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target:
    One spellcaster
    Duration: 1 round/level
    Saving Throw:
    No
    Spell Resistance:
    No

    Any summoning spell the victim casts acquires the skeleton or zombie template (chosen at random; applied even if it usually couldn't be, unless already undead) and has a 50% chance (+2% per caster level, to a maximum of 90%) of following you as if you had summoned it. Any summoned creatures afflicted by this spell lose the template and resume their loyalties at the end of this spell. The initiative of any creature you take control of is changed so that it acts on your turn, as if you had been the one to summon it.

    Material Component: A handful of tomb or grave dust.

    Devour Self
    Necromancy [Evil]
    Level:
    Clr 5, Sor/Wiz 5, Dread Necromancer 5
    Components:
    V, S, M/DF
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One creature that can eat
    Duration: 1 round/level
    Saving Throw:
    Will negates
    Spell Resistance:
    Yes

    "It's the sort of hunger that eats at you."

    As the spellcaster finishes their incantation, the victim is suddenly possessed by both a demonic presence and the insatiable appetite for their own flesh. The victim is rendered helpless and begins to tear away at itself with its own hands, teeth, claws, or any other natural attacks it has. Each round, the victim spends its actions by attacking itself with its own natural weapons, dropping any weapons it carries immediately. Every 1d3 rounds, the victim may attempt a new Will save after it attacks itself.

    The demon possessing the victim can be expelled automatically with two turning attempts (across two turns) or any spell that cancels possession. This ends the spell.

    Any effect that would secure the demon's stay, such as a spell or evil area, denies the effects of any spell below its caster level and any turning attempt must turn the twice demon as if it were an undead of HD equal to the caster level of the enforcing spell.

    Arcane Material Component: A fork, knife, or spoon, which is consumed by the force of the spell.

    Drag to Depths
    Necromancy [Evil]

    Level: Clr 5, Sor/Wiz 6
    Components:
    V, S, M
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One creature
    Duration: Instantaneous
    Saving Throw:
    Reflex negates
    Spell Resistance:
    Yes

    As the caster completes this insidious call to evil forces, she utters the name of a plane populated by demons or devils (such as the Nine Hells). Twenty feet behind the subject, a gateway to such a plane opens up and dark, intangible figures loom out, grabbing the victim if they fail to move out of the way. The victim must make several Strength checks to avoid being dragged into the maw of the portal (DC equal to caster level plus 10). For every three points the victim succeeds by, they move 5 feet away from the portal. For every three points the victim fails by, they move 5 feet towards the portal. This process continues until the victim has moved to a distance of 40 feet from the portal or they have been dragged in. If they are dragged in, the victim finds himself or herself in the plane the caster had intended them to be drawn to.

    The conflict between subject and portal is resolved in one round, instantaneously.

    Material Component: A chunk of flesh from an outsider innate to the destination (must be acquired personally).

    Draw Blood
    Necromancy
    Level: Clr 0, Sor/Wiz 0, Dread Necromancer 1, Duskblade 0
    Component: S, M
    Casting Time: 1 swift action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature with blood
    Duration: Instantaneous
    Saves: Fortitude negates
    Spell Resistance: Yes

    Pointing a needle towards the creature, you draw a drop of its blood into a perfectly preserved sphere in the palm of your hand. It is perfect for any spell component requiring a drop of blood. The creature is dealt 1 point of nonlethal damage.

    Material Component: A needle.

    Dread Shroud
    Necromancy
    Level: Clr 2, Sor/Wiz 1, Dread Necromancer 1, Duskblade 1
    Component: V, M
    Casting Time: 1 standard action
    Range: 30 ft.
    Target: Cone-shaped burst
    Duration: 1 round/level
    Saves: Fortitude negates
    Spell Resistance: Yes

    Those affected by a dread shroud spell become the victims of small swarms of mischievous spirits who fly above the head of the creature, incessantly mumbling and obscuring vision. The creatures receive a -1 penalty to Listen, Spot, and Search checks per two caster levels. Trip attempts against those affect gain a +2 circumstance bonus. Spellcasters gain a 25% spell failure chance, stacking with other sources of spell failure.

    Material Component: A small piece of a wedding veil or similar material.

