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Clay_More's Necromantic Goodies

Clay_More

First Post
In my ongoing effort to expand on the possibilities available to Necromancers, I've started a bit of a systematic process of creating some interesting feats. The bunch of feats I'm posting today are all aimed towards the Necromancer that focuses on commanding undead. I want an array of possibilities to be available for a Necromancer to enhance the undead he creates, which is why there's also feats that mixes in various elemental forces etc.

New Feats

Blazing Undead [Necromantic Command]
Prerequisite: Caster level 15th, Fiery Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Fire damage with its melee attacks (does not stack with the benefit from Fiery Undead). In addition, if the created undead causes Fire damage with a melee attack, it will engulf its target in flames, causing the target to suffer 1d4 points of Fire damage each round for the next 3 rounds. This effect stacks up to three times. Each time the effect is applied to a target, the duration for all effects on the target will be reset. Using the Blazing Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Blazing Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Caustic Undead [Necromantic Command]
Prerequisite: Caster level 15th, Corrosive Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Acid damage with its melee attacks (does not stack with the benefit from Corrosive Undead). In addition, any weapon that strikes the undead will suffer 1d4 points of Acid damage that bypasses any hardness of the weapon. Magic weapons will ignore an amount of Acid damage equal to their Enhancement bonus. For example, a +3 Longsword will ignore 3 points of Acid damage. Using the Caustic Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Caustic Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Corrosive Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 3 spells with the Acid descriptor.
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Acid damage with its melee attacks (does not stack with the benefit from Elemental Undead). The created undead gains Acid Resistance 10 (doest not stack with the benefit from Elemental Undead). The created undead will also corrode the armor of any target it causes Acid damage to. The affected target will have his Armor Bonus reduced by one point for 1d6+1 rounds. This effect stacks up to five times. Each time the effect is applied to a target, the duration for all effects on the target will be reset. Using the Corrosive Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Corrosive Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Enforced Undead [Necromantic Command]
Prerequisite: Caster level 9th, Undead Command
Benefit: Any undead you create gain two additional Hit Points per Hit Die. Using the Enforced Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Enforced Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Elemental Undead [Necromantic Command]
Prerequisite: Caster level 9th, Undead Command, ability to cast Evocation spells
Benefit: When you create an undead, choose an element (acid, cold, electricity or fire). The created undead will cause an additional 1d6 points of damage of the chosen type with its melee attacks, and it will gain energy resistance 5 against the chosen element. Using the Elemental Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Elemental Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Fiery Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 5 spells with the Fire descriptor
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Fire damage with its melee attacks (does not stack with the benefit from Elemental Undead). The created undead gains Fire Resistance 10 (does not stack with the benefit from Elemental Undead). The created undead will also be engulfed in flames that will cause 1d6 points of Fire damage each round to any creature within 5 ft. of the undead. Using the Fiery Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Fiery Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Fortified Undead [Necromantic Command]
Prerequisite: Caster level 15th, Enforced Undead
Benefit: Any undead you create gain the maximum amount of Hit Points per Hit Die instead of having to roll to determine their Hit Points. This effect stacks with the effect of the Enforced Undead feat (undead affected by both feats will have maximum amount of Hit Points per Hit Die, plus 2 points from the Enforced Undead feat). Using the Fortified Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Fortified Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Freezing Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 5 spells with the Cold descriptor
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Cold damage with its melee attacks (does not stack with the benefit from Elemental Undead. The undead gains Cold Resistance 10 (does not stack with the benefit from Elemental Undead). The created undead will also be covered in a thick sheet of ice that increases its Natural Armor bonus by 2 points. Using the Freezing Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Freezing Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Glacial Undead [Necromantic Command]
Prerequisite: Caster Level 15th, Freezing Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Cold damage with its melee attacks (does not stack with the benefit from Freezing Undead). In addition, if anyone hits the affected undead with a melee attack, the attacker must succeed at a Fortitude Saving Throw (DC 15 + the HD of the undead) or becomes slowed as per the spell Slow for 1d4+1 rounds. Using the Glacial Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Glacial Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

King of the Dead [Necromantic Command]
Prerequisite: Caster level 20th, Greater Undead Command, five other Necromantic Command feats
Benefit: You are able to control an infinite amount of undead. In addition, all undead you create will have all ability scores increased by two points.
Normal: You are able to command 4 HD of undead per caster level.

