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<blockquote data-quote="ElectricDragon" data-source="post: 7514342" data-attributes="member: 10778"><p><strong><span style="font-size: 15px">Secrets of the Dead</span></strong></p><p>Nethrancor has many secrets that he is willing to trade to an undead creature in exchange for a service. He also has a few secrets that he will trade to a prospective undead in exchange for their promise to use that secret to become undead. Nethrancor’s secrets come in several forms: spells, rituals, and magic item recipes. Each will be taken in its own section. Following that will be a section describing the different kinds of undead created by the spells, rituals, or magic items.</p><p></p><p>Most of the spells are from the school of necromancy, but not all. Nethrancor has gathered or created spells from several schools of magic to further his ends. His library below the Grotto contains many strange and unique magics.</p><p></p><p></p><p></p><p></p><p><strong><span style="font-size: 12px">Spells</span></strong></p><p><strong></strong></p><p><strong>Boneshatter</strong></p><p><em>Necromancy</em></p><p><strong>Level:</strong> Clr 6, Death 6, Sor/Wiz 6</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 feet + 10 feet/level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude partial (see below)</p><p><strong>Spell Resistance:</strong> Yes</p><p>This spell attack breaks some of the bones, chitin, or other exoskeleton of a creature, dealing damage and reducing movement to half its normal rate. Flying creatures lose one maneuverability class rating per <em>boneshatter</em> attack. The victim is allowed a Fortitude save to take only 1d6 damage and not lose a maneuverability class rating or suffer a movement rate reduction. Creatures who fail their save take 3d6 damage on the first round. They take a further 2d6 on the second round, and 1d6 on the 3rd round as the broken bones do their own internal damage. This attack is ineffective against creatures with no bone structure such as constructs, oozes, plants, some vermin, incorporeal undead, etc.</p><p></p><p>The damage, movement penalty, and maneuverability decrease inflicted by this spell cannot be healed by magical means. It can only be healed through the natural course of time. Healing broken bones normally takes 3 to 6 weeks (1d4+2) and the maneuverability decrease and movement penalty remain until the bones are healed. A successful Heal check (DC 25) can speed bone mending by 1d2 weeks.</p><p></p><p>Those that successfully save versus this spell do not lose a maneuverability class or gain a movement penalty and can be healed by normal or magical means.</p><p><strong>Material Component:</strong> a small fragile bone that the caster can break in the casting of the spell</p><p></p><p></p><p><strong>Create Bone Mage</strong></p><p><em>Necromancy</em> [Evil]</p><p><strong>Level:</strong> Sor/Wiz 7</p><p><strong>Components:</strong> V, S, M, F, XP</p><p><strong>Casting Time:</strong> 24 hours</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> One undead skeleton</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>The caster creates an undead ally to aid him in casting spells and making items.</p><p>He binds an unholy spirit into the body of one of his already-animated skeletons. This allows him to transform one of his skeletons into an undead ally to aid him in casting spells, making alchemical items, and crafting items. This spell instills no intelligence in the creature, but instead allows Charisma to define spellcasting ability, bonus skill points, and skill checks involving Intelligence or Constitution. The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. This spell does three things: first, it enables the skeleton to do a few more jobs; second, it raises the skeleton's Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class.</p><p><strong>Material Components:</strong> A piece of a brain from an intelligent creature.</p><p><strong>Focus Component:</strong> A wand made from a lich's femur set with gems, worth at least 1,000 gp.</p><p><strong>XP Component:</strong> You must pay 500 xp each time you cast this spell.</p><p></p><p></p><p><strong>Create Electric Zombie</strong></p><p><em>Necromancy</em> [Electricity, Evil]</p><p><strong>Level:</strong> Sor/Wiz 6</p><p><strong>Components:</strong> V, S, M, F</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft. /2 levels)</p><p><strong>Target:</strong> One zombie</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None/Reflex half (See below)</p><p><strong>Spell Resistance:</strong> No</p><p>The caster of this spell imbues one of his zombies with an electric touch. The zombie gains the supernatural ability to cause 1d6 electrical damage per hit in addition to any normal damage it may do. The corpse must already be animated as a zombie before this magic will work. When the zombie is reduced to zero hit points, it bursts in a 5-foot radius electrical discharge that does 1d4 points of damage per caster level (maximum 15d4 damage), Reflex save for half damage. This damage is set when the spell is cast. This burst completely destroys the zombie body. Application of this spell raises the CR of the target zombie by two.</p><p><strong>Material Components:</strong> A blue dragon scale, the skin of an electric eel, and a drop of salt water</p><p><strong>Focus Components:</strong> A piece of a lightning-struck tree.</p><p></p><p></p><p><strong>Dark Prayer</strong></p><p><em>Enchantment</em> (Compulsion) [Darkness, Evil, Mind-Affecting]</p><p><strong>Level:</strong> Clr 3</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 40 ft.</p><p><strong>Area:</strong> All allies (and foes) within a 40-ft.-radius burst centered on you</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p>This spell has different effects according to whether it is cast at night or during the daytime. You bring special favor upon yourself and your allies. If cast in the daytime, you and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.</p><p>If instead, the spell is cast at night, you and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; while your enemies suffer a -2 luck penalty on the same rolls.</p><p></p><p><strong>Note:</strong> If this spell is cast in the confines of a darkness effect during the day, the bonuses and penalties are as if cast at night but only where the two areas overlap. Outside the darkness effect the daytime bonuses apply. Dispelling the darkness reverts the whole spell to its daytime effects. Also, casting a darkness effect on the area of this spell will increase <em>dark prayer's</em> effects to the nighttime effect but only where the two areas overlap.