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[Bal, PrC, Spells] Darkweave

Clay_More

First Post
a bit of a big-post warning might be due here, this is a "bit" of a repost of my Darkweave spells. I did fix a lot of issues with many of the spells and added new ones so the advancement goes up to spell level 9. These spells are part of my pet project to give necromancy a revamp for my campaign, a way to systematically add to the parts of necromancy that are lacking. Darkweave provides a large number of damage dealing spells to the necromancy school, spells that should all have a theme and a feel that makes them more "necromantic" than simply making "negative energy fireballs", as an example.

Anyways, enjoy!

Darkweave Magic

Darkweave Portal
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round + 1 round./level (D)

Darkweave Portal opens a portal to the Negative Energy Plane inside the caster, allowing him to tap into the Darkweave. The portal is visible to spectators as a dark, hollow glow emanating from the caster. The Darkweave Portal spell is the most basic spell of the Darkweave spell, without it no other Darkweave spells can be cast. While the portal is open inside the caster, he will suffer 1 point of damage every round. It is not possible for any caster to cast Darkweave spells without having the Darkweave Portal spell in effect. The damage caused by Darkweave Portal will in no way interfere with the spells cast by the caster.

Darkweave Mark
Necromancy
Level: Sor/Wiz 1
Components: V
Casting Time: 1 instant action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round + 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: No

Darkweave Mark creates a bond between the caster and the target of the spell. The mark appears as a halo of black flames above the head of the target. Whenever the caster causes damage to anyone excluding the marked creature, the creature affected by Darkweave Mark suffers Negative Energy Damage equal to half of the damage taken by the target.

Darkweave Bolt
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No

Darkweave Bolt fires a shard of Darkweave energy at a target designated by the caster. The bolt appears as an elongated, black projectile. The Darkweave Bolt always hits its intended target. Unless the target succeeds at a Fortitude Saving Throw, he will suffer 1d6+1 per caster level (max 5d6+5) points of Negative Energy Damage.

Darkweave Taint
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round + 1 round./level (D)
Saving Throw: Fortitude negates
Spell Resistance: No

Darkweave Taint inflicts the target with a strong wasting ailment that not only causes damage, but also reduces his strength. The taint appears as slim, black tentacles moving across the skin of the afflicted person. The Darkweave Taint causes 1d4+1 points of Negative Energy Damage every round that it affects its target. Each round that the target suffers damage from the spell, he will suffer 1 point of Strength loss. Unlike normal Strength loss, the Strength loss caused by this spell will only remain for 1d4+1 rounds after the spell ends.

Darkweave Reservoir
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round or 1 round + 1 round./level

Darkweave Reservoir will affect the next damaging Darkweave spell you cast. The spell has no visual indicators. The next spell you cast within the following round will have a vampiric effect added to it, allowing you to tap some of the life-energy of the target and use this energy to empower your spells. The damage caused by your next damaging Darkweave spell will be transferred to you, creating a reservoir of energy equal to the damage caused. This cache of life energy will not directly heal you, but while it remains it can be used to power the instant Darkweave spells that cause damage to the caster. The reservoir will remain for 1 round plus 1 round per level of the caster. It is only possible to have one reservoir of energy at a time.

Darkweave Backlash
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round

Darkweave Backlash will affect the next damaging Darkweave spell you cast. The spell has no visual indicators. The next spell you cast will be laced with Darkweave energy that will only trigger if your target succeeds at his Saving Throw against the damaging spell. If the target succeeds at his Saving Throw, he will instantly suffer an amount of Negative Energy damage equal to his Fortitude Saving Throw modifier. Casting Darkweave Backlash causes 1d6+1 points of damage to the caster.

Darkweave Surge
Necromancy
Level: Sor/Wiz 3
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 negates
Spell Resistance: No

Darkweave Surge creates a sudden blast of Negative Energy in the target, energy so powerful that it may spread and affect creatures around the target. The appearance of Darkweave Surge is that of a small orb of blackness inside the target that violently enlarges untill it covers an area of 10 ft. around him. If the target of Darkweave Surge fails his Fortitude Saving throw, he will suffer 1d4+1 points of Negative Energy Damage per caster level (max 10d4+10). If he fails his Saving Throw, anyone within 10 ft. of the target will suffer 2d4+2 points of Negative Energy Damage. The secondary targets of the spell are not allowed a Saving Throw to resist the damage caused.