Storm Undead [Necromantic Command]

Prerequisite: Caster Level 15th, Thundering Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Electricity damage with its melee attacks (does not stack with the benefit from using Thundering Undead). In addition, when the undead causes Electricity damage to a target, two bolts of lightning will strike additional foes. Two foes within 20 ft. of the attacked target will be struck by the lightning bolts, taking 2d6 points of Electricity damage each. If only one additional foe is present, he will only be struck by one bolt of lightning, it is not possible for both bolts of lightning to strike the same foe. The secondary targets are determined randomly. Using the Storm feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Storm Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Thundering Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 3 spells with the Electricity descriptor.
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Electricity damage with its melee attacks (does not stack with the benefit from Elementa Undead). The undead gains Electricity Resistance 10 (does not stack with the benefit from Elemental Undead). When the created undead causes Electricity damage to a target, a bolt of lightning will shoot from the attacked target, striking an additional foe within 20 ft. of the attacked target, causing 1d10 points of Electricity damage. The secondary target is determined randomly. Using the Thundering feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Thundering Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.

Undead Command [Necromantic Command]
Prerequisite: Ability to cast Animate Dead
Benefit: You can control 8 HD of undead per caster level.
Normal: You can control 4 HD of undead per caster level.

Undead Command, Greater [Necromantic Command]
Prerequisite: Caster level 15th, Undead Command
Benefit: You can control 16 HD of undead per caster level.
Normal: You can control 4 HD of undead per caster level.

Undead Emperor [Epic][Necromantic Command]
Prerequisite: Caster level 25th, Undead Lord
Benefit: You may increase the power of one undead you have created. The process of creating an undead emperor takes one month and requires material components worth 50.000 gp. The undead promoted to undead emperor will have 6 additional Hit Points per Hit Dice, a +8 Profane bonus to Armor Class and it will instill undead around it with greater martial skill, giving all allied undead within 300 ft. a +4 Profane bonus to Hit and Damage.

Undead Lord [Necromantic Command]

Prerequisite: Caster level 15th, Undead Sergeant
Benefit: You may increase the power of a small number of the undead you have created. You can create one undead lord for every hundred undead you command. The process of creating an undead lord takes 12 hours and requires material components worth 500 gp. The undead promoted to undead lord will have 3 additional Hit Points per Hit Dice, and it will instill undead around it with greater martial skill, giving all allied undead within 120 ft. a +2 Profane bonus to Hit and Damage.

Undead Sergeant [Necromantic Command]
Prerequisite: Caster level 5th, ability to control 10 HD or more of Undead.
Benefit: You may increase the power of a small number of the undead you have created. You can create one undead sergeant for every ten undead you command. The process of creating an undead sergeant takes 1 hour and requires material components worth 50 gp. The undead promoted to undead sergeant will have one additional Hit Point per Hit Dice, and it will instill undead around it with greater martial skill, giving all allied undead within 30 ft. a +1 Profane bonus to Hit and Damage.
 
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Clay_More

First Post
As you might have noticed, I've been hosting a fair deal of Necromancy material, working on a pet project of mine that is the Karathan University (I will probably post some background information about it at some point). I'm going over the existing material for Necromancy, trying to fill out the holes that I find. This first batch of spells I'm posting (I'm hoping to do more) are very basic spells that I felt were necessary tools for any necromancer, tools I haven't seen in any of the necromancy books I've read so far (and I think I have all for 3.0 / 3.5). The Seal spells are yet another way for a necromancer to specialize his undead, somewhat similar to what I tried to accomplish with the feats I posted above.

I'm going to be posting some more material once it gets done, working on some more extravagant spells at the moment, as well as some items.



Detect Corpses
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 240 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

The acolyte of Høgr Kahn Draugr was staring in bafflement at his master's ghouls as they clawed into the ground. How did they know where to find the dead in this barren, forsaken glacier? Surely his master had spent too much time in the company of the deceased since he could sense them through the thick ice.

Detect Corpses allows the caster to detect any corpses within a 240 ft. cone. Not only will the caster be able to detect the presence of corpses, he will also be able to spend a full round examining a corpse within range to determine its exact size and state (if it is in a state that allows it to be animated as either a zombie or a skeleton). The spell will not detect corpses that have been animated in the form of an undead creature.