    Dust to Dust
    Necromancy
    Level:
    Clr 9, Dread Necromancer 9
    Components:
    V, S, DF
    Casting Time:
    1 hour
    Range: Universal
    Target: One soul
    Duration: Instantaneous
    Saving Throw:
    No
    Spell Resistance:
    No

    Upon performing this spell over the place where a creature was killed, the caster attempts to make certain that the creature is never returned to life. By expending XP (see below), the caster sets a caster level required for any spell to bring the chosen creature back to life. Even divine intervention and high level spells are useless unless the deity's divine rank is greater than the level of reinforcement or the caster level of the spell is greater than the level of reinforcement. Creatures who regenerate from complete destruction, such as liches, may only return if their HD or CL exceeds this level.

    XP Cost: 250 XP per level of reinforcement

    Elemental Evil
    Necromancy
    Level: Clr 8, Sor/Wiz 7, Dread Necromancer 7
    Component: V, S, F, M
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 hour/level
    Saves: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    By raising your mace into air, you bestow your chosen undead with a specific element. Choose an elemental type for each undead creature. It gains that elemental's subtype and deals an additional 1d6 damage of the chosen type (earth->acid; water->cold; air->electricity; fire->fire; taint->1 point of taint instead; others at DM's discretion) with its natural weapons. It also gains immunity to that type of damage, and one extraordinary ability of the chosen elemental.

    They cannot be affected by this spell multiple times.

    You may create multiple types of elemental undead, depending on the focus.

    Focus: A mace that has killed at least one Elder elemental of the chosen subtype(s).

    Entropic Field
    Necromancy
    Level: Sor/Wiz 8, Dread Necromancer 8
    Component: V, S
    Casting Time: 1 full action
    Effect: 60-ft.-radius spread
    Duration: 1/round level

    Those who enter the area of effect must succeed on a Fortitude save. If they fail, the victim no longer benefits from any manner of fast healing, regeneration, or damage reduction. Spell resistance and energy resistance function normally. Nonlethal damage from any source is converted into lethal damage upon being inflicted upon a creature inside the spread who failed their save.

    A severe form of necromantic hemophilia manifests itself in creatures within the field who failed their Fortitude save. At the beginning of their turn, each creature will lose 1 hitpoint for every 5 hitpoints they have lost. Even unliving creatures are afflicted by the entropy present in the area; this damage manifests itself as rot, rust, or another form of damage specific to that creature.

    Corpses within the field cannot be brought back to life as long as the field persists.

    If a creature who failed their Fortitude save leaves the afflicted area, the effects of this spell persist until they receive magical healing (requiring an opposed caster level check) or a dispel-type effect. Reentering the area after being removed of its effects requires another Fortitude save.

    Exhume Memories
    Necromancy
    Level:
    Sor/Wiz 9
    Components:
    V, S, M, XP
    Casting Time:
    1 hour
    Range: Universal
    Target: One soul
    Duration: Instantaneous
    Saving Throw:
    No
    Spell Resistance:
    No

    "I can crush your body, I can shatter your soul. But you'll live on as an idea, for a while."

    Some say the most terrible death is to be forgotten. With this cursed incantation, the very existence of a dead creature is scoured from most memories. Creatures with less HD than the caster lose any memory of the subject, seeing them as a stranger. If they find evidence of the subject's existence (pictures, papers, memories from those who remember), they immediately regain their knowledge of the creature. The DC of Bardic lore checks and Gather Information checks about the subject are doubled unless specifically asking those who know about the subject. The caster retains any memories of the subject, despite the caster's HD; creatures with divine ranks of 0 or higher also retain memories of the subject, if any.

    Sometimes a subject will have this spell cast upon them willingly, in order to make a new life for themself or hide a dark secret.

    Material Component: One piece of non-magical evidence per HD of the subject. Pages of sets of papers count individually, as well as possesions or pieces of the subject.

    XP Cost: 2000 XP

    Flesh Formation
    Necromancy
    Level: Sor/Wiz 2, Dread Necromancer 2
    Component: V, S, M
    Casting Time: 1 minute
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature (see below) per three levels, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saves: Fortitude negates
    Spell Resistance: Yes

    "Flesh on. Flesh off."

