Necromancy

1st Level

Apothecary

Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort (Harmless)
Spell Resistance: Yes
This spell transforms magical energy into life force, the effective reverse of life drain. The result is a minor healing spell wizards can employ. it heals 1d4 hp and grants a +2 bonus to saves against non-magical disease made in the next 24 hours.

Autopsy

Divination/Necromancy
Level: Sor/Wiz 1, Clr 1, Hlr 0
Components: V, M
Casting Time: 1 minute
Duration: Special
Target: One corpse touched
Saving Throw: None
Spell Resistance: No
With this spell a wizard can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels, the spellcaster can learn more of the target's actions immediately prior to death.

Wizard's Level Maximum Time Dead Maximum Time Frame Allowable
up to 5 1 week 1 round
6-7 1 month 5 round
8-10 1 year 1 minute
11-13 10 years ½ hour
14-17 1000 years 1 hour
18+ any age 1 hour

The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at
2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge.

Cremate

Necromancy
Level: Sor/Wiz 1, Clr 1
Components: V, M
Casting Time: 1 standard action
Range: 5 feet/level
Area: 50 cubic feet.
Duration: Instantaneous
Saving Throw: None, Will Negates (see text)
Spell Resistance: No and Yes, see text
This spell incinerates dead bodies. Undead of 2HD or less must make a Will save or take 1d4 fire damage. Spell resistance applies to this effect.
Material Component: Ash.

Galen's Skeletal Hand

Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round action
Effect: Animates dead hand into undead servant
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Galen's Skeletal Hand animates a dead hand, turning it into a curious undead servant. The hand has 1d2 hit points and is incapable of attacking a creature for damage. The hand can appear skeletal or with flesh, depending on the condition of the hand when it was animated; this has no effect on the performance of its tasks. It can "walk" on its fingers (think "Thing" from the Addams Family) at a speed of 5, and while stationary, it can manipulate objects with a fair amount of dexterity. When holding a pen, it can take dictations from its creator (and only its creator), and can turn pages of books, hold items, etc. The hand remains animated until dispelled or until the spell is cancelled by the caster. The material component is one gold coin, which is consumed by the spell.

Lesser Life Draining

Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort Half (see text)
Spell Resistance: Yes
Upon completing this spell, the caster must touch his or her intended target. That target sustains damage equal to 1d4 (+1 point per level of the caster). Creatures of greater hit dice than the caster may make a save for half damage. In addition, the spell restores hit points the caster equal to half the damage done (rounded down).

Reek

Necromancy/Evocation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One creature
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Yes
The hapless victim of a Reek spell finds himself exuding a carrion stench akin to that of zombies, noticeable for up to 30 feet depending on conditions. Although disgusting, the wretched odor has no measurable adverse affects on those nearby (though your DM may rule that those with exceptionally low Constitution scores must make checks to avoid becoming nauseous or sick).
The smell can not be washed away, and even stromg perfumes can not completely mask it. The Reek will draw any insects or creatures usually attracted by carrion, and will be left behind for those that track by smell… Note that the smell itself is not magical.
Although normal means will not dissipate the odor before the spell elapses, a Remove Curse or Dispel Magic may do so. The caster may also end the spell at any time. Once the Reek has ended, the lingering effects will remain in clothing and equipment until they are cleaned.
The material component is a bit of carrion.

Abort

Necromancy
Level: Sor/Wiz 1, Clr 1, Hlr 1, Drd 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes
The spell is only useful for aborting fetuses, and can be used very late in the pregnancy. The spell is less painful to the mother the earlier the term of the pregnancy. The caster must touch the recipient's (which can be herself) abdomin for a turn while chanting the necessary verbal companents and holding the material companent in the air. The material componant is a deceased newborn animal and is consumed in the casting.