Seal of Alacrity
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead under your command
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The Fel-Knight Saracen made a swift gesture with his hand, commanding his small detachment of undead cavalry to follow his lead. Quickly they crossed the battle-torn field in front of the Karathan castle, circumventing the drow lines to get to the siege engines in the rear. Surely the destructive bombardment of the elf ballista would not last long.

Seal of Alacrity grants greater movement speed and Dexterity to one undead under your command. The affected undead gains a +10 ft. bonus to its movement speed, as well as a +2 Profane bonus to its Dexterity. This spell is commonly used on skirmishing troops or cavarly units to allow them greater battlefield maneouvrability. It is only possible for an undead to be affected by one Seal spell at the time. If a new Seal spell is cast on the undead, any previous Seal spells in effect will be removed.

Level 2

Exhume
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 240 ft.
Target: One corpse
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

Høgh Kahn Draugr shook his hands violently, commanding invisible forces to do his bidding. Deep beneath the ground, something stirred. Slowly, the necromantic energies he mastered started to bring forth the dead to the ground, awakening them from their eternal slumber so that they might serve their new master.

Exhume allows the caster to excavate a corpse from the ground. For the spell to be effective, the caster needs to know the precise location of the corpse to be affected. The corpse will start to elevate itself towards the surface, moving at a speed of 5 ft. per round untill it is exhumed. The corpse will only be able to penetrate relatively soft earth, it is not able to break through solid stone or wood on its progress towards the surface.

Seal of Ferocity
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead under your command
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The main battle-lines were constantly moving back and forth as the tides of war constantly shifted its favor. The drow were suffering heavy casualties, their foes seemingly imbued with a strength unseen in any living creature.

Seal of Ferocity grants a bonus to Strength to one undead under your command. The affected undead gains a +4 Profane bonus to its Strength. The spell is commonly used on the core infantry of a necromancer. It is only possible for an undead to be affected by one Seal spell at the time. If a new Seal spell is cast on the undead, any previous Seal spells in effect will be removed.

Level 3

Mark of De Reservation
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One corpse
Duration: Permanent until dispelled
Saving Throw: None
Spell Resistance: No

Jamon thought himself a fool. Surely he should have known better than to attempt his weak magic on the corpse he found in his masters study, for the mark of Høgh Kahn Draugr was already upon it.

Mark of Reservation places a barrier on the affected corpse which prevents other spellcasters from animating it. Mark of Reservation is by no means a perfect way of preventing another spellcaster from animating a corpse, as it can be removed with a spell such as Dispel Magic. In some circles the spell is used to lay claim to a corpse, as a subtle warning to other spellcasters to find another subject for animation.

Seal of Fortification
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead under your command
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The front line of the Karathan army was compromised not of the nimble skeletons that were scuttling in the rear, but of a wall of walking flesh. Before the drow had any chance of inflicting casualties upon their enemies, they would have to break through the putrid zombie wall, a wall fortified with the strongest magic the Karathan necromancers could muster.

Seal of Fortification grants a bonus to Armor Class and Hit Points to one undead under your command. The affected undead gains a +3 Profane bonus to its Armor Class and an additional Hit Point per hit die. The spell is commonly used on the heavy infantry that is commonly used to soak up damage on the battlefield. It is only possible for an undead to be affected by one Seal spell at the time. If a new Seal spell is cast on the undead, any previous Seal spells in effect will be removed.

Level 4

Corpse Gem
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One corpse
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Jamon was still in awe of the many wonders he had seen his master perform. Yet, of all the marvelous things in his possession, Høgr Kahn Draugr seemed to guard his small leather purse the most. What were those small gems that his master treasured so?

Corpse Gem is a simple spell used by necromancers to store and transport corpses. When the spell is cast, it will turn a single corpse into a small, black gem weighing 1 lb. There is no upper limit to the amount of corpses a necromancer can turn into corpse gems. By uttering a single command word, the caster can turn a corpse gem back into a corpse. While in a Corpse Gem state, a corpse will not deteriorate in any way. Only the corpse itself is affected by the spell, if it is adorned in any kind of clothing or armor, this equipment will be left behind when the corpse is turned into a gem. The spell is used in some cities to deal with those who have died from any kind of virulent disease, as a corpse transformed into a gem through this spell will no longer be able to infect any creatures around it like a regular corpse might.