Darkweave Enforcement
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round

Darkweave Enforcement causes the next damaging Darkweave spell you cast to be enforced, granting it increased Saving Throw DC. The spell has no visual indicators. The next Darkweave spell you cast will be enforced, having its Fortitude Saving Throw DC increased by +5. Casting Darkweave Enforcement causes 2d6+2 points of damage to the caster.

Darkweave Mindlash
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute./level (D)
Saving Throw: Fortitude negates
Spell Resistance: No

Darkweave Mindlash causes damage to the target, and may cause an additional negative effect. The spell appears as a myriad of black tentacles around the head of the target that randomly seep in through any openings they may find. If the target fails his Fortitude Saving Throw, he suffers 1d4+1 points of Negative Energy Damage per caster level (max 15d4+15). In addition, if the target fails his first Fortitude Saving Throw he must succeed at an additional Fortitude Saving Throw or become Blinded and Deafened for 1 minute per caster level.

Darkweave Brutality
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round

Darkweave Brutality causes the next damaging Darkweave spell you cast to be laced with highly disruptive and brutal energy. The spell has no visual indicators. The next damaging Darkweave spell you cast will be stun any living creature it deals damage to for 1d3+1 rounds. Casting Darkweave Brutality causes 3d6+3 points of damage to the caster.

Darkweave Spear
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No

Darkweave Spear fires a projectile of negative energy at a distant target. The spear appears to be a long, slender projectile of black energy, nearly five feet in length. The Darkweave Spear will always hit its intended target. Unless the target succeeds at a Fortitude Saving Throw, he suffers 1d6+1 points of Negative Energy Damage per caster level (max 15d6+15). It is possible for the caster of Darkweave Spear to increase the maximum range of the spell further by sacrificing hit points. For each hit point sacrificed during the casting of the spell, the range of the spell is increased by an additional 20 ft. There is no upper limit to the amount by which the range can be increased.

Darkweave Vampirism
Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round

Darkweave Vampirism causes the next damaging Darkweave spell you cast to gain a vampiric effect. The spell has no visual indicators. The next damaging Darkweave spell you cast will have an additional vampiric effect added to it. When the spell causes damage, the caster will be healed of an amount equal to half the damage caused by the damaging Darkweave spell.

Darkweave Storm
Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (40-ft. radius, 40 ft. high)
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: No

Darkweave Storm creates a large cloud of Darkweave energy that will cause damage to all living creatures within. The spell appears as a large, billowing dark cloud with blurred, roaring faces floating within. Every round that a living creature spends within the storm, he must succeed at a Fortitude Saving Throw or suffer 3d6+3 points of Negative Energy Damage. Anyone who suffers damage from the Darkweave Storm must succeed at another Fortitude Saving Throw or become Fatigued. If the affected creature is already Fatigued, he will instead become Exhausted.

Darkweave Desparation
Necromancy
Level: Sor/Wiz 7
Components: V
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round

Darkweave Desparation allows the next damaging Darkweave spell you cast to ignore hindrances that could otherwise prevent it from being cast. The spell has no visual indicators. The next damaging Darkweave spell you cast becomes completely immune to any form of counter-spelling. Casting Darkweave Desparation causes 3d6+3 points of damage to the caster.

Darkweave Paralysis
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude partial (see text)
Spell Resistance: No

Darkweave Paralysis causes you to severely hinder one opponent for the duration of the spell. The spell appears as thin and very agile tentacles embracing the target from the ground. The target must succeed at a Fortitude Saving Throw or become Paralyzed for the duration of the spell. If the target succeds at his Saving Throw, he must succeed at a Fortitude Saving Throw or become Exhausted for half of the full duration of the spell. If the target succeds at his second Saving Throw, he becomes Dazed for one round. As long as Darkweave Paralysis is in effect on an opponent, he suffers 2d6+2 points of Negative Energy Damage each round.

Darkweave Momentum
Necromancy
Level: Sor/Wiz 8
Components: V
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round/level or untill discharged

Darkweave Momentum allows the next damaging Darkweave spell you cast to benefit from the built up power of the momentum spell. The spell has no visual indicators. The next damaging Darkweave spell you cast gains a +1 bonus to the Saving Throw DC and causes an additional 1d6+1 points of Negative Energy Damage for each round that passed since you cast Darkweave Momentum. Spells that cause damage over time will only cause the additional damage on the first round. Casting Darkweave Momentum causes 3d6+3 points of damage to the caster.