2nd Level

Skull of Darkness

Necromancy
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Effect: 1 floating skull
Duration: 1 hour/2 levels (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The caster transforms a rock into a skull, which floats about 5' off the ground. The caster can see, hear and speak through the skull in a deep, demonic voice. As long as he remains within Long range.
When the spell ends or is dismissed, the skull vomits while melting into maggots and worms. This causes all creatures within 30 feet to make Will saves or be panicked for 1d4 rounds. This is a mind-affecting fear effect.

Dispel Lesser Undead

Necromancy
Level: Sor/Wiz 3, Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 undead/2 levels, none of which may be more than 30 feet from any other.
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes
This spell can only affect undead of 2 Hd or lower. If such an undead fails the save it is utterly destroyed (as they say) and turns to dust.

Ghast Blast

Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Area: 10 foot radius
Duration: 1 round/2 levels
Saving Throw: Fort negates
Spell Resistance: Yes
By means of this spell, the wizard creates a zone of carrion stench around his person that affects everyone but himself in the area. Those who fail the saving throw become nausated as long as they remain within the area and for one full round after.
Material Component: A piece of rotting meat.

Vigor

Necromancy
Level: Sor/Wiz 2, Bard 1
Components: V, S
Casting Time: 10 minutes
Range: Short
Target: 1 creature/3 levels
Duration: Eight hours
Saving Throw: None
Spell Resistance: Yes
Vigor is possibly misnamed, though it has this effect. When casting Vigor, the caster draws on his deep understanding of death to tell a grisly and spooky story to his companions. This story is so shocking that it prevents natural sleep (+2 to save vs magical sleep) The recipient(s) of the tale will remain awake throughout the night, and will not suffer adversely from the loss of sleep (aside from lack of healing from rest). More than 2 nights of sleep loss will cause a cumulative -1 penalty to all attack rolls, saves and checks.

Blackfire

Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Effect: Handful of black flames
Duration: 1 mniute/level
Saving Throw: None, Ref partial (see text)
Spell Resistance: No, Yes (see text)
When this spell is cast, a cold, black fire appears in the wizard's hand, shedding violet coloured light equivalent to torchlight. The wizard can hold the blackfire without taking damage or throw it at an opponent.
Throwing the Blackfire requires a ranged touch attack. It has short range. If it hits, it begins to burn away the target's lifeforce, dealing 1d6 negative energy damage, +1 per 2 levels (max +5). The creature struck must make a Reflex save or be set on fire, taking 1d6 negative energy damage/round until they make a Reflex save, as for a normal fire.
The Blackfire burns only living creatures; undead are healed only half the damage that would be dealt, and cannot catch alight, and non-living matter is unaffected.
The product of Blackfire combustion is oxygen and ash.
Material Components: Human fat and powdered magnesium

Saphrael's Damage Mirror

Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10 foot radius
Duration: 1 hour per level or until discharged
Saving Throw: None
Spell Resistance: No
This spell is triggered by a succesful melee attack. 'Success' is determined by a successful attack roll, not damage. When the spell is discharged, every creature within 10 feet of the wizard takes an amount of damage equal to that dealt by the attack. Any damage reduction the wizard may have does not apply to the damage dealt by a spell. (If the wizard has 5 DR and takes 7 damage, reduced to 2 by the DR, those affected take 7 damage, not 2)

Skeletal Strength

Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The caster temporarily gains some of the abilities of an undead skeleton. He gains DR 5/bludgeoning, and becomes immune to one of the following effects/4 caster levels: sleep, charm, hold, or cold-based spells. He is affected by holy water as if he were undead.
Material Component: A human rib.

Unlife Disruption

Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Target: Undead within range.
Duration: 1 round + 1 round/level
Saving Throw: Will half
Spell Resistance: Yes
Glittering black smoke spews from a vial of holy water and begins to silently approach the nearest undead. It reaches it in one round and deals 1d6 damage/level. In subsequent rounds, it moves to the nearest untouched undead and deals equal damage to it. The cloud cannot move further than 30 feet in one round; if there is no undead within range, it dissipates.
Material Component: Holy Water

Vampiric Kiss

Necromancy
Level: Sor/Wiz 3, Bard 2, Beguiler 2
Components: S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
When a wizard casts this spell, he must kiss the intended victim on the neck and the victim must be able to receive a kiss (cannot be in combat).
After the kiss, the victim will lose 2 hit points per round. The wizard heals 1 hit point per round.