Seal of Amplification
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead under your command
Duration: Permanent
Saving Throw: None
Spell Resistance: No

More devastating than the walking dead were the spirits that the Karathan necromancers commanded. Ignoring the laws of nature, these ghosts and banshees travelled through the solid earth underneath the battlefield, breaking the surface to sow havoc and fear.

Seal of Amplification grants a bonus to the special ability DC to one undead under your command. The affected undead gains a +4 bonus to the DC of any special abilities or spells it uses. This spell is only used on special undead that possess special abilities that are useful to the necromancer. It is only possible for an undead to be affected by one Seal spell at the time. If a new Seal spell is cast on the undead, any previous Seal spells in effect will be removed.

Level 5

Mark of Reanimation
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One undead under your command
Duration: Permanent until dispelled or discharged
Saving Throw: None
Spell Resistance: No

Jamon was witness to the full power of an arch-necromancer. Before him the savage trolls were being punished for their insolence. Nearly mad from hunger, they had attacked his master's encampent, trying to fight through the small guard of walking dead. Yet they had not expected to meet a foe of Høgh Kahn Draugr's power, and the walking dead they destroyed did not lie still for long before rising again.


Mark of Reanimation places a mark on the affected undead that allows it to be reanimated after it is slain. When an undead with Mark of Reanimation is slain, it will ressurect itself after one full round with half of its full Hit Points. Only if the undead was slain by a Turn Undead check will it be unable to ressurect again, or if it was slain within the effect of a Hallow or Consecreate spell. Ressurecting causes the Mark of Reanimation to be consumed. An undead slain and then ressurected by this spell will still be under the control of its original owner, if it had any.
Material Component: You must destroy a black gem worth at least 25g per HD of the affected undead during the casting of Mark of Reanimation.

Seal of the Infiltrator
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead under your command
Duration: Permanent
Saving Throw: None
Spell Resistance: No

After the battle between the drow and the army of the Karathan University, many speculated what factors had played an important part in the outcome of the fight. Many argued that the battle was lost for the drow before the engagement even started, as the Karathan scouts had done such an excellent job in bringing back detailed accounts of the opposing army before the battle begun.

Seal of the Infiltrator grants a bonus to the Hide and Move Silently skills of one undead under your command. The affected undead gains a +8 Profane bonus to Hide and Move Silently. This spell is usually used on undead minions responsible for scouting. It is only possible for an undead to be affected by one Seal spell at the time. If a new Seal spell is cast on the undead, any previous Seal spells in effect will be removed.

Level 6

Seal of Fatigue
Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead under your command
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Almost no drow made it back that day. Those that sought to flee from the slaughter before them were quickly chased down by rampaging packs of ghouls and put down for good. Afflicted by the foul magic of the Karathan masters, the drow were weary and lethargic, easy prey for their swift pursuers.

Seal of Fatigue causes one undead under your command to cause fatigue with its melee attacks. The affected undead will cause any target it strikes with a melee attack to become Fatigued unless the target succeeds at a Fortitude Saving Throw (DC is 10 + the HD of the undead). This spell is normally used on fast moving undead that are tasked with chasing down fleeing enemy troops. It is only possible for an undead to be affected by one Seal spell at the time. If a new Seal spell is cast on the undead, any previous Seal spells in effect will be removed.
 

Set

First Post
A variation on your Mark of Reservation could create a 'Mark of Abeyance' which acts as the Animate Dead / Create Undead spell, but 'holds' the charge until you complete the final casting (as a free action, requiring a Verbal component).

Basically, this allows a caster who has his full 'command rating' worth of undead already active in the field to have a wagon full of 'replacements' waiting 'in abeyance.' As his current troops are destroyed, he can begin calling up the new recruits, which have been necromantically prepared and are just waiting for that final command word to arise as undead and join the fray.

Due to the necessity of hauling corpses around, this is only useful for base / home defense (oh no, they've destroyed by minions! [snap fingers] oh look, *more* minions!) or for military actions where one could conceivably have a wagon load of corpses being pulled along as 'reinforcements.'
 

ardentmoth

Explorer
Your "Caustic" above reminds me....

I'd really like to see "Alkaline" in addition to "Acid" for damage types...it always seemed a little silly to me that my alchemist could probably just whip up a little batch of lye, put a pinch or two in a vial, and chuck the vial at an ooze, completely killing it in one hit, or use it to neutralize acid (i know, u can use water for that...i like realism, sue me, lol).