</p><p></p><p></p><p><strong>Dance of the Dead</strong></p><p><em>Necromancy</em> [Evil, Mind-Affecting, Sonic]</p><p><strong>Level:</strong> Brd 6, Sor/Wiz 9 </p><p><strong>Casting Time:</strong> 1 minute</p><p><strong>Components:</strong> V, S, F </p><p><strong>Range:</strong> Long (400 ft. + 40 ft. /level) </p><p><strong>Duration:</strong> Special</p><p><strong>Target:</strong> 2 or more dead bodies</p><p><strong>Saving Throw:</strong> None/Will negates for one round</p><p><strong>Spell Resistance:</strong> No </p><p>The caster sings the verbal component of this spell, plays the masterwork musical instrument, and dances a complex eldritch jig for the somatic components. This spell animates 2 or more dead bodies that must all be within 30 feet of each other. These bodies are animated with massive amounts of negative energy, and during the first steps of the dance shake off their skins, muscles, and organs; leaving just their skeletons that continue to dance even if dismembered; but are otherwise identical to skeleton in the Core Rules. Unattached bones and bone slivers are carried along with the dancing dead; swept along in the necromantic dance. Once the dance is started, legs are not necessary for the skeletons to continue their dance. Their bodies twitch and jerk in time to the eerie music that seems to emanate from them in a 30-foot radius of each skeleton or body part. This music forces all who hear it to make a Will save or begin dancing with the skeletons.</p><p></p><p>The movements of all dancers (whether living or dead) are determined randomly using the rules below, dancing to each new space and provoking attacks of opportunity if in combat. Each round a living creature dances this necromantic dance, that being takes 1d4 temporary Constitution damage [Sonic Resistance can reduce or prevent damage]. A save is allowed to break free of the spell every round. A successful save does not make anyone immune to this dance; if they are still in range of the emanation next round, they must save again. Creatures unable to hear are effectively immune to this spell, as are most outsiders. This spell can be countered with the bardic countersong ability but only for individual dancing skeletons or victims within 30 feet of the bard. Anyone reduced to 0 Constitution shakes off its skin and becomes just another skeleton that continues to dance and emanate the spell effect. Turning, rebuking, or commanding the skeletons will not stop their dance; only destroying them will do so. This spell does not end until all dancers have been stopped (whether all the skeletons are destroyed or the spell is dispelled or countered). Skeletons under the influence of this spell can follow orders (if commanded) only as long as they continue to dance. Any skeleton that stops dancing loses all the negative energy that animated it and falls to the ground, just a pile of bones that cannot be animated again.</p><p></p><p><strong>Direction//Distance</strong></p><p><strong>Die Rolls:</strong> 1d8 (N, NE, E, SE, S, SW, W, NW)//1d4 squares (5-20 feet)</p><p><strong>Note:</strong> For large amounts of dancers, assume all move the same direction and same distance each round.</p><p></p><p>Dancing off a cliff is entirely possible (though falling damage can end the spell for that creature if it doesn't survive). Dancing into walls or other obstacles is not possible; the creature instead stops moving at the obstacle this round, but will slide along the edge of it until it can go the die-required direction in subsequent rounds.</p><p><strong>Focus Component: </strong>A pair of drums with heads made of human skin. Requires a Perform (percussion instruments) DC 15. There is no detriment for failing the check. A successful check gives the wizard a +2 bonus on his or her DC for the effect.</p><p><strong>Bardic Version:</strong> A masterwork stringed musical instrument made of darkwood with human bone inlays; worth at least 3,000gp. The complicated tune also requires a Perform (stringed instruments) check DC 25, a Perform (song) check DC 15, and a Perform (dance) check DC 15. There is no detriment for failing a check. Each successful check gives the bard a +1 bonus on his or her DC for the effect.</p><p></p><p>There is another bardic version that only requires a song and dance (no musical instrument), but such a version requires a Perform (song) check of DC 30 and a Perform (dance) check of 20. Each success gives the bard a +1 bonus on his or her DC for the effect.</p><p></p><p><strong>Sorcerer/Wizard Version:</strong> A hand-cranked music box (<em>a la</em> organ grinder) magically programmed to play the haunting jig as he sings the spell and dances the jig. A successful Perform (dance) check DC 15 and/or a Perform (song) check DC 15 can give the caster a +1 bonus on his or her DC for the effect for each success. Requires <em>ventriloquism</em> to enchant the music box.</p><p></p><p></p><p><strong>Gesturing Hand</strong></p><p><em>Necromancy</em></p><p><strong>Level:</strong> Sor/Wiz 3</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 5 ft.</p><p><strong>Effect:</strong> One gesturing hand</p><p><strong>Duration:</strong> 1 min./level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>A ghostly, glowing hand the size of your real hand and shaped from your life force materializes and moves and gestures as you desire, always staying adjacent to you. On casting the spell, you lose 1d8 hit points that return when the spell ends, even if it is dispelled, but not if it is destroyed. The lost hit points can be healed normally.</p><p></p><p>The hand remains within 5 feet of you hovering about waist height. While the hand lasts, you need only think of a gesture and the hand performs it perfectly. This allows the hand to:</p><p>• Perform somatic components for you as you cast spells.</p><p>• Negate spell failure chances from wearing armor or heavy clothing.</p><p>• Convey meaning (if you and your target know sign language of some kind).</p><p>• Expand the list of spells that can be cast while in a grapple to include all one-standard-action-casting-time spells, even those with somatic components.</p><p></p><p>The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your base saves plus your ability bonuses to those saves, and an AC of at least 22. Your Intelligence modifier or your Charisma modifier (for wizards or sorcerers, respectively) applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 8 hit points, the same number that you lost in creating it.</p><p>The hand has no attacks and cannot be used for touch attacks.