Zombie Dust

Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Area: 20 foot cube
Duration: 2 rounds + 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes
The caster blows dust from a destroyed zombie into the target area, causing those within it to become sluggish. Affected creatures take a -20 penalty to iniative. This spell doesn't require the targets to breathe; the effect is purely magical.
Material Component: Zombie dust.

Alefian's Dispel Fatigue

Necromancy
Level: Sor/Wiz 3, Clr 2, Drd 2
Components: V, S, M
Casting Time: 1 full round action
Range: Touch
Target: Creature Touched, 1 creature/3 levels
Duration: Instantaneous
Saving Throw: Fort (Harmless)
Spell Resistance: Yes
The targets become re-energised. The fatigued and exhausted conditions are removed from the targets, and they heal 1d4 subdual damage/2 caster levels.
Material component: a sprinkle of fresh spring water.

3rd Level

Cause Impotence

Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Mammalian Creature Touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Fort partial
This spell requires a melee touch attack. If the attack is successful, the target takes 1d6 damage and is stunned for 3d6 rounds. In addition, they are unable to perofrm any sort of sexual acitivity until Cure Impotence is cast.
If the save succeeds, the target is not stunned, but dazed for 1d6 rounds, and the impotence effect lasts only 1d4 days.

Disrupt Control

Necromancy
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Medium
Target: 2HD of Undead/level
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes
The spellcaster attmetps to break the control another spellcaster or rebuking cleric has over the target undead creatures. The creatures' controller makes the save, not the undead themselves.
If successful, the undead are rendered free willed, unless they are mindless, in which case they simply stand still until controlled again.
This spell does not prevent anyone, including the original controller, from gaining control over the undead again.
Material Components: A piece of string.
Focus: Scissors, to cut the string.

Doomblade

Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Effect: Magical Sword
Duration: Concentration
Saving Throw: None
Spell Resistance: None
The caster conjures a black sword that connects directly to his own lifeforce.
The sword can move up to short range from the caster, and attacks with the caster's BAB modified by his primary casting ability, with a +2 bonus.
Every hit deals 1d4 damage/3 caster levels, which is given to the caster as hit points. However, the sword takes 5 hp from the caster every round.
The sword counts as magical for the purposes of defeating damage reduction..

Evermore's Necromantic Touch

Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The touched creature takes 1d6 damage (untyped), 1 Strength damage and 1 Charisma damage.

Grasping Hands of Horror

Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium
Area 1 5 foot square/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The caster causes rotting arms to emerge from the ground and attempt to pull his foes under. The arms do not need to make a touch attack to initiate the grapple, but they can only grapple creature's within the spell's area. The spell creates 1 arm/caster level, and each arm makes grapple checks with a modifier equal to the caster level + primary casting stat. Only one arm may attempt to grapple any one creature, but other arms may help, automatically succeeding on their aid another check to add a +2 bonus to the first arm's attempt.
The hands can only pin creatures, but if they are pinned for two or more rounds they are pulled beneath the ground and begin to suffocate.
They can be dug out, magically or mundanely, and can be found 5 feet below ground.