Good job. Mind if I yoink these?
 

Clay_More

First Post
Thanks for the reply Set and Ardent. Set, the idea for a spell that delays animation is kinda cool, I'll definitely snatch it and write it up, will probably add it a little bit later.

Ardent, its true indeed that sometimes D20 doesn't really give options for using the laws of physics, even in cases where it would seem logical. I do though think that if I had a player that decided to use an alkaline to neutralize an acidic creature, I would give that player some benefit from his effort. You could always rule that an alkaline is the same as an acid, and it has amplified effect when applied to acidic creatures, such as an ooze. Anyways, feel free to snatch what you like from here.

Here comes a new batch of spells, this time spells not so focused on undead. These spells are a little bit inspired by traditional voodoo.



Soul Link
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action or more
Range: Varies
Target: One creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

The villagers had warned Thygore about the old hermit living in the abandoned tower. If you go seek his advice, do not leave behind anything of yours that he might use, not a single straw of hair or a single flake of skin.

Soul Link creates a strong connection between the caster and one target. This connection has little effect by itself, but it allows for a vide variety of other spells to be cast on the linked subject. The range at which the caster can affect a target with Soul Link depends on the caster level of the caster. At caster level of level 1 or above can cast Soul Link by deliving a touch attack to the target he wishes to affect. At level 5 or above, the caster can cast Soul Link by association, meaning that if he is in possession of a piece of tissue from his target he can affect his target no matter the range. A flake of skin, a straw of hair, a nail clipping or a drop of sweat or blood are all viable components to cast Soul Link with. At level 10 or above, the caster can cast Soul Link on any target he is able to see. This even includes casting the spell on a target the caster is viewing through a scrying spell or item. At level 15 or above, the caster can cast Soul Link on any creature if he knows the targets true name. It is possible for a caster to have a Soul Link with a number of targets equal to his caster level. It is possible for the caster at any time to break a Soul Link with a target if he so wishes.
There are a number of ways to protect yourself against the effects of a Soul Link. Soul Link can be removed only by Wish or Miracle. Any creature within the effect of a Consecrate, Hallow or Magic Circle against Evil spell will be immune to any spells transmitter through the link, but entering the area will not dispel the Soul Link itself. If the target of Soul Link is subjected to a healing spell, the disruption in the necromantic energy of the spell will cause damage to the caster of Soul Link. The caster will suffer damage equal to half of the amount of healing received by the linked target. It is therefore possible to force a caster to break a Soul Link by continuously healing the linked person. Casting Atonement on a target affected by Soul Link will cause 10d6 points of damage to the caster and stun him for 1d4+1 rounds.

Chest Pains
Necromancy [Soul Link]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Infinite
Target: One creature affected by Soul Link
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Thygore clasped his chest and fell to the floor. Ever since his encounter with the old man his health had been failing, he had been experiencing these attacks several times every day. Perhaps it had been unwise of him to mock the old man for his superstition.

Chest Pains can only be cast on a target that the caster has a Soul Link with. The target will feel severe pains in his chest, a pain so severe that it will stun the target for 1d4+1 rounds. Creatures immune to pain, such as constructs, elementals and undead, are also immune to the effects of this spell.

Curse of Fel Health
Necromancy [Curse][Soul Link]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Infinite
Target: One creature affected by Soul Link
Duration: Permanent
Saving Throw: Fortitude partial
Spell Resistance: No

Having left the cursed village, Thygore was growing sicker by the day. His skin was pale and almost transparent, he was coughing up blood and he could barely sleep for the aching pain in his body. What foul magic was at work here, he could not help but to wonder.

Curse of Fel Health puts a debilitating disease on a creature affected by Soul Link. The affected target will slowly have his skin turning white and pale as the disease takes hold. When the spell is cast, the target will suffer 1d4+1 points of Constitution damage. Every 24 hours while the target is affected by the spell, he will suffer 1d4 points of Constitution damage. The target will also have to succeed at a Fortitude Saving Throw to be able to sleep, if he fails his Saving Throw the pain keeps im awake, preventing him from regaining spells and causing him to suffer from the effect of insomnia. It is possible for the target to try and fall asleep every eight hour. A Remove Curse spell will remove Curse of Fel Health.