</p><p></p><p></p><p><strong>Power Word, Chill</strong></p><p><em>Conjuration</em> (Creation) [Cold]</p><p><strong>Level:</strong> Sor/Wiz 8</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft. /level)</p><p><strong>Area:</strong> 20-ft. radius burst</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude half</p><p><strong>Spell Resistance:</strong> Yes</p><p>The caster has learned the proper word for cold; this allows him to conjure intense cold as from the heart of a glacier with but a word. This word puts out all normal fires in the target area. It also has a 60% chance to put out magical fires in its area. Permanent magical fires are put out for 1d4 minutes if the roll is made. Creatures in the area take 1d6 points of cold damage per caster level, 20d6 maximum damage. A successful Fortitude save indicates 1/2 damage.</p><p></p><p></p><p><strong>Power Word, Command</strong></p><p><em>Conjuration</em> (Creation) [Evil]</p><p><strong>Level: Sor/Wiz 9</strong></p><p><strong><strong>Components:</strong> V, XP</strong></p><p><strong><strong><strong>Casting Time:</strong> 1 standard action</strong></strong></p><p><strong><strong><strong>Range:</strong> Close (25 ft. + 5 ft. /2 levels)</strong></strong></p><p><strong><strong><strong>Area:</strong> Several undead creatures in a 20 ft. radius burst</strong></strong></p><p><strong><strong><strong>Duration:</strong> Instantaneous</strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> None</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> Yes</strong></strong></p><p>The caster has learned the proper word for rebuke. Invoking this word allows him to temporarily gain control of massive amounts of negative energy. He makes a turning check to rebuke as if his caster level were his cleric level. Otherwise resolve the turning attempt as normal. (e.g. 1d20 + cleric level + Charisma or Intelligence modifier, whichever is higher, then 2d6 + Charisma or Intelligence modifier, whichever is higher, for turning damage). Unlike a normal rebuking though, any creature successfully rebuked is instead commanded. This spell is targeted at an area and does not burst from the caster. The undead that the caster controls by use of this spell; remain under his control until destroyed. No matter how many times the caster uses this spell, however; he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly commanded creatures fall under his control, and any excess undead from previous castings become uncontrolled. The caster chooses which creatures are released. Undead commanded by use of a normal rebuking attempt also count toward this number of HD commanded.</p><p><strong><strong><strong>XP Component:</strong> </strong></strong>You must pay 1,000 xp each time you cast this spell.</p><p></p><p></p><p><strong><strong><strong>Power Word, Undeath</strong></strong></strong></p><p><strong><strong><em>Necromancy</em> [Death, Evil]</strong></strong></p><p><strong><strong><strong>Level:</strong> Sor/Wiz 9</strong></strong></p><p><strong><strong><strong>Components:</strong> V, XP</strong></strong></p><p><strong><strong><strong>Casting Time:</strong> 1 standard action</strong></strong></p><p><strong><strong><strong>Range:</strong> 30 feet</strong></strong></p><p><strong><strong><strong>Target:</strong> One living humanoid creature</strong></strong></p><p><strong><strong><strong>Duration:</strong> Instantaneous</strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> None</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> Yes</strong></strong></p><p>The caster has learned the proper word for re-animate. Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependent upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and are of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by <em>power word, undeath</em>. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the <em>animate dead</em> spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. The caster chooses which creatures are released. This spell can only be cast at night.</p><p></p><p><strong><strong><strong>Undead Animated</strong></strong></strong></p><p><strong><strong><strong>Target Hit Points//Type of Undead//XP Cost to Animate</strong></strong></strong></p><p>25 or less//Ghoul//500 xp</p><p>26-50//Wight//1,000 xp</p><p>51-75//Wraith//1,500 xp</p><p></p><p></p><p><strong><strong><strong>Rotting Ray</strong></strong></strong></p><p><strong><strong><em>Necromancy</em> [Evil]</strong></strong></p><p><strong><strong><strong>Level:</strong> Sor/Wiz 6</strong></strong></p><p><strong><strong><strong>Components:</strong> V, S</strong></strong></p><p><strong><strong><strong>Casting Time:</strong> 1 standard action</strong></strong></p><p><strong><strong><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</strong></strong></p><p><strong><strong><strong>Effect:</strong> Ray</strong></strong></p><p><strong><strong><strong>Duration:</strong> Instantaneous</strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> Fortitude negates</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> Yes</strong></strong></p><p>A sparkling black ray springs from your hand. You must succeed on a ranged touch attack to strike a target. On a successful attack the subject contracts a version of the dreaded disease, <em>mummy rot</em>, which strikes immediately (no incubation period). While in the throes of the disease the victim suffers 1d6 points of Constitution and Charisma damage, with the ravages of the disease continuing daily until the victim reaches a Constitution score of 0 (and dies), fights off the disease naturally, or is cured by <em>remove disease</em>, <em>heal</em>, <em>limited wish</em>, <em>wish</em>, or <em>miracle</em>. An afflicted creature that dies of this version of <em>mummy rot</em> shrivels away into sand and dust that blows away into nothing at the first wind.</p><p></p><p>Unlike normal <em>mummy rot</em>, the contagion caused by <em>rotting ray</em> can be healed by mundane means (Fortitude DC 20), and magical healing requires no caster level checks.</p><p></p><p></p><p><strong><strong><strong>Shadowtangle </strong></strong></strong></p><p><strong><strong><em>Illusion</em> (Shadow) [Evil]</strong></strong></p><p><strong><strong><strong>Level:</strong> Brd 6, Sor/Wiz 6 </strong></strong></p><p><strong><strong><strong>Components:</strong> V, S, M</strong></strong></p><p><strong><strong><strong>Casting Time:</strong> 1 standard action</strong></strong></p><p><strong><strong><strong>Range:</strong> Medium (100 ft. + 10 ft. /level)</strong></strong></p><p><strong><strong><strong>Area:</strong> 40 ft. spread</strong></strong></p><p><strong><strong><strong>Duration:</strong> 1 round/level </strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> Fortitude partial</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> Yes</strong></strong></p><p>This spell causes shadows in the target area to take on substance and entangle creatures in the area. Shadows of creatures, objects, structures, etc. wrap, twist, and entwine about all creatures in the area; holding them fast for the duration. Any creature entering the area is subject to the spell's effect. A creature that succeeds a Fortitude save can move at a rate of 5 feet per round as a full round action. Only spells with no somatic components can be cast within the area of effect with no penalty. Spells with a somatic component gain an entangle penalty of -4 to Concentration checks attempted within the area. Other actions that require precise movements also gain this -4 entangle penalty to any checks (Jump, Balance, Move Silently, Ride, etc.) and attack rolls. Creature size doesn't matter as each creature brings its own shadow (an equivalent-sized shadow) into the area. Creatures failing the Fortitude save are held fast, unable to move (though purely mental actions and verbal only spells still remain options). Any creature held temporarily loses 1d2 points of Strength, 1d2 points of Dexterity, and 1d2 points of Constitution every two rounds in the area of this spell as the surrounding shadows sap their life-force. These lost points return at a rate of 1 point per ability per minute once outside the area of the <em>shadowtangle</em>.</p><p><strong><strong> </strong></strong></p><p>Any spell with the light or darkness descriptor cast in the area cuts this spell's remaining duration in half, but has no other effect unless of higher level than this spell. Any spell of 7th or higher level with the light or darkness descriptor cancels and is cancelled by this spell. </p><p> </p><p>Any creature that has its Strength or Dexterity score reduced to 0 or lower by this spell becomes unconscious until the ability score returns to a positive number. Any creature that has its Constitution score reduced to 0 or lower dies and rises as a shadow of average hit points under the command of the caster the next round. The caster can have up to two times his caster level in HD of such controlled shadows. Any shadows above two times the caster's level in hit dice release earlier controlled shadows randomly. Shadows created by this spell do not count towards controlled undead for purposes of <em>animate dead</em>. Such shadows last until they are destroyed.</p><p><strong><strong><strong>Material Components:</strong> </strong></strong>A vial of black ink and an onyx worth at least 50 gp.</p><p></p><p></p><p><strong><strong><strong>Skeletonize</strong></strong></strong></p><p><strong><strong><em>Necromancy</em> [Evil]</strong></strong></p><p><strong><strong><strong>Level:</strong> Clr 5, Sor/Wiz 5</strong></strong></p><p><strong><strong><strong>Components:</strong> V</strong></strong></p><p><strong><strong><strong>Casting Time:</strong> 1 standard action</strong></strong></p><p><strong><strong><strong>Range:</strong> Touch</strong></strong></p><p><strong><strong><strong>Target:</strong> One or more corpses touched</strong></strong></p><p><strong><strong><strong>Duration:</strong> Instantaneous</strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> None</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> No</strong></strong></p><p>This spell turns the bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.)</p><p> </p><p>The caster can’t create more HD of undead than twice his caster level with a single casting of <em>skeletonize</em>. The undead the caster creates remain under his control indefinitely. No matter how many times he uses this spell, <em>animate dead</em>, <em>power word: command</em>, or <em>zombify</em>, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to rebuke undead do not count toward this limit.</p><p></p><p></p><p><strong><strong><strong>Spectral Gauntlet</strong></strong></strong></p><p><strong><strong><em>Necromancy</em> [Force]</strong></strong></p><p><strong><strong><strong>Level:</strong> Sor/Wiz 3</strong></strong></p><p><strong><strong><strong>Components:</strong> V, S</strong></strong></p><p><strong><strong><strong>Casting Time:</strong> 1 standard action</strong></strong></p><p><strong><strong><strong>Range:</strong> Medium (100 ft. + 10 ft. /level)</strong></strong></p><p><strong><strong><strong>Effect:</strong> One spectral gauntlet</strong></strong></p><p><strong><strong><strong>Duration:</strong> 2 rounds/level (D)</strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> Fortitude partial</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> Yes</strong></strong></p><p>A ghostly, glowing gauntlet the size of your real hand in a gauntlet and shaped from your life force materializes and moves and attacks as you desire. On casting the spell, you lose 2d4 hit points that return when the spell ends, even if it is dispelled, but not if it is destroyed. The lost hit points can be healed normally. These hit points become the gauntlet's hit points.</p><p></p><p>Control of the gauntlet allows you to strike opponents with a force equal to a mailed gauntlet. Attacking with the gauntlet counts as a normal attack but only as if using a standard action, there is no full attack option with the gauntlet. It takes only a move action for the caster to move and attack with the gauntlet leaving his standard action free for spellcasting. The gauntlet can flank opponents like a creature can. If the gauntlet goes beyond its spell range, goes out of the caster’s sight, or if the caster is not directing it, it returns to him and hovers about waist height. The gauntlet is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (one-half damage on a failed Reflex save against an area spell and no damage on a successful save), the caster’s save bonuses, and an AC of 20 plus the caster’s Intelligence or Charisma modifier. It has 2 to 8 hit points (the same number the caster lost). On a successful touch attack, the hand deals 2d4 points of damage and the opponent must succeed a Fortitude save or suffer an additional 1d4 damage on the following round. Furthermore, each successful attack causes the opponent to suffer a -1 penalty on their future Fortitude saving throws versus this spell for one minute. The spell lasts until the duration ends, a successful <em>dispel magic</em> is cast, until it has been dealt damage equal to its current hit points, or the caster dismisses it. Unlike the second level variant <em>spectral hand</em>, spells cannot be cast through it.