    In some cases, zombies prove to be more useful than skeletons, or vice versa. This utility spell was designed for the necromancer who can never decide. Any zombie affected by this spell acquires the skeleton template instead, any skeleton acquires the zombie template, any bone creature acquires the corpse creature template, and any corpse creature acquires the bone creature template. (It is at the DM's discretion for other types of undead.)

    Material Component: A one-foot by one-foot square of flesh.

    Folly of Avor Ejir
    Necromancy
    Level:
    Clr 9, Dread Necromancer 8
    Components: V, S, F, DF
    Casting Time: 1 round/level of target
    Range: Medium (100 ft + 10 ft./level)
    Target: One spellcaster
    Duration: 1 day/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    Stories tell of a necromancer who forged a black army that swallowed nations, only to have his horde turn on him before the final battle.

    By focusing their's power against an enemy who controls many undead creatures, the caster can reduce that commander's ability to lead the undead.

    Once the spell is completed, the caster expends any number of turn undead uses. For every use spent, treat the caster level of the target and their effective class levels for rebuking as two lower. Another set of uses can be spent to increase the DC of this spell by an equal number.

    Undead that the target loses control of immediately attack the target and any remaining loyal undead.

    Special Focus: The caster must be able to turn or rebuke undead.

    Forever Flesh
    Necromancy
    Level: Sor/Wiz 4, Dread Necromancer 4
    Component: V, S, M
    Casting Time: 1 minute
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature per three levels, no two of which can be more than 30 ft. apart
    Duration: Permanent
    Saves: Fortitude negates
    Spell Resistance: Yes

    A spell-cousin to flesh formation, forever flesh bestows the effects of gentle repose on the chosen undead permanently. Upon the creature's destruction, the rot and decay catches up to the creature which may cause it to collapse into dust. Each creature also gains a +2 bonus on saves against effects that would automatically destroy it, such as a disruption weapon or disintegrate (based on effect; damage that would destroy it doesn't count).

    Material Component: A one-foot by one-foot square of flesh.

    Ghoul Beacon
    Necromancy [Sabotage]
    Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One living creature/level no more than 30 ft. apart
    Duration: 1 hour/level (D)
    Saves: No
    Spell Resistance: No

    "Shh. I don't think they know we're here... Nevermi-"

    The victims of this spell become marked and are made readily visible to undead creatures. Undead gain a +4 bonus to Listen, Spot, and Search checks against the victims. Hide from undead or similar effects no longer apply to those afflicted by ghoul beacon and undead can plainly see the victims even if they are invisible or have partial cover or partial concealment.

    Material Component: A pound of rotting flesh.

    Good Intent, Poor Execution

    Necromancy [Evil, Sabotage]
    Level: Clr 2
    Component: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: Until discharged, up to 1 hour/level
    Saves: Will negates
    Spell Resistance: Yes

    The next act the target takes within the duration of this spell is evil, given a choice. The creature’s alignment doesn’t change during or after this spell. The act is subconscious but isn't powerful enough to influence spell selection. Basic choices like leniency or mercy are most readily affected. It won't lead to murder unless there was originally an opportunity for it.

    Grim Embrace
    Necromancy
    Level: Clr 0, Sor/Wiz 0, Dread Necromancer 1, Duskblade 0
    Component: S
    Casting Time: 1 swift action
    Range: Melee touch attack
    Target: One creature
    Duration: Instantaneous
    Saves: Fortitude negates
    Spell Resistance: Yes

    With handshake or hug, you give the creature a feeling of sheer dread, informing them of your necromantic profession infallibly. Creatures of an alignment opposite to your own suffer 1 point of nonlethal damage (Neutral characters afflict others with extreme alignments: CE, CG, LE, LG).

    Hapless Soul
    Necromancy [Sabotage]
    Level:
    Clr 2, Sor/Wiz 1, Duskblade 1
    Components:
    V, S, M/DF
    Casting Time:
    1 standard action
    Range:
    Personal
    Target:
    Self
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance:
    Yes

    A flicker of a coin shines in your hand as your opponent's luck begins to fade. For the duration of this spell, a natural 2 counts as a natural 1 for your opponent (if there is an automatic failure on a natural 1, they fail on a natural 2, but the roll is still a 2).

    Arcane Material Component: A two-headed coin.

