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Clay_More's Necromantic Goodies
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<blockquote data-quote="Clay_More" data-source="post: 4162222" data-attributes="member: 9813"><p>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. </p><p></p><p>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.</p><p></p><p></p><p></p><p><strong>Detect Corpses</strong></p><p><em>Necromancy </em></p><p><strong>Level:</strong> Sor/Wiz 1 </p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 240 ft. </p><p><strong>Area: </strong>Cone-shaped emanation </p><p><strong>Duration: </strong>Concentration, up to 1 minute/ level (D) </p><p><strong>Saving Throw: </strong>None </p><p><strong>Spell Resistance: </strong>No</p><p></p><p><em>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.</em></p><p></p><p><em>Detect Corpses</em> 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. </p><p></p><p><strong>Seal of Alacrity</strong></p><p><em>Necromancy</em></p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> One undead under your command</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>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.</em></p><p></p><p><em>Seal of Alacrity</em> 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. </p><p></p><p>Level 2</p><p></p><p><strong>Exhume</strong></p><p><em>Necromancy</em></p><p><strong>Level: </strong>Sor/Wiz 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time: </strong>1 standard action</p><p><strong>Range:</strong> 240 ft.</p><p><strong>Target:</strong> One corpse</p><p><strong>Duration:</strong> 1 minute</p><p><strong>Saving Throw: </strong>None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>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.</em></p><p></p><p><em>Exhume </em>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. </p><p></p><p><strong>Seal of Ferocity</strong></p><p><em>Necromancy</em></p><p><strong>Level: </strong>Sor/Wiz 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> One undead under your command</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw: </strong>None</p><p><strong>Spell Resistance: </strong>No</p><p></p><p><em>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.</em></p><p></p><p><em>Seal of Ferocity </em>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. </p><p></p><p>Level 3</p><p></p><p><strong>Mark of De Reservation</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> Touch</p><p><strong>Target:</strong> One corpse</p><p><strong>Duration: </strong>Permanent until dispelled</p><p><strong>Saving Throw: </strong>None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>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.</em></p><p></p><p><em>Mark of Reservation</em> places a barrier on the affected corpse which prevents other spellcasters from animating it. <em>Mark of Reservation</em> 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. </p><p></p><p><strong>Seal of Fortification</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> Touch</p><p><strong>Target: </strong>One undead under your command</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>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.</em></p><p></p><p><em>Seal of Fortification</em> 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. </p><p></p><p>Level 4</p><p></p><p><strong>Corpse Gem</strong></p><p><em>Necromancy</em></p><p><strong>Level: </strong>Sor/Wiz 4</p><p><strong>Components: </strong>V, S</p><p><strong>Casting Time: </strong>1 standard action</p><p><strong>Range: </strong>Touch</p><p><strong>Target: </strong>One corpse</p><p><strong>Duration: </strong>Permanent</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance: </strong>No</p><p></p><p><em>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?</em></p><p></p><p><em>Corpse Gem</em> 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 <em>Corpse Gem</em> 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.</p><p></p><p><strong>Seal of Amplification</strong></p><p><em>Necromancy</em></p><p><strong>Level: </strong>Sor/Wiz 4</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time: </strong>1 standard action</p><p><strong>Range: </strong>Touch</p><p><strong>Target: </strong>One undead under your command</p><p><strong>Duration: </strong>Permanent</p><p><strong>Saving Throw: </strong>None</p><p><strong>Spell Resistance: </strong>No</p><p></p><p><em>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. </em></p><p></p><p><em>Seal of Amplification </em>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. </p><p></p><p>Level 5</p><p></p><p><strong>Mark of Reanimation</strong></p><p><em>Necromancy</em></p><p><strong>Level: </strong>Sor/Wiz 5</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time: </strong>1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target: </strong>One undead under your command</p><p><strong>Duration: </strong>Permanent until dispelled or discharged</p><p><strong>Saving Throw: </strong>None</p><p><strong>Spell Resistance: </strong>No</p><p><em></em></p><p><em>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.</em></p><p></p><p><em>Mark of Reanimation</em> places a mark on the affected undead that allows it to be reanimated after it is slain. When an undead with <em>Mark of Reanimation </em>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 <em>Hallow </em>or <em>Consecreate </em>spell. Ressurecting causes the <em>Mark of Reanimation</em> 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. </p><p><strong>Material Component:</strong> You must destroy a black gem worth at least 25g per HD of the affected undead during the casting of Mark of Reanimation.</p><p></p><p><strong>Seal of the Infiltrator</strong></p><p><em>Necromancy</em></p><p><strong>Level:</strong> Sor/Wiz 5</p><p><strong>Components: </strong>V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range: </strong>Touch</p><p><strong>Target:</strong> One undead under your command</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw: </strong>None</p><p><strong>Spell Resistance: </strong>No</p><p></p><p><em>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.