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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 (part 2)
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    Mask of Forever
    Necromancy [Evil]
    Level:
    Sor/Wiz 3, Dread Necromancer 3, Duskblade 3
    Components:
    V, M, F
    Casting Time:
    1 standard action
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Targets:
    One evil creature per two levels, no two of which can be more than 30 ft. apart
    Duration: See below
    Saving Throw:
    No
    Spell Resistance:
    Optional (on those effected)

    "You wouldn't hurt a mere child, would you?"

    This dark spells binds the souls of the innocent onto the bodies of despicable creatures. Its intent is to lure the forces of good into letting their guard down, only to fall victim to an ambush. This spell acts as disguise self for each creature affected, but only fools Good creatures. Even during combat, this mask persists creating a horrific situation for the Good. They suffer a -2 morale penalty to attacks and damage against the disguised fiend and cannot use any ability (class, supernatural, or spell-like) that specifically targets Evil creatures. The DC of any spell cast on the creature suffers a -2 penalty. There is a 1% chance per caster level that the Good creature will be moderately familiar with this innocent soul, thereby doubling any penalties incurred; however, no specific soul can be called upon and very rarely do they appear as anything more than a distant acquaintance.

    The duration of this spell lasts until the end of a creature's next encounter (durations among multiple creatures are handled individually) or 3 hours, which ever comes first.

    Focus: A white mask, usually porcelain, costing no less than 250 gp.

    Open the Scars
    Necromancy [Evil]
    Level:
    Clr 4, Sor/Wiz 4, Duskblade 5
    Components:
    V, M, F
    Casting Time:
    1 standard action
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Targets:
    One living creature per two levels, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saving Throw:
    Fortitude (half)
    Spell Resistance:
    No

    "Every scar has a story, I'm told. Now let's see what they have to say!"

    The stoutest of warriors have the stoutest of wounds, and you'll prove it. Those affected by open the scars must roll dice as if they were rerolling their hitpoints (leave out the Constitution modifiers, feats, and other effects). That outcome is dealt as damage (a level 12 Barbarian would be dealt 12d12 damage; a level 12 Wizard would be dealt 12d4 damage), to a maximum of 6 damage per caster level (to a final maximum of 120 damage).

    Those who are left with less than half their hitpoints are staggered for three rounds, and could potentially be killed. Succeeding on the Fortitude save lets the subject resist the effects of becoming staggered.

    Focus: A bloody dagger.

    Pervert Healing
    Necromancy [Sabotage]

    Level: Clr 4, Sor/Wiz 4, Blackguard 4, Dread Necromancer 4, Duskblade 4
    Components:
    V, S
    Casting Time:
    1 standard action
    Range:
    20-foot burst
    Duration:
    1 minute/level

    The air around the caster begins to froth with dark energy, creating a zone of negative energy that interrupts positive energy spells intent on healing. Any spell of the healing subtype (cure wounds, heal, restoration, etc) cast from or to a space within the perverse area is affected as below:

    Cure Wounds spells: Deal negative energy instead of positive energy
    Restoration spells: If the subject would recover lost levels, they lose another instead. If the subject would recover from a status effect, the duration of that effect is increased by 1 round per spell level (unless permanent). If the subject would recover from ability damage or drain, the ability damage to each afflicted score is increased by 1 (as well as any ability drain).
    Heal spells: Works as the corresponding Harm spell.

    Consecrate, hallow, or a turning attempt within the zone will end pervert healing at the end of that round.

    Possess Trapper
    Necromancy [Sabotage]

    Level: Clr 2, Sor/Wiz 2
    Components:
    V, S
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One creature
    Duration: 1 hour/level
    Saving Throw:
    No
    Spell Resistance:
    No

    A bane to kobolds and rogues, the caster calls forth malevolent spirits of dead pranksters that follow a potential trap setter. If the subject sets a trap during the duration of this spell, the spirits will intervene and it will immediately backfire. The victim might be pushed into the trap if trying to manipulate it from afar, or the spirits might flip a switch when the victim tries to set the final piece. The forces try their best to assure success, wielding their knowledge of traps to increase the DC of the trap by 1d4.

    Reckoning of Flesh
    Necromancy [Evil]
    Level:
    Clr 6, Sor/Wiz 6, Dread Necromancer 6
    Components:
    V, S, M/DF
    Casting Time:
    1 standard action
    Range:
    Touch
    Target:
    One living creature with flesh, up to one size larger than caster
    Duration: 1 round/level
    Saving Throw:
    Fortitude negates; see below
    Spell Resistance:
    Yes

    With a touch, the victim's skin begins to flay itself away from the point of contact upon failing a Fortitude save. This horrific effect causes 1d6 damage per round and suspends any natural healing properties of the creature (regeneration, fast healing), bypassing damage reduction as well. The creature is wracked with pain and becomes staggered unless it passes a Fortitude save at the beginning of its turn.