Darkweave Dread Burst
Necromancy
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft.-radius spread
Duration: Instantaneous / 5 rounds
Saving Throw: Fortitude partial
Spell Resistance: No

Darkweave Dread Burst causes an violent burst of darkweave energy to afflict dread in all creatures around the point of impact. The spell appears as an explosion of dark energy emanating from the target point. Darkweave Dread Burst causes 1d6+1 points of Negative Energy Damage per caster level to all living creatures within the area of effect that fail their Fortitude Saving Throw. Those that succeed at their Saving Throw suffer only half damage. Anyone who fails their Saving Throw also become Feared for 5 rounds.

Darkweave Haunting
Necromancy
Level: Sor/Wiz 9
Components: V
Casting Time: 1 instant action
Range: Personal
Target: You
Duration: 1 round / 1 round per caster level

Darkweave Haunting causes the next damaging Darkweave spell you cast to become a haunting spell which will attempt to affect the target for a prolonged period of time. The spell has no visual indicators. The next damaging Darkweave spell you cast within one round will become a haunting spell. The spell will haunt the opponent for a number of rounds equal to your caster level. If the target of a haunting spell succeeds at his Fortitude Saving Throw, he will suffer the normal effects causes by the Darkweave spell if the target succeds his Saving Throw, but the spell will also linger. Each round, the spell will haunt the target, forcing him to succeed at a Fortitude Saving Throw to resist its effect. If the target fails his Fortitude Saving Throw, he will suffer the full effect of the spell and the haunting will end. Casting Darkweave Momentum causes 3d6+3 points of damage to the caster.

Darkweave Traveling Doom
Necromancy
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No

Darkweave Traveling Doom not only causes the target to suffer massive damage, but the spell also travels to additional opponents if it slays its original target. The spell appear as a globe of black energy that initially surrounds the target before imploding viciously into the target. The target of Darkweave Traveling Doom must succeed at a Fortitude Saving Throw or suffer 2d6+2 points of Negative Energy Damage per caster level. If the target succeeds at his Saving Throw, he suffers only half damage. If the target of Darkweave Traveling Doom dies from the damage caused by the spell, the spell will immediately afflict another living enemy within 30 ft. of the original target, chosen by the caster. If the new target fails his Saving Throw against the spell and dies from the damage caused, the spell will continue to travel. The spell can travel a number of times equal to the caster level of the caster. If the target of the spell succeeds at his Fortitude Saving Throw or survives the damage caused by the spell, the spell will not travel any further.

New Feats

Darkweave Ailment [Darkweave Feat]
You have learnt how to cause your Darkweave spells to linger.
Prerequisites: Caster level 5th, ability to cast at least three Darkweave spells.
Benefit: When you successfully cause damage with a Darkweave spell with a duration of instantaneous, the target will suffer additional damage the next round equal to half the damage taken in the first round.

Darkweave Curse [Darkweave Feat]
You have learnt how to curse the foes you afflict with Darkweave spells.
Prerequisites: Caster level 5th, ability to cast at least three Darkweave spells.
Benefit: Your enemies suffer a -3 penalty to all Attack rolls, Damage rolls, Skill checks and Saving Throws for each spell they have in effect on them with the Darkweave descriptor.

Darkweave Haste [Darkweave Feat]
Through diligence and training you have learnt how to more hastily cast Darkweave spells.
Prerequisites: Caster level 12th, ability to cast at least seven Darkweave spells.
Benefit: You may cast two instant Darkweave spells each round. The effect of this feat only applies if both instant spells cast are of the Darkweave type, it is not possible to cast one normal instant spell, and an instant Darkweave spell.

Darkweave Execution [Darkweave Feat]
Your mastery over the Darkweave allows you to use the life energy of others to rejuvenate your spells.
Prerequisites: Caster level 5th, ability to cast at least three Darkweave spells.
Benefit: Whenever the damage caused by one of your Darkweave spells kills a living target, you can regain the spell slot used to cast the damaging spell if you sacrifice 1d4 hit points per spell level.It is possible to mitigate the damage caused through the Darkweave Reservoir spell.

Darkweave Pact [Darkweave Feat]
Through archaic rituals you channel the Darkweave through your body more easily than others.
Prerequisites: Any other Darkweave Feat, must be a living creature
Benefit: Backlash damage received from performing Darkweave Magic is reduced by half. In addition, you cast Darkweave spells at +1 caster level.
Special: Because of the negative energy bound to your soul you only receive half normal healing from positive energy sources (such as spells like cure light wounds, etc.).
 

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