</p><p></p><p></p><p><strong><strong><strong>Weakening Wail</strong></strong></strong></p><p><strong><strong><em>Necromancy</em> [Sonic]</strong></strong></p><p><strong><strong><strong>Level:</strong> Sor/Wiz 3</strong></strong></p><p><strong><strong><strong>Components:</strong> V, S, M</strong></strong></p><p><strong><strong><strong>Casting Time:</strong> 1 full round</strong></strong></p><p><strong><strong><strong>Range:</strong> Caster only</strong></strong></p><p><strong><strong><strong>Area:</strong> 30-ft. radius burst</strong></strong></p><p><strong><strong><strong>Duration:</strong> Instantaneous and 1 round/level (see text)</strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> Fortitude Negates</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> Yes</strong></strong></p><p>This spell allows the caster to wail at the top of his lungs for an entire round. During this time, no other action can be taken and attacks of opportunity are impossible. Creatures in the area must succeed a Fortitude save or have their Strength score drained by 2d8 points. This is a temporary draining, for when this spell ends; stolen strength returns. Any creature drained of Strength by this spell finds it impossible to confirm critical hits for the duration (treat all critical threats as failed confirmations). This reduction in Strength takes effect immediately. Creatures who make their saving throw are unaffected by this spell. </p><p>Casting this spell has a 5% chance of causing permanent voice loss in the caster. The caster, upon casting this spell, takes one point of Strength damage. The caster can only cast this spell again when the Strength damage (caused by this spell) is healed. Voice loss is automatic otherwise.</p><p>Material Components: The caster must use a bit of sulfur, and bat guano and place it in a shot glass of brandy and down the concoction.</p><p></p><p></p><p><strong><strong><strong>Zombify</strong></strong></strong></p><p><strong><strong><em>Necromancy</em> [Evil]</strong></strong></p><p><strong><strong><strong>Level:</strong> Clr 6, Sor/Wiz 6</strong></strong></p><p><strong><strong><strong>Components:</strong> V</strong></strong></p><p><strong><strong><strong>Casting Time:</strong> 1 standard action</strong></strong></p><p><strong><strong><strong>Range:</strong> Touch</strong></strong></p><p><strong><strong><strong>Target:</strong> One or more corpses touched</strong></strong></p><p><strong><strong><strong>Duration:</strong> Instantaneous</strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> None</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> No</strong></strong></p><p>This spell turns the bodies of dead creatures into undead zombies that follow the caster’s spoken commands. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.)</p><p></p><p>The caster can’t create more HD of undead than twice his caster level with a single casting of <em>zombify</em>. The undead the caster creates remain under his control indefinitely. No matter how many times he uses this spell, <em>animate dead</em>, <em>power word: command</em>, or <em>skeletonize,</em> however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7514342, member: 10778"] [B][SIZE=4]Secrets of the Dead[/SIZE][/B] Nethrancor has many secrets that he is willing to trade to an undead creature in exchange for a service. He also has a few secrets that he will trade to a prospective undead in exchange for their promise to use that secret to become undead. Nethrancor’s secrets come in several forms: spells, rituals, and magic item recipes. Each will be taken in its own section. Following that will be a section describing the different kinds of undead created by the spells, rituals, or magic items. Most of the spells are from the school of necromancy, but not all. Nethrancor has gathered or created spells from several schools of magic to further his ends. His library below the Grotto contains many strange and unique magics. [B][SIZE=3]Spells[/SIZE] Boneshatter[/B] [I]Necromancy[/I] [B]Level:[/B] Clr 6, Death 6, Sor/Wiz 6 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 feet + 10 feet/level) [B]Target:[/B] One creature [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Fortitude partial (see below) [B]Spell Resistance:[/B] Yes This spell attack breaks some of the bones, chitin, or other exoskeleton of a creature, dealing damage and reducing movement to half its normal rate. Flying creatures lose one maneuverability class rating per [I]boneshatter[/I] attack. The victim is allowed a Fortitude save to take only 1d6 damage and not lose a maneuverability class rating or suffer a movement rate reduction. Creatures who fail their save take 3d6 damage on the first round. They take a further 2d6 on the second round, and 1d6 on the 3rd round as the broken bones do their own internal damage. This attack is ineffective against creatures with no bone structure such as constructs, oozes, plants, some vermin, incorporeal undead, etc. The damage, movement penalty, and maneuverability decrease inflicted by this spell cannot be healed by magical means. It can only be healed through the natural course of time. Healing broken bones normally takes 3 to 6 weeks (1d4+2) and the maneuverability decrease and movement penalty remain until the bones are healed. A successful Heal check (DC 25) can speed bone mending by 1d2 weeks. Those that successfully save versus this spell do not lose a maneuverability class or gain a movement penalty and can be healed by normal or magical means. [B]Material Component:[/B] a small fragile bone that the caster can break in the casting of the spell [B]Create Bone Mage[/B] [I]Necromancy[/I] [Evil] [B]Level:[/B] Sor/Wiz 7 [B]Components:[/B] V, S, M, F, XP [B]Casting Time:[/B] 24 hours [B]Range:[/B] Touch [B]Target:[/B] One undead skeleton [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No The caster creates an undead ally to aid him in casting spells and making items. He binds an unholy spirit into the body of one of his already-animated skeletons. This allows him to transform one of his skeletons into an undead ally to aid him in casting spells, making alchemical items, and crafting items. This spell instills no intelligence in the creature, but instead allows Charisma to define spellcasting ability, bonus skill points, and skill checks involving Intelligence or Constitution. The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. This spell does three things: first, it enables the skeleton to do a few more jobs; second, it raises the skeleton's Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class. [B]Material Components:[/B] A piece of a brain from an intelligent creature. [B]Focus Component:[/B] A wand made from a lich's femur set with gems, worth at least 1,000 gp. [B]XP Component:[/B] You must pay 500 xp each time you cast this spell. [B]Create Electric Zombie[/B] [I]Necromancy[/I] [Electricity, Evil] [B]Level:[/B] Sor/Wiz 6 [B]Components:[/B] V, S, M, F [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft. /2 levels) [B]Target:[/B] One zombie [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None/Reflex half (See below) [B]Spell Resistance:[/B] No The caster