Haunting

Necromancy/Illusion [Phantasm]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: 0 feet
Area: 1 building, up to 1000 sq ft + 100 sq ft/level
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: None
The caster causes the targeted building to be haunted by an invisible, incorporeal creature created from the caster's will.
The caster can cause the haunt to be more or less active, but does not have direct control of the haunt. However, the caster can set a goal for the haunt when the spell is cast, and the haunt will go about this as well as possible. The haunt will not attempt to affect the caster unless allowed to.
The haunt can create effects including the following:
- Non-magical lights are dimmed to ½ brightness
- Small objects levitate or move on their own.
- Walls or other objects appear to bleed (the blood vanishes when the effect ends)
- Knee deep fog fills a room or hall
- Dust/spider webs appear and disappear
- Objects/areas glow
- Sound effects(up to a loud voice) Growls,crying,music etc.
- Minor illusions (up to 1 cubic foot per level of caster)
- Temperature changes (as much as 20° in either direction)
- Soft breezes
Material components: fleece,bees wax,phospherous, spider webs, graveyard dirt, and a drop of the casters blood.

Healing Sleep

Necromancy
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 8 hours
Saving Throw: None
Spell Resistance: Yes
This spell may only be cast on a willing target. The target falls into a deep sleep, and will not awaken for 8 hours. During this time it heals 20 damage, + 1/caster level, in addition to its natural healing.

Imprison Life Force

Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing, Dead Creature Touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
The mage traps the soul of a dead creature within its own body. It cannot be dead any longer than 1 round/caster level.
A body and soul under the effect of this spell may be returned to life by a Restoration spell once the body has been made fit for habitation (healed to 1 or more hp). This return from death doesn't cause the loss of Constitution or a level.
This spell cannot affect a creature slain by a death spell or negative levels.

Kalli's Creeping Skin

Necromancy [Fear]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One living creature/ 3 levels
Duration: 2 rounds + 2 rounds/level
Saving Throw: Will
Spell Resistance: Yes
Those who make the save against this spell feel a slight itch and a pulling of their skin towards the caster, but nothing more.
Those who fail become severely itchy, suffering a -1 penalty to attack rolls and AC. The following round, the itch becomes more severe, and lumps rise beneath the victims' skin and begin to crawl around, as though some burrowing creature is under their skin.
The victims must make a second saving throw each round; failure results in them scratching at the lumps or attacking them with weapons, dealing normal damage to the victim. Success on the save results in them being dazed for the remainder of the spell's duration.
They must continue to make the second save until the duration ends or it is failed. Every time they attack themselves, they may save again with a bonus equal to half the damage dealt. If this save is passed, they cease to attack themselves, but are still dazed and must continue to save in subsequent rounds.
Material Component: A rot grub, which the caster crushes between his cupped hands.

Life Drain

Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Area: 30 foot radius emanation
Duration: 1 round/level, concentration
Saving Throw: Fort (Harmless)
Spell Resistance: Yes
Every creature except the caster within the spell's area must make a Fortitude save or take 1d4 untyped damage and 1 Strength damage.
Creatures remaining within or entering the area must continue to save in subsequent rounds. Creatures leaving the area do not have to save until they return to the area.
Material Component: A miniature ivory coffin, worth 50gp.

Life Transfer

Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Short
Area: 15 feet/2 levels radiu spread
Duration: Instantaneous; 1 hour/level
Saving Throw: None
Spell Resistance: No
By use of this spell, the caster drains the life force of plants in the area of effect to one third of their full life force. Thus, plants will weaken, but they will regain their strength in a relatively short time.
The caster stores the energy within himself for up to one hour/level, during which he may cast no other spells. He may use this energy to revitalise an area of land, equal in size to the original area, as the Plant Growth spell.
Alternately, he may remove any blight, defilement or other effect which prevents plants from growing or thriving in the area.

Marthamus's Strangle

Necromancy
Level: Sor/Wiz 3
Components: S
Casting Time: 1 standard action
Range: Short
Target: One living creature
Duration: Concentration
Saving Throw: Will Negates
Spell Resistance: Yes
The mage reaches out and crushes the target's windpipe, throttling him. The target is stunned and begins to suffocate. Every round after the first the target is allowed a new saving throw with a -2 penalty for every previous failed save.