Ghoul Mark
Necromancy [Evil][Soul Link]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Infinite
Target: One creature affected by Soul Link
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Thygore's friends were looking down on the body of their dead comrade. Thygore had woken up in the night, screaming with pain. In his agony, he had seen only one solution, to throw himself off the steep cliff near the camp. Clearly Thygore was dead, yet when his friends looked down through the thick fog, they could see something stirring in the deep.

Ghoul Mark puts a strong necromantic effect on a target affected by Soul Link that will cause the target to animate as an undead creature when he dies. 2d10 rounds after the target afflicted by Ghoul Mark dies, he will rise again as an undead creature under the command of the caster of Ghoul Mark. The type of undead that the target will animate as depends on the caster level of the caster.

Caster Level Animate As
7 or less Zombie
8-12 Ghoul
13-16 Ghast
17 or above Mohrg

Material Component: A pinch of dirt taken from a grave.

Touch of Evil

Necromancy [Evil][Soul Link]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Infinite
Target: One creature affected by Soul Link
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The young priest was thoroughly scared. Why had the paladins seized him, why had they put him in chains? The young priest had been a follower of the light for years, a true believer in the deities of good. Why was the inquisition suddenly against him he could not fathom.


Touch of Evil infects one creature with whom you have a Soul Link with evil energy. The affected target will not change alignment, but for the purpose of all magic and abilities that affect those of evil alignment, the target will be considered evil. This means that a spell such as Detect Evil will detect the target as being evil and a spell such as Protection from Evil will protect against the affected creature.
Material Component: The finger bone from a creature of evil alignment.

Green Mold
Necromancy [Evil][Soul Link]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Infinite
Target: One living creature affected by Soul Link
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: No

The drow empire did not only fear the march of the Karathan army, what they feared the most was the time that always came before the arrival of the army. Several days before the arrival of the legion, the inhabitants of the elf cities would fall under the most horrid and foul disease, as if though the rot of the legion had the power to infect those before it.

Green Mold inflicts a soul linked with a terrible and contagious disease. If the target fails a Fortitude Saving Throw, he becomes infected with the mold. The disease has an incubation period of 1d3 days and causes 1d4 points of Constitution damage. The mold is highly infectious, and anyone touching an infected target must succeed at a Fortitude Saving Throw or become infected themselves. The disease initially looks like small patches of green mold similar to what you see on old bread. As the infection spreads, these patches grow in side. The skin untouched by the mold will start growing dark black as blood is cut off from the body and used to feed the vicious mold. Anyone who dies to the disease will continue to be infectious for another week. After one week has passed, the virulent mold will have eaten up all tissue on the deceased, leaving behind only blackened bones.
Material Component: A small vial containing any kind of mold.

Soul Avenger
Necromancy [Evil][Soul Link]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Infinite
Target: All creatures affected by Soul Link
Duration: 1 round/caster level
Saving Throw: None
Spell Resistance: No

The arch-bishop was in a state of frenzied bewilderment. All his acolytes were writhing in pain on the temple floor, blood flowing from open wounds that had appeared out of nowhere. This was meant to be a moment of celebration, since at this very moment the holy knights he had dispatched should be ending the life of the foul necromancer living in the abandoned mill.

Soul Avenger creates a strong link with all targets you have affected with the Soul Link spell, causing all the creatures linked to you to suffer damage if you get harmed. For the duration of the spell, whenever the caster suffers damage, all creatures with whom he has a Soul Link will suffer the exact same damage as the caster. The damage suffered by the linked creatures will be of the exact same type as the damage sustained by the caster. The affected creatures can reduce the damage taken by having the appropriate type of Damage Reduction or Energy Resistance. For example, if the caster suffers 11 points of Cold damage, and one of the creatures linked to him has Cold Resistance 10, the linked creature will suffer only one point of damage.
Material Component: A mirror framed in blackened steel worth 500 gp.

Hymn of the Ages
Necromancy [Evil][Soul Link]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Infinite
Target: One creature affected by Soul Link
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The adventurers were surprised at the sight of the hermit. According to the villagers, the man had lived in the abandoned mill for more than ninety years, yet the man before them didn't look like he was a day over fourty.