of this spell imbues one of his zombies with an electric touch. The zombie gains the supernatural ability to cause 1d6 electrical damage per hit in addition to any normal damage it may do. The corpse must already be animated as a zombie before this magic will work. When the zombie is reduced to zero hit points, it bursts in a 5-foot radius electrical discharge that does 1d4 points of damage per caster level (maximum 15d4 damage), Reflex save for half damage. This damage is set when the spell is cast. This burst completely destroys the zombie body. Application of this spell raises the CR of the target zombie by two. [B]Material Components:[/B] A blue dragon scale, the skin of an electric eel, and a drop of salt water [B]Focus Components:[/B] A piece of a lightning-struck tree. [B]Dark Prayer[/B] [I]Enchantment[/I] (Compulsion) [Darkness, Evil, Mind-Affecting] [B]Level:[/B] Clr 3 [B]Components:[/B] V, S, DF [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 40 ft. [B]Area:[/B] All allies (and foes) within a 40-ft.-radius burst centered on you [B]Duration:[/B] 1 round/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes This spell has different effects according to whether it is cast at night or during the daytime. You bring special favor upon yourself and your allies. If cast in the daytime, you and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. If instead, the spell is cast at night, you and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; while your enemies suffer a -2 luck penalty on the same rolls. [B]Note:[/B] If this spell is cast in the confines of a darkness effect during the day, the bonuses and penalties are as if cast at night but only where the two areas overlap. Outside the darkness effect the daytime bonuses apply. Dispelling the darkness reverts the whole spell to its daytime effects. Also, casting a darkness effect on the area of this spell will increase [I]dark prayer's[/I] effects to the nighttime effect but only where the two areas overlap. [B]Dance of the Dead[/B] [I]Necromancy[/I] [Evil, Mind-Affecting, Sonic] [B]Level:[/B] Brd 6, Sor/Wiz 9 [B]Casting Time:[/B] 1 minute [B]Components:[/B] V, S, F [B]Range:[/B] Long (400 ft. + 40 ft. /level) [B]Duration:[/B] Special [B]Target:[/B] 2 or more dead bodies [B]Saving Throw:[/B] None/Will negates for one round [B]Spell Resistance:[/B] No The caster sings the verbal component of this spell, plays the masterwork musical instrument, and dances a complex eldritch jig for the somatic components. This spell animates 2 or more dead bodies that must all be within 30 feet of each other. These bodies are animated with massive amounts of negative energy, and during the first steps of the dance shake off their skins, muscles, and organs; leaving just their skeletons that continue to dance even if dismembered; but are otherwise identical to skeleton in the Core Rules. Unattached bones and bone slivers are carried along with the dancing dead; swept along in the necromantic dance. Once the dance is started, legs are not necessary for the skeletons to continue their dance. Their bodies twitch and jerk in time to the eerie music that seems to emanate from them in a 30-foot radius of each skeleton or body part. This music forces all who hear it to make a Will save or begin dancing with the skeletons. The movements of all dancers (whether living or dead) are determined randomly using the rules below, dancing to each new space and provoking attacks of opportunity if in combat. Each round a living creature dances this necromantic dance, that being takes 1d4 temporary Constitution damage [Sonic Resistance can reduce or prevent damage]. A save is allowed to break free of the spell every round. A successful save does not make anyone immune to this dance; if they are still in range of the emanation next round, they must save again. Creatures unable to hear are effectively immune to this spell, as are most outsiders. This spell can be countered with the bardic countersong ability but only for individual dancing skeletons or victims within 30 feet of the bard. Anyone reduced to 0 Constitution shakes off its skin and becomes just another skeleton that continues to dance and emanate the spell effect. Turning, rebuking, or commanding the skeletons will not stop their dance; only destroying them will do so. This spell does not end until all dancers have been stopped (whether all the skeletons are destroyed or the spell is dispelled or countered). Skeletons under the influence of this spell can follow orders (if commanded) only as long as they continue to dance. Any skeleton that stops dancing loses all the negative energy that animated it and falls to the ground, just a pile of bones that cannot be animated again. [B]Direction//Distance Die Rolls:[/B] 1d8 (N, NE, E, SE, S, SW, W, NW)//1d4 squares (5-20 feet) [B]Note:[/B] For large amounts of dancers, assume all move the same direction and same distance each round. Dancing off a cliff is entirely possible (though falling damage can end the spell for that creature if it doesn't survive). Dancing into walls or other obstacles is not possible; the creature instead stops moving at the obstacle this round, but will slide along the edge of it until it can go the die-required direction in subsequent rounds. [B]Focus Component: [/B]A pair of drums with heads made of human skin. Requires a Perform (percussion instruments) DC 15. There is no detriment for failing the check. A successful check gives the wizard a +2 bonus on his or her DC for the effect. [B]Bardic Version:[/B] A masterwork stringed musical instrument made of darkwood with human bone inlays; worth at least 3,000gp. The complicated tune also requires a Perform (stringed instruments) check DC 25, a Perform (song) check DC 15, and a Perform (dance) check DC 15. There is no detriment for failing a check. Each successful check gives the bard a +1 bonus on his or her DC for the effect. There is another bardic version that only requires a song and dance (no musical instrument), but such a version requires a Perform (song) check of DC 30 and a Perform (dance) check of 20. Each success gives the bard a +1 bonus on his or her DC for the effect. [B]Sorcerer/Wizard Version:[/B] A hand-cranked music box ([I]a la[/I] organ grinder) magically programmed to play the haunting jig as he sings the spell and dances the jig. A successful Perform (dance) check DC 15 and/or a Perform (song) check DC 15 can give the caster a +1 bonus on his or her DC for the effect for each success. Requires [I]ventriloquism[/I] to enchant the music box. [B]Gesturing Hand[/B] [I]Necromancy[/I] [B]Level:[/B] Sor/Wiz 3 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 5 ft. [B]Effect:[/B] One gesturing hand [B]Duration:[/B] 1 