Mend Undead

Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Skeleton or Zombie Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster places one hand on a destroyed skeleton or zombie, and the other on a damaged one. The destroyed undead is disintegrated, and the damaged undead healed 4hp for every HD of the destroyed undead.
Material Components: The destroyed undead and a vial of unholy water.

Chill Bolt

Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One creature
Duration: Instantaneous
Saving Throw: Fort partial or Will negates
Spell Resistance: Yes
A bolt of necromantic energy is released from the caster's hand, unerringly seeking out and striking its target.
Living creatures struck take 1d6 cold damage/caster level, and 1 Strength damage/3 caster levels. A Fortitude save negates the Strength damage.
Undead creatures struck must make a Will save or be forced to flee from the caster for 1 round/level.

Pain

Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: 1 living creature
Duration: Concentration, max 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes
The target is struck by agonising pains, making it extremely difficult to act. They suffer a penalty to attack and damage rolls, AC, skill checks and saving throws equel to -1/2 caster levels (maximum -5). Their speed is reduced by half, and they must make Concentration checks to perform any action that would ordinarily require one when taking damage, with a DC of 20 or 20 + the spell's level.

Small Sisselei

Necromancy
Level: Cleric 3, Fear 2
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One living creature of large size or smaller
Duration: Instantaneous
Saving Throw: Fort Negates
Spell Resistance: Yes
The victim begins to shiver and twitch uncontrollably. They have a 50% chance to drop any item they hold (25% if they hold one item in both hands) and suffer a -3 penalty to attack rolls and AC.
Material Component: A freshly clipped strand of hair or a freshly clipped fingernail smeared with a bit of wood alcohol.

4th Level

Rael's Draining Arrow

Necromancy
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Target: One arrow or bolt
Duration: 1 hour/2 levels; 1 minute/level
Saving Throw: Will Half
Spell Resistance: Yes
This spell fills an arrow with vitality draining power. When the arrow hits, it deals 1d6 strength damage (save for half). After 1 minute/level, the damage heals at a rate of 1/minute.
The focus is the arrow or bolt to be affected.

Sacrifice

Necromancy
Level: Sor/Wiz 4, Brd 4
Components: V, F
Casting Time: 1 full round
Range: Personal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As the caster incants the spell, they must perform a coup-de-grace. If the creature dies, its hit points are transferred to the caster. Hit points beyond the caster's maximum are gained as temporary hit points, and fade after one hour.
Focus: The silver dagger used to perform the coup-de-grace, which must be sharpened and cleansed with salt water prior to the casting.

5th Level

Greater Disrupt Undead

Necromancy
Level: Sor/Wiz 5, Clr 4
Components: V, S
Casting Time: 1 standard action
Effect: Ray
Target: 1 Undead creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The target of this spell takes 1d8+1 positive energy damage, +1 damage per caster level (max +10). So a 10th level caster would deal 1d8+11 damage. This spell has no effect on non-undead.

Bonelock

Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One humanoid
Duration: Permanent or 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
This spell affects 1d4 joints, causing them to fuse into inflexible, solid bone. Roll 1d6 to determine affected joints…the first joint listed is affected first, then if the same joint is rolled again, the next joint is affected or the penalty is worsened (see text below).
1. Neck [-1 AC when flanked, cumulative]
2. Wrist, Elbow, Shoulder (L) [-1 hit/dmg cumulative]
3. Wrist, Elbow, Shoulder (R) [-1 hit/dmg cumulative]
4. Ankle, Knee, Hip (L) [-1 AC penalty cumulative]
5. Ankle, Knee, Hip (R) [-1 AC penalty cumulative]
6. Back [negates Dex bonus, -1 AC penalty
cumulative]
If the save is successful, the duration is 1 round/level instead of permanent.

7th level

Purity

Necromancy [Good]
Level: Sor/Wiz 7, Brd 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Allows caster to channel positive energy
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell opens a conduit to the positive energy plane, allowing the caster to Turn Undead as a first level cleric. The caster doesn't require a holy symbol.

Magic

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License