Hymn of the Ages causes the casters to become immune to all negative effects of aging by transmitting those effects to one creature affected by Soul Link. The affected creature will age twice as fast while affected by Hymn of the Ages. The caster on the other hand will suffer from no physical effects usually caused by old age. Even attacks that cause the target to age will be transmitted to the creature affected by Hymn of the Ages. The caster will still gain the benefits of old age, such as increased Intelligence, Wisdom and Charisma.
Focus: A small, delicately crafted time glass worth 500 gp that the caster must keep on his body at all times. If the glass is destroyed, the spell will end.
 




Clay_More

First Post
Thanks alot for the reply Reveille and Ardentmoth. And naturally you're free to snatch to your heart's content, Reveille. The Soul Link spells were indeed designed to be flavourful, perhaps even adventure-creating in their disposition. You can easily imagine quite a bit of adventure hooks comming from the use of some of the Soul Link spells.

Got a new batch of stuff, some mundane items as well as two pictures of some of this stuff.


New Mundane Items

Flaying Chains
The flaying chains are an item designed for quickly and efficiently ripping a corpse down to the skeleton. The item consists of eight long pieces of chain connected to a vicious hook in one end and a counter-weight in the other end. The corpse to be processed has its feet attached to the floor through a series of straps. A bone-deep incision is made around the ankles of the corpse, and the eight hooks are attached along the incision. When the counter-weights are released, the chains will be jerked violently upwards, removing all skin and the majority of tissue from the corpse. Some necromancers have been known to use the Animate Objects spell instead of counter-weights to produce a similar result.
Cost: 125 gp

Cooking Tub
The cooking tub is a simple, brass tub with a elongated stove underneath it. The stove is capable of bringing the water in the tub to a boiling point in roughly one hour. The tub is used to further clean a corpse after it has been prepared with the flaying chains. By boiling the corpse for a six to twelve hours, all of the remaining tissue can be easily removed leaving behind a perfectly clean, polished skeleton. The smell from the tub is quite horrific when it is in use, so only the most depraved of necromancers stay around the observe the process.
Cost (Small): 50 gp
Cost (Medium-sized): 100 gp
Cost (Large): 250 gp
Cost (Huge): 750 gp
Cost (Gargantuan): 2500 gp
Cost (Colossal): 10.000 gp

Alchemical Bath
The alchemical bath is a way to further process a skeleton before turning it into an undead minion. The alchemical bath is similar to the cooking tub in construction, but instead of being constructed from brass the alchemical bath is usually made from a heat-resistant stone so that it doesn't melt from the extreme heat. Connected to the alchemical bath is a small furnace in which metals can be melted before being poured over a skeleton inside the tub. The skeleton is connected to a number of heat-resistant chains before being placed in the tub, so that it can be quickly removed once it has been engulfed by the molten metal. The necromancer must cast Endure Elements or a similar spell on the skeleton before he can process it in the alchemical bath, to protect it from being incinerated by the heat. A skeleton prepared with a bronze amalgam will gain DR 1/- if animated, while a skeleton prepared with a steel amalgam will gain DR 2/- and a skeleton prepared with an adamantine amalgam will gain DR 4/-. The cost of applying a chemical bath to a skeleton depends on the size of the skeleton.

Size Cost (bronze) Cost (steel) Cost (adamantine)
Small 10 gp 30 gp 500 gp
Medium-sized 20 gp 60 gp 1000 gp
Large 50 gp 150 gp 2500 gp
Huge 150 gp 450 gp 7500 gp
Gargantuan 500 gp 1500 gp 25.000 gp
Colossal 2000 gp 6000 gp 100.000 gp

In some cultures, alchemical baths are used to prepare the corpses of the rich before they are buried. Often, the corpse will be further decorated by carving symbols or letters into the metal, sometimes gems will even be embedded.
Cost (Small): 100 gp
Cost (Medium-sized): 200 gp
Cost (Large): 500 gp
Cost (Huge): 1500 gp
Cost (Gargantuan): 5000 gp
Cost (Colossal): 20.000 gp


And here's a picture of the Flaying Chains, painted by a friend of mine.

flayerchains.jpg



And another picture of the Green Mold spell, painted by the same

GreenMold.jpg
 

Aus_Snow

First Post
Is there somewhere, or some way, I might be able to pick up all your necromancy stuff, in one go? A PDF, even?

Really liking a lot of it, so that would be awesome.

Either way, thanks for posting it. Cheers. :)
 

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