    A creature killed by Reckoning of the Flesh is stripped of all flesh, leaving gory ribbons of skin cascading around them. What remains is the skeleton and by the dark forces at work the creature's bones are animated as a skeleton (apply the skeleton template; apply the bone creature template instead if the caster level exceeds 20; either way, it has an Intelligence score of 0). This creature is neutral to the caster but will attack any of its friends who are enemies to the caster, defending itself from others as well.

    Material Component: A bow tied from a length of skin ribbon, which is wrapped around the fingers of the hand making the touch attack (if they have hands/fingers; otherwise, held as normal).

    Reverse Magic Jar
    Necromancy
    Level:
    At the same spell level as magic jar for any who have it on their spell list
    Target:
    One willing creature
    Duration: 1 hour/level or until you return to your body (D)

    This spell works as per magic jar, but the target possesses you instead. You may terminate the spell effect whenever, though.

    Shadow Eyes
    Necromancy
    Level: Clr 1, Sor/Wiz 1, Blackguard 1, Dread Necromancer 1, Duskblade 1
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One creature per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 minute/level
    Saves: Will negates
    Spell Resistance: Yes

    The subjects of this spell cannot be dazed or dazzled by light. They gain darkvision out to 10 feet (or keep their own, if higher), but receive a -4 penalty to Spot and Search checks.

    Material Component: A lens made of black onyx, so thin that it is almost translucent, worth 150 gp.

    Spirit Slaughter
    Necromancy

    Level: Clr 6,Dread Necromancer 7
    Components:
    V, S, F, DF
    Casting Time:
    1 full-round action
    Range:
    40-foot burst
    Duration:
    1 round/level

    The spirit of war can be swayed towards woe or weal, at the right price.

    The heat of battle flares up around the caster in a red aurora overhead. As any creature turns or rebukes undead within the range of this field, they may choose to expend a number of uses instead to choose one of the following effects to take place until another turner pays even more uses than the last: damage is maximized, or healing is maximized.

    The caster may choose the initial setting and price of uses, by expending his own uses (a minimum of one). Otherwise the effect does not occur until a turner chooses to affect it. All creatures able to turn undead are aware of the presence of this spell, its current setting, and the current price.

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

    Throne of Bone
    Necromancy
    Level: Sor/Wiz 9, Dread Necromancer 9
    Component: V, S, F
    Casting Time: 1 hour
    Effect: 10-ft.-radius/level spread
    Duration: See below

    Upon seating on this throne of necromantic prowess, you exude an aura of undeath. You automatically gain a rebuking attempt against any undead who enters the area. You may rebuke as a Cleric equal to your character level or use your own rebuking ability, if any. If you succeed in rebuking the creature, it is automatically commanded. You may command twice as many HD of undead this way.

    You also gain the power to reanimate the dead. You may use animate dead once per round as a full round action, without the need for material components. The range is extended to the outermost extent of the area. You may control twice as many HD of undead this way (applied after any other modifications).

    All undead you control in this area gain the effects of desecrate as if it had been cast upon a permanent altar of evil (improved benefits). A constant unhallow effect permeates the area, and you may change the spell effect tied to it each round as a free action. Hallow has no effect on this area of unhallow unless you or the throne would be caught in the area of the hallow's effect, in which case the unhallow effect is negated for the time being.

    While seated, you cannot make any melee attacks other than with touch attack spells. You may cast spells, however.

    Once you leave your throne, the spell ends. When the spell ends, any extra HD of undead are released, but you get to choose which ones.

    Focus: An ornate throne or chair, worth at least 10,000 gp, anointed with grave dust and four units of holy or unholy water.

    Tome Choke
    Necromancy
    Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: 30-ft.-radius spread
    Duration: 1 round/level
    Saves: Fortitude negates
    Spell Resistance: Yes

    You call upon the suffocating dust of crypts and mausoleums to choke out the living. All living creatures within the affected area take 1d2 points of Constitution damage and begin to suffocate if they fail their Fortitude save. They continue to suffocate each round until they leave the area, allowing them a Fortitude save at the end of each round to end the effect.

    Material Component: A handful of gravedust.

    Tomb Friends
    Necromancy [Summoning]
    Level:
    Clr 1, Sor/Wiz 1, Dread Necromancer 1
    Components:
    V, S, M
    Casting Time:
    1 minute
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned creature
    Duration: 3 minutes
    Saving Throw:
    None
    Spell Resistance:
    No

    With a bit of scraps from the tomb or crypt you now traverse, you create a couple of guides with intimate knowledge of your surroundings. You create one tomb mote (Libris Mortis) per four caster levels. Each has a +10 bonus to Know(Local) and Know(History), though its communication is limited. The tomb motes gain the bardic lore ability (gaining a bonus equal to the caster level) to unveil secrets of the tomb. The tomb motes last three minutes before collapsing back into dust, and cannot leave the tomb they were created in.

    Material Component: One handful of tomb dust or dirt (gathered from the tomb you cast this spell in).

    Transfer Touch
    Necromancy
    Level: Clr 3, Sor/Wiz 3, Dread Necromancer 2, Duskblade 3
    Component: S, M
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature you control per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 round/level
    Saves: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    For each undead affected by this spell, you may expend one of your spells per day to grant that undead creature a single use of that spell as a spell-like ability at your caster level. This only works on spells with a range of touch. Sentient creatures are aware of the spell and its effects and will employ them as they see fit. Mindless undead require being told when to use their ability, or else they will use it on their next turn of combat.