min./level (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No A ghostly, glowing hand the size of your real hand and shaped from your life force materializes and moves and gestures as you desire, always staying adjacent to you. On casting the spell, you lose 1d8 hit points that return when the spell ends, even if it is dispelled, but not if it is destroyed. The lost hit points can be healed normally. The hand remains within 5 feet of you hovering about waist height. While the hand lasts, you need only think of a gesture and the hand performs it perfectly. This allows the hand to: • Perform somatic components for you as you cast spells. • Negate spell failure chances from wearing armor or heavy clothing. • Convey meaning (if you and your target know sign language of some kind). • Expand the list of spells that can be cast while in a grapple to include all one-standard-action-casting-time spells, even those with somatic components. The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your base saves plus your ability bonuses to those saves, and an AC of at least 22. Your Intelligence modifier or your Charisma modifier (for wizards or sorcerers, respectively) applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 8 hit points, the same number that you lost in creating it. The hand has no attacks and cannot be used for touch attacks. [B]Power Word, Chill[/B] [I]Conjuration[/I] (Creation) [Cold] [B]Level:[/B] Sor/Wiz 8 [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft. /level) [B]Area:[/B] 20-ft. radius burst [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Fortitude half [B]Spell Resistance:[/B] Yes The caster has learned the proper word for cold; this allows him to conjure intense cold as from the heart of a glacier with but a word. This word puts out all normal fires in the target area. It also has a 60% chance to put out magical fires in its area. Permanent magical fires are put out for 1d4 minutes if the roll is made. Creatures in the area take 1d6 points of cold damage per caster level, 20d6 maximum damage. A successful Fortitude save indicates 1/2 damage. [B]Power Word, Command[/B] [I]Conjuration[/I] (Creation) [Evil] [B]Level: Sor/Wiz 9 [B]Components:[/B] V, XP [B][B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft. /2 levels) [B]Area:[/B] Several undead creatures in a 20 ft. radius burst [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes[/B][/B] The caster has learned the proper word for rebuke. Invoking this word allows him to temporarily gain control of massive amounts of negative energy. He makes a turning check to rebuke as if his caster level were his cleric level. Otherwise resolve the turning attempt as normal. (e.g. 1d20 + cleric level + Charisma or Intelligence modifier, whichever is higher, then 2d6 + Charisma or Intelligence modifier, whichever is higher, for turning damage). Unlike a normal rebuking though, any creature successfully rebuked is instead commanded. This spell is targeted at an area and does not burst from the caster. The undead that the caster controls by use of this spell; remain under his control until destroyed. No matter how many times the caster uses this spell, however; he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly commanded creatures fall under his control, and any excess undead from previous castings become uncontrolled. The caster chooses which creatures are released. Undead commanded by use of a normal rebuking attempt also count toward this number of HD commanded. [B][B][B]XP Component:[/B] [/B][/B]You must pay 1,000 xp each time you cast this spell. [B][B][B]Power Word, Undeath[/B] [I]Necromancy[/I] [Death, Evil] [B]Level:[/B] Sor/Wiz 9 [B]Components:[/B] V, XP [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 30 feet [B]Target:[/B] One living humanoid creature [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes[/B][/B] The caster has learned the proper word for re-animate. Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependent upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and are of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by [I]power word, undeath[/I]. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the [I]animate dead[/I] spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. The caster chooses which creatures are released. This spell can only be cast at night. [B][B][B]Undead Animated Target Hit Points//Type of Undead//XP Cost to Animate[/B][/B][/B] 25 or less//Ghoul//500 xp 26-50//Wight//1,000 xp 51-75//Wraith//1,500 xp [B][B][B]Rotting Ray[/B] [I]Necromancy[/I] [Evil] [B]Level:[/B] Sor/Wiz 6 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Effect:[/B] Ray [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Fortitude negates [B]Spell Resistance:[/B] Yes[/B][/B] A sparkling black ray springs from your hand. You must succeed on a ranged touch attack to strike a target. On a successful attack the subject contracts a version of the dreaded disease, [I]mummy rot[/I], which strikes immediately (no incubation period). While in the throes of the disease the victim suffers 1d6 points of Constitution and Charisma damage, with the ravages of the disease continuing daily until the victim reaches a Constitution score of 0 (and dies), fights off the disease naturally, or is cured by [I]remove disease[/I], [I]heal[/I], [I]limited wish[/I], [I]wish[/I], or [I]miracle[/I]. An afflicted creature that dies of this version of [I]mummy rot[/I] shrivels away into sand and dust that blows away into nothing at the first wind. Unlike normal [I]mummy rot[/I], the contagion caused by [I]rotting ray[/I] can be healed by mundane means (Fortitude DC 20), and magical healing requires no caster level checks. [B][B][B]Shadowtangle [/B] [I]Illusion[/I] (Shadow) [Evil] [B]Level:[/B] Brd 6, Sor/Wiz 6 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft. /level) [B]Area:[/B] 40 ft. spread [B]Duration:[/B] 1 round/level [B]Saving Throw:[/B] Fortitude partial [B]Spell Resistance:[/B] Yes[/B][/B] This spell causes shadows in the target area to take on substance and entangle creatures in the area. Shadows of creatures, objects, structures, etc. wrap, twist, and entwine about all creatures in the area; holding them fast for the duration. Any creature entering the area is subject to the spell's effect. A creature that succeeds a Fortitude save can move at a rate of 5 feet per round as a full round action. Only spells with no somatic components can be cast within the area of effect with no penalty. Spells with a somatic component gain an entangle penalty of -4 to Concentration checks attempted within the area. Other actions that require precise movements also gain this -4 entangle penalty to any checks (Jump, Balance, Move Silently, Ride, etc.) and