    Incorporeal Surgeon
    Necromancy
    Level:
    Clr 1
    Components:
    V, M
    Casting Time:
    1 minute
    Range:
    Personal
    Target:
    Self
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance:
    No

    With a flash, your hands glow with a eerie light and can pass through the body of those you plan on healing. When making Heal checks, you won't harm your patient from a bad roll except on a natural 1.

    Inflict Grave Wounds
    Necromancy

    Level: Clr 5, Dread Necromancer 5

    This spell functions like inflict light wounds, except that it deals 5d8 points of damage +1 point per caster level (maximum +25).

    Inflict Immortal Wounds
    Necromancy

    Level: Clr 9, Dread Necromancer 9

    This spell functions like inflict light wounds, except that it deals 9d8 points of damage +1 point per caster level (maximum +45).

    Inflict Legendary Wounds
    Necromancy

    Level: Clr 8, Dread Necromancer 8

    This spell functions like inflict light wounds, except that it deals 8d8 points of damage +1 point per caster level (maximum +40).

    Inflict Lethal Wounds
    Necromancy

    Level: Clr 6, Dread Necromancer 6

    This spell functions like inflict light wounds, except that it deals 6d8 points of damage +1 point per caster level (maximum +30).

    Inflict Mortal Wounds
    Necromancy

    Level: Clr 7, Dread Necromancer 7

    This spell functions like inflict light wounds, except that it deals 7d8 points of damage +1 point per caster level (maximum +35).

    Inner Maiden
    Necromancy [Evil, Sabotage]

    Level: Clr 4, Sor/Wiz 4, Duskblade 5
    Components:
    V, S, F
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One creature
    Duration: Until discharged, up to 1 round/level
    Saving Throw:
    Fortitude negates
    Spell Resistance:
    Yes

    The subject's bones begin to rearrange themselves ever so slightly and small fractures begin to sharpen the edges. If a creature moves adjacent to the subject or vice versa, the trap is sprung and the victim's bones explode outwards through their skin, dealing 1d10 damage to the victim per caster level and 1d6 damage to every creature in a 5 foot burst (a maximum of 20d10 or 20d6, respectively). The victim is staggered for one round per two caster level afterwards as the bones are reset.

    The trap might not be sprung by the time the duration runs out, in which case the effect ends.

    Focus: A doll riddled with needles (10 gp).

    Instill Fear
    Necromancy [Fear, Mind-Affecting]
    Level: Sor/Wiz 5
    Component: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One frightened, panicked, or cowering creature
    Duration: 1 round/level
    Saves: Will negates
    Spell Resistance: No

    The subject gains a phobia (its severity is based on the Fear section's chart). This phobia pertains to either the source of the fear or the closest situation that is prone to cause fear (heights, water, fire, magic, etc.; at the DM's discretion). See Heroes of Horror, page 61, for information on phobias. Adding two phobias of the same thing increases the severity of the phobia by one degree from the highest of the two.

    Lichbind
    Necromancy [Evil]
    Level: Clr 5, Sor/Wiz 5
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature with a soul
    Duration: Instantaneous
    Saves: Will negates
    Spell Resistance: Yes

    Upon striking your victim with the soul gem, their essence is ripped from them but not entirely. Their soul is removed, killing them instantly, but it does not flow into the vessel. Instead, their soul is half-bound to its corpse, preventing them from being resurrected or brought back to life in any manner without casting dispel on the body or destroying the corpse. Until that time, the corpse is preserved as per gentle repose and a visible, sentient spirit of the victim is left to wander within 20 feet of the corpse per HD.

    The spirit is inert, incapable of using any spells, and can only be seen by creatures capable of seeing invisible creatures. However, it may also be perceived via the Spirit Sense feat (after any amount of time the victim has died, rather than 1 minute/Wis modifier) or any similar effect. A creature may communicate with the spirit through speak with dead. While speak with dead persists, the spirit can freely talk with the creature (unrestricted by the normal limitations of speak with dead; you can talk or ask as long as you want during the duration of that spell) as if it were alive, if it wants to, and it cannot be forced into answering a question.

    Material Component: A flawed soul gem worth 100 gp per HD of the victim; it shatters and the spell fails otherwise.