    At the end of the duration, you regain any spell uses that were not used. Spells given to creatures who were destroyed are lost.

    Material Component: A skeletal hand.

    Unleash Spirit
    Necromancy
    Level:
    Clr 7, Dread Necromancer 7
    Components:
    V, S, M, F
    Casting Time:
    2 hours
    Range: Personal
    Target: One soul gem (see material component)
    Duration: 1 hour/level
    Saving Throw:
    No
    Spell Resistance:
    No

    With a lengthy process, you unleash the soul of one who has been imprisoned into a soul gem for the purpose of serving you. The creature within acquires the ghost template and appears in a space adjacent to you, serving you for the duration of the spell (its loyalty is bound as per dominate, DC equal to the norm for a spell of this level, including metamagics). At the end of the duration, its soul departs with memory of what has transpired. A soul might later seek a vendetta against you. Casting this spell for another time ends any previous castings.

    Material Component: A soul gem of a creature with CR of up to two less than your character level, which is destroyed by smashing it with the tiny silver hammer at the end of the ceremony.

    Focus: A tiny silver hammer worth 500 gp, with various gemstones around its handle.

    Utterfear

    Necromancy [Fear*]
    Level:
    Sor/Wiz 7, Dread Necromancer 7
    Components:
    V, S
    Casting Time:
    1 standard action
    Range: 60 ft.
    Effect: Cone-shaped burst
    Duration: 1 minute/level
    Saving Throw:
    Will negates
    Spell Resistance:
    Yes

    (*Penetrates fear immunities.)

    The Utterfear is a technique strong enough to pierce the mental defenses of even the most courageous or apathetic of creatures.

    Subjects without immunity to fear become cowering; those already afraid suffer the effects of phantasmal killer. Subjects with immunity to fear become frightened and lose their immunity to fear for the duration of this spell.

    Waning Death
    Necromancy
    Level:
    Clr 6, Sor/Wiz 5, Dread Necromancer 5
    Components:
    V, S
    Casting Time:
    1 standard action
    Range: Touch
    Target: One living creature
    Duration: Permanent (D)
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    The Waning is a horrific curse which dooms a creature to death. Each round, the subject loses 1 hitpoint (which can only be healed by spells). To display the devastating effect of this curse: in a one hour period, the subject will lose 600 hitpoints without the intervention of healing to delay the inevitable. The subject's skin begins to rot, giving them the appearance of a zombie at 30-60% hitpoints, and finally a skeleton at 0%-30% hitpoints (a DC 20 Spot check to tell the difference in either case). While afflicted with the Waning, the subject feels as though they were water slowly flowing down a drain. Only a perfect skeleton remains from one afflicted with Waning.

    Remove curse will end waning death, but requires a successful opposed caster level check.

    Will of Vecna
    Necromancy
    Level:
    Clr 9, Dread Necromancer 9
    Components:
    V, F
    Casting Time:
    1 hour
    Range: 120 ft.
    Effect: 120-ft.-radius burst
    Duration: 1 hour/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    The caster utters forth a command of up to five words per level. Intelligent undead within the affected area must succeed on a Will save or follow the directions spoken by the caster. Mindless undead will automatically follow the command of the caster. They will do the task to the best of their intelligence; mindless undead will perform it quite literally while sentient undead will probably accomplish exactly what has been asked as it was intended. Sentient undead remember what was asked of them. Undead you control are not affected by this spell. If the caster encroaches on the undead of another, the caster must succeed on the opposed caster level check to take control. If the task is accomplished prior to the end of the spell's duration, the caster may utter another command of up to half the original amount of words. This proceeds until the spell runs out or no comprehensible message can be delivered.

    The true voice of undeath does not rely on language as living creatures would call it. Living creatures do not understand what is being said, except those with the Dark Speech feat who can understand the basics of the instructions.

    Focus: A severed left hand holding the left eye of its former owner.

    Willful Tomb Guardian
    Necromancy
    Level: Sor/Wiz 5, Dread Necromancer 5, Cleric 5
    Component: V, S, M
    Casting Time: 1 minute
    Range: Touch
    Target:One place of burial
    Duration: 1 week/level
    Saves: No
    Spell Resistance: None

    You invoke the power of the grave and all the residents of the chosen burial grounds in order to create a powerful entity to watch over the fallen. This spectral caretaker assumes the form of a flesh golem with the sole purpose of defending and maintaining the graveyard, independent of the caster's commands. Even the caster can be taken as an enemy if he or she defiles a grave or attempts to make it do otherwise. In addition to its basic abilities, the golem gains the granted power of the Destruction domain. Its cleric level is equal to your caster level, and it may use the ability once per day per three caster levels against intruders.

    Material Component: A handful of dust from ten graves, or all graves, if fewer.
    Last edited by Maerok; 2008-05-26 at 08:18 PM.