attack rolls. Creature size doesn't matter as each creature brings its own shadow (an equivalent-sized shadow) into the area. Creatures failing the Fortitude save are held fast, unable to move (though purely mental actions and verbal only spells still remain options). Any creature held temporarily loses 1d2 points of Strength, 1d2 points of Dexterity, and 1d2 points of Constitution every two rounds in the area of this spell as the surrounding shadows sap their life-force. These lost points return at a rate of 1 point per ability per minute once outside the area of the [I]shadowtangle[/I]. [B][B] [/B][/B] Any spell with the light or darkness descriptor cast in the area cuts this spell's remaining duration in half, but has no other effect unless of higher level than this spell. Any spell of 7th or higher level with the light or darkness descriptor cancels and is cancelled by this spell. Any creature that has its Strength or Dexterity score reduced to 0 or lower by this spell becomes unconscious until the ability score returns to a positive number. Any creature that has its Constitution score reduced to 0 or lower dies and rises as a shadow of average hit points under the command of the caster the next round. The caster can have up to two times his caster level in HD of such controlled shadows. Any shadows above two times the caster's level in hit dice release earlier controlled shadows randomly. Shadows created by this spell do not count towards controlled undead for purposes of [I]animate dead[/I]. Such shadows last until they are destroyed. [B][B][B]Material Components:[/B] [/B][/B]A vial of black ink and an onyx worth at least 50 gp. [B][B][B]Skeletonize[/B] [I]Necromancy[/I] [Evil] [B]Level:[/B] Clr 5, Sor/Wiz 5 [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] One or more corpses touched [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No[/B][/B] This spell turns the bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.) The caster can’t create more HD of undead than twice his caster level with a single casting of [I]skeletonize[/I]. The undead the caster creates remain under his control indefinitely. No matter how many times he uses this spell, [I]animate dead[/I], [I]power word: command[/I], or [I]zombify[/I], however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to rebuke undead do not count toward this limit. [B][B][B]Spectral Gauntlet[/B] [I]Necromancy[/I] [Force] [B]Level:[/B] Sor/Wiz 3 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft. /level) [B]Effect:[/B] One spectral gauntlet [B]Duration:[/B] 2 rounds/level (D) [B]Saving Throw:[/B] Fortitude partial [B]Spell Resistance:[/B] Yes[/B][/B] A ghostly, glowing gauntlet the size of your real hand in a gauntlet and shaped from your life force materializes and moves and attacks as you desire. On casting the spell, you lose 2d4 hit points that return when the spell ends, even if it is dispelled, but not if it is destroyed. The lost hit points can be healed normally. These hit points become the gauntlet's hit points. Control of the gauntlet allows you to strike opponents with a force equal to a mailed gauntlet. Attacking with the gauntlet counts as a normal attack but only as if using a standard action, there is no full attack option with the gauntlet. It takes only a move action for the caster to move and attack with the gauntlet leaving his standard action free for spellcasting. The gauntlet can flank opponents like a creature can. If the gauntlet goes beyond its spell range, goes out of the caster’s sight, or if the caster is not directing it, it returns to him and hovers about waist height. The gauntlet is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (one-half damage on a failed Reflex save against an area spell and no damage on a successful save), the caster’s save bonuses, and an AC of 20 plus the caster’s Intelligence or Charisma modifier. It has 2 to 8 hit points (the same number the caster lost). On a successful touch attack, the hand deals 2d4 points of damage and the opponent must succeed a Fortitude save or suffer an additional 1d4 damage on the following round. Furthermore, each successful attack causes the opponent to suffer a -1 penalty on their future Fortitude saving throws versus this spell for one minute. The spell lasts until the duration ends, a successful [I]dispel magic[/I] is cast, until it has been dealt damage equal to its current hit points, or the caster dismisses it. Unlike the second level variant [I]spectral hand[/I], spells cannot be cast through it. [B][B][B]Weakening Wail[/B] [I]Necromancy[/I] [Sonic] [B]Level:[/B] Sor/Wiz 3 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 full round [B]Range:[/B] Caster only [B]Area:[/B] 30-ft. radius burst [B]Duration:[/B] Instantaneous and 1 round/level (see text) [B]Saving Throw:[/B] Fortitude Negates [B]Spell Resistance:[/B] Yes[/B][/B] This spell allows the caster to wail at the top of his lungs for an entire round. During this time, no other action can be taken and attacks of opportunity are impossible. Creatures in the area must succeed a Fortitude save or have their Strength score drained by 2d8 points. This is a temporary draining, for when this spell ends; stolen strength returns. Any creature drained of Strength by this spell finds it impossible to confirm critical hits for the duration (treat all critical threats as failed confirmations). This reduction in Strength takes effect immediately. Creatures who make their saving throw are unaffected by this spell. Casting this spell has a 5% chance of causing permanent voice loss in the caster. The caster, upon casting this spell, takes one point of Strength damage. The caster can only cast this spell again when the Strength damage (caused by this spell) is healed. Voice loss is automatic otherwise. Material Components: The caster must use a bit of sulfur, and bat guano and place it in a shot glass of brandy and down the concoction. [B][B][B]Zombify[/B] [I]Necromancy[/I] [Evil] [B]Level:[/B] Clr 6, Sor/Wiz 6 [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] One or more corpses touched [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No[/B][/B] This spell turns the bodies of dead creatures into undead zombies that follow the caster’s spoken commands. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.) The caster can’t create more HD of undead than twice his caster level with a single casting of [I]zombify[/I]. The undead the caster creates remain under his control indefinitely. No matter how many times he uses this spell, [I]animate dead[/I], [I]power word: command[/I], or [I]skeletonize,[/I] however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit. [/QUOTE]
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