Clays Necromancy #3 - Spells, level 0 to 3

Clayness

First Post
Here comes my third installment of necromancer material, this time the spells. As mentioned, a lot of the material is divided into six different wings, but a fair share is generic and can be used by any odd necromancer. You'll notice the Black Ray spells below, of which I've made at least one for every spell level, since one of my own players had previously complained that as a Necromancer your access to offensive spells was a bit sporadic between the levels, which gave me the idea of creating a line of offensive necromancer spells where there was one for every spell level. Anyways, hope you enjoy


Level 0 (Cantrips)


Bind Spellbook
School necromancy; Level sorcerer/wizard 0


Casting
Casting Time: 1 minute
Components: V, S


Effect
Range: Touch
Effect: Wards a book against theft
Duration: Permanent
Saving Throw: None; Spell Resistance: No


Bind Spellbook covers a book in immaterial strands of black energy that harms anyone who touches the book besides the caster. Despite the name of the spell, the spell can be cast on any book, not just spellbooks. Anyone touching the book suffers one point of damage. Undead are immune to this damage. If you keep in contact with the book you will suffer damage continuously, suffering one point of damage every round.
Description: When casting the smell, the casters hand becomes covered in immaterial strands of black energy that slowly float towards to book to surround it. While the spell causes very limited damage, the sheer visual appearance of the spell is often enough to deter most simple robbers and thieves.


Black Ray of Flexibility
School necromancy; Level sorcerer/wizard 0


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes


Black Ray of Flexibility fires a black ray of pulsating energy at the target. You make a ranged touch attack, if the attack hits the target suffers 1 point of Ability Damage. You choose what type of Ability Damage the spell will cause when you cast it, choosing between Strength, Dexterity and Constitution.
Description: Black Ray of Flexibility fires a very thin, transparent ray of black energy at the targets chest.


Level 1


Black Ray of Pain
School necromancy; Level sorcerer/wizard 1


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes


Black Ray of Pain fires a ray of black energy at the target: You make a ranged touch attack. If your attack hits, you cause 1d6 points of damage, +1 per caster level up to a maximum of +5. The damage caused by the spell feels extremely painful, and if the target is forced to succeed at a concentration check to cast a spell due to Black Ray of Pain, the concentration check DC is doubled.
Description: Black Ray of Pain fires a ray of liquid black energy at the target that seems to seep into the head of the target when it impacts.


Black Ray of Weakness
School necromancy; Level sorcerer/wizard 1


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature
Duration: 5 rounds
Saving Throw: Fortitude partial; Spell Resistance: Yes


Black Ray of Weakness fires a ray of black energy at the target: You make a ranged touch attack. If your attack hits, you cause 1d2 points of Dexterity Damage.
If you hit your target, it must also make a Fortitude Saving Throw every round for the next 5 rounds. If it fails a Saving Throw the target suffers another 1d2 points of Dexterity Damage. This effect occurs starting on the round following the round in which the target is hit.
Description: Black Ray of Weakness fires a very slow-moving ray of black energy at the target.


Claim Corpse
School necromancy; Level sorcerer/wizard 1


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Touch
Effect: Claims corpse touched
Duration: Permanent
Saving Throw: None; Spell Resistance: No


Claim Corpse is a simple spell used by necromancers to keep their corpses safe from their colleagues. Some good and neutral casters will use the spell when burying a corpse to prevent it from being animated.
Any corpse affected by Claim Corpse can only be animated as an undead by the caster who cast Claim Corpse. Any other caster who wishes to animate the corpse must first remove the Claim Corpse spell, which can be done with such spells as Dispel Magic.


Elzhim's Decompose
School necromancy; Level sorcerer/wizard 1


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Touch
Targets: One corpse or 100 lbs of organic matter or water
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No


Elzhim's Decompose causes a corpse to rapidly decay once touched. The spell can only be used on corpses, it can not be used on undead creatures. The spell can not be cast on any corpse affected by Claim Corpse, unless Claim Corpse was cast by the caster of Elzhim's Decompose.
The corpse will instantly age 5 years per caster level when the spell is cast. The skin and flesh on the corpse will rot away. Any corpse affected by the spell can not be raised as a zombie. The corpse will become very frail and brittle if aged enough. If the corpse is used to create an undead, the undead will suffer a -1 reduction to its Natural Armor bonus for every 25 years by which the corpse was aged through this spell.
The spell can also be used to spoil food or water. Any food or water affected by the spell will be completely inedible or undrinkable.