</em></p><p></p><p><em>Seal of the Infiltrator</em> 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. </p><p></p><p>Level 6</p><p></p><p><strong>Seal of Fatigue</strong></p><p><em>Necromancy</em></p><p><strong>Level: </strong>Sor/Wiz 6</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time: </strong>1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target: </strong>One undead under your command</p><p><strong>Duration: </strong>Permanent</p><p><strong>Saving Throw: </strong>None</p><p><strong>Spell Resistance: </strong>No</p><p></p><p><em>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. </em></p><p></p><p><em>Seal of Fatigue </em>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.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 4162222, member: 9813"] 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. [b]Detect Corpses[/b] [i]Necromancy [/i] [b]Level:[/b] Sor/Wiz 1 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] 240 ft. [b]Area: [/b]Cone-shaped emanation [b]Duration: [/b]Concentration, up to 1 minute/ level (D) [b]Saving Throw: [/b]None [b]Spell Resistance: [/b]No [i]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.[/i] [i]Detect Corpses[/i] 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. [b]Seal of Alacrity[/b] [i]Necromancy[/i] [b]Level:[/b] Sor/Wiz 1 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Target:[/b] One undead under your command [b]Duration:[/b] Permanent [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No [i]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.[/i] [i]Seal of Alacrity[/i] 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 [b]Exhume[/b] [i]Necromancy[/i] [b]Level: [/b]Sor/Wiz 2 [b]Components:[/b] V, S [b]Casting Time: [/b]1 standard action [b]Range:[/b] 240 ft. [b]Target:[/b] One corpse [b]Duration:[/b] 1 minute [b]Saving Throw: [/b]None [b]Spell Resistance:[/b] No [i]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.[/i] [i]Exhume [/i]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. [b]Seal of Ferocity[/b] [i]Necromancy[/i] [b]Level: [/b]Sor/Wiz 2 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Target:[/b] One undead under your command [b]Duration:[/b] Permanent [b]Saving Throw: [/b]None [b]Spell Resistance: [/b]No [i]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.[/i] [i]Seal of Ferocity [/i]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 [b]Mark of De Reservation[/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] Touch [b]Target:[/b] One corpse [b]Duration: [/b]Permanent until dispelled [b]Saving Throw: [/b]None [b]Spell Resistance:[/b] No [i]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.[/i] [i]Mark of Reservation[/i] places a barrier on the affected corpse which prevents other spellcasters from animating it. [i]Mark of Reservation[/i] 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. [b]Seal of Fortification[/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] Touch [b]Target: [/b]One undead under your command [b]Duration:[/b] Permanent [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No [i]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.[/i] [i]Seal of Fortification[/i] 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 [b]Corpse Gem[/b] [i]Necromancy[/i] [b]Level: [/b]Sor/Wiz 4 [b]Components: [/b]V, S [b]Casting Time: [/b]1 standard action [b]Range: [/b]Touch [b]Target: [/b]One corpse [b]Duration: [/b]Permanent [b]Saving Throw:[/b] None [b]Spell Resistance: [/b]No [i]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?[/i] [i]Corpse Gem[/i] 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 [i]Corpse Gem[/i] 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. [b]Seal of Amplification[/b] [i]Necromancy[/i] [b]Level: [/b]Sor/Wiz 4 [b]Components:[/b] V, S [b]Casting Time: [/b]1 standard action [b]Range: [/b]Touch [b]Target: [/b]One undead under your command [b]Duration: [/b]Permanent [b]Saving Throw: [/b]None [b]Spell Resistance: [/b]No [i]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. [/i] [i]Seal of Amplification [/i]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 [b]Mark of Reanimation[/b] [i]Necromancy[/i] [b]Level: [/b]Sor/Wiz 5 [b]Components:[/b] V, S, M [b]Casting Time: [/b]1 standard action [b]Range:[/b] Touch [b]Target: [/b]One undead under your command [b]Duration: [/b]Permanent until dispelled or discharged [b]Saving Throw: [/b]None [b]Spell Resistance: [/b]No [i] 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.[/i] [i]Mark of Reanimation[/i] places a mark on the affected undead that allows it to be reanimated after it is slain. When an undead with [i]Mark of Reanimation [/i]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 [i]Hallow [/i]or [i]Consecreate [/i]spell. Ressurecting causes the [i]Mark of Reanimation[/i] 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. [b]Material Component:[/b] You must destroy a black gem worth at least 25g per HD of the affected undead during the casting of Mark of Reanimation. [b]Seal of the Infiltrator[/b] [i]Necromancy[/i] [b]Level:[/b] Sor/Wiz 5 [b]Components: [/b]V, S [b]Casting Time:[/b] 1 standard action [b]Range: [/b]Touch [b]Target:[/b] One undead under your command [b]Duration:[/b] Permanent [b]Saving Throw: [/b]None [b]Spell Resistance: [/b]No [i]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.[/i] [i]Seal of the Infiltrator[/i] 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 [b]Seal of Fatigue[/b] [i]Necromancy[/i] [b]Level: [/b]Sor/Wiz 6 [b]Components:[/b] V, S [b]Casting Time: [/b]1 standard action [b]Range:[/b] Touch [b]Target: [/b]One undead under your command [b]Duration: [/b]Permanent [b]Saving Throw: [/b]None [b]Spell Resistance: [/b]No [i]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. [/i] [i]Seal of Fatigue [/i]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. [/QUOTE]
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