    Life to Limb
    Necromancy
    Level: Sor/Wiz 2, Dread Necromancer 2
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: One severed limb
    Duration: Instantaneous
    Saves: No
    Spell Resistance: None

    By using a tiny spark of necromantic energy, you can animate the severed limb or body part of a living creature. Treat it as an undead creature with a size category, for the purpose of stats and material components, of three less than its owner's size (Medium creatures produce Diminutive limbs, receiving whatever bonuses and penalties apply from size) to a minimum of Fine. It has base attributes of 8 Strength, 8 Dexterity, no Constitution, 10 Wisdom, no Intelligence, and 1 Charisma. It gains a slam attack as a Zombie of its size. Its HD is 1/5 of the owner's, rounded down. If the owner's HD is below 5, use the following table to determine HD:
    {table=head]Original HD | New HD
    4 | 1/2
    3 | 1/2
    2 | 1/4
    1 | 1/4
    1/2 | 1/4
    1/4 | 0 (1 hp)
    [/table]
    For the purpose of undead controlled, animated limbs count towards your animate dead limit (generally 2 HD/CL). Treat fractional HD as 1 HD for the purpose of maximum HD controlled (for rebuking, spells, etc.). No creature can produce more than five limbs (arms, legs, head, tails), but the number of limbs is also limited by the actual amount of limbs the creature has.

    Material Component: A shard of black onyx worth 10 gp per size category of limb.

    Life's Gambit
    Necromancy
    Level:
    Clr 4, Sor/Wiz 4, Duskblade 4
    Components:
    V, S
    Casting Time:
    1 standard action
    Range:
    Melee touch attack
    Target: One living creature
    Duration: Instantaneous
    Saving Throw:
    Fortitude negates
    Spell Resistance:
    No

    By succeeding on a melee touch attack, you grab hold of the target gently and utter a few final words. With that, your opponent is allowed a Fortitude save (at a -2 penalty if their alignment is Good and yours is Evil or vice versa). If they fail, they are reduced to -10 hitpoints. In either case, you are reduced to -10 hitpoints as well.

    Life Ward
    Necromancy
    Level: Clr 4, Blackguard 4, Dread Necromancer 4, Duskblade 4
    Component: V, S, DF
    Casting Time: 1 minute
    Range: Touch
    Target: One undead creature touched
    Duration: 1 minute/level
    Saves: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The subject is immune to all spells of the light subtype, sunlight weaknesses, turning attempts, and any positive energy effects. Each turning attempt halves the remaining duration for that creature, if successful.

    Life Ward, Mass
    Necromancy
    Level: Clr 8, Dread Necromancer 8
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature per level, no two of which can be more than 30 ft. apart

    Mass life ward works like life ward, except that it affects multiple creatures.

    Mandate Healing
    Necromancy
    Level:
    Sor/Wiz 4, Dread Necromancer 4, Blackguard 2, Paladin 2
    Components: S, V, M
    Casting Time: 1 standard action
    Effect: 20 foot emanation centered on caster
    Duration: 1 round/level

    The passage of healing energy always includes you.

    Whenever a creature is healed through a spell with the [healing] descriptor or with a class feature like lay on hands, 2d4 points of healing are redirected to the caster. The energy can be seen flowing away into the caster.

    Material Component: A handful of silver dust worth 20 gp.

    Mandate Healing, Lesser
    Necromancy
    Level:
    Sor/Wiz 2, Dread Necromancer 2, Blackguard 1, Paladin 1
    Effect: 20 foot emanation centered on caster

    As mandate healing but with the above changes; it steals 1d4 points intstead.

    Material Component: A handful of silver dust worth 10 gp.

    Mandate Healing, Greater
    Necromancy
    Level:
    Sor/Wiz 6, Dread Necromancer 6, Blackguard 3, Paladin 3
    Effect: 20 foot emanation centered on caster

    As mandate healing but with the above changes; it steals 3d4 points intstead.

    Material Component: A handful of silver dust worth 30 gp.

    Mandate Healing, Vicious
    Necromancy
    Level:
    Sor/Wiz 8, Dread Necromancer 8, Blackguard 4, Paladin 4
    Effect: 20 foot emanation centered on caster

    As mandate healing but with the above changes; it steals 4d4 points intstead.

    Material Component: A handful of silver dust worth 40 gp.


    Continued onto another post...
    Last edited by Maerok; 2008-05-26 at 08:16 PM.