Grasping Ray
School necromancy; Level sorcerer/wizard 1


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: 5 rounds + 1 round/level
Saving Throw: None; Spell Resistance: Yes


Grasping Ray fires a ray of necromantic energy at the target. You make a ranged touch attack roll with a +5 profane bonus to your attack roll. If the attack is successful, you attach a long tendril of necromantic energy to the target, emanating from your hand. As long as the target is attached to you through the Grasping Ray spell, you can cast spells that require a melee touch attack directly to the target, even if the target is outside melee range. Any touch attack or ranged touch attack spells you cast on the target will automatically hit. Grasping Ray ends when the duration expires, if line of sight is broken with the target, or if the target moves outside the maximum range of the spell.
Description: Grasping Ray fires a thick ray of black energy with a cluster of tendrils at the tip. If the ray hits, the tendrils grasp around the subject, partially covering him in transparent, pulsating energy. While the ray is attached you will see a thick column of dark energy between you and the target.


Gygyr's Taint
School necromancy; Level sorcerer/wizard 1


Casting
Casting Time: 1 minute
Components: V, S, M (small piece of organ tissue from a creature of the same race as the caster)


Effect
Range: Touch
Targets: One creature of the same race as the caster
Duration: Instantaneous
Saving Throw: Fortitude negates; Spell Resistance: Yes


Gygyr’s Taint is by itself not a very powerful spell. It is though a very important part in the collection of spells made by Vladimir Gygyr. It places a small core of corrupted arcane energy inside the target. This arcane energy is attuned to the caster and allows the caster to tap into the essence of his target after the spell has been cast.
Due to the casting time of the spell, it’s mainly used on targets that are otherwise incapacitated, or targets that believe that the caster is casting a beneficial spell. The spell can only be cast on a target of the same race as the caster, attempting to cast it on a target of another race will cause the spell to fail.
A target affected by Gygyr’s Taint will not feel the spell in any way, once inside the target the spell is virtually harmless. A target affected by Gygyr’s Taint will have a -1 penalty to all Saving Throws made to resist Necromancy spells from the caster. This is the only immediate effect of the spell. The spell is though a prerequisite for many of the other spells designed by Vladimir Gygyr and once a target has been tainted; the caster has many options available to him to draw upon the life-essence of the target. The taint is only effective if the target is within 1 mile / caster level of the caster. If the target goes out of range, he is still tainted, but the spells that depend on tainted targets will not affect him. If he comes back within range of the caster, he will become influenced by any spells the caster has active that depend on tainted targets.
Detect Evil and True Sight can spot Gygyr’s Taint as a small core of evil energy inside the target. The spell cannot be detected with Detect Magic. Gygyr’s Taint can be removed only by a character with the Turn Undead ability. By touching a target and using Turn Undead, the spell can be removed permanently. Dispel Magic or other spells or effects that normally remove magic cannot remove it.
Only one Gygyr’s Taint can only affect any person. If you cast Gygyr’s Taint on a target already affected by Gygyr’s Taint, the spell will fail.
Description: There is virtually no visual indicator of Gygyr's Taint except for a faint shimmer of blue energy around the hands of the caster when it is being cast.


Locate Corpses
School necromancy; Level sorcerer/wizard 1


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Personal
Area: 60 ft. + 5 ft./level – radius emanation centered on caster
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: No


Locate Corpses is a simple yet effective tool for a necromancer to find useful bodies for other spells. When the spell is cast, the caster selects a certain size of corpses that he is looking for. He can look for one single size category (such as Medium-sized only), for a range of size categories (such as Huge or larger) or a number of specific size categories (such as Small and Gargantuan). The caster will be able to sense all corpses within the area once the spell is active. Even corpses hidden from sight are detected. No form of animated undead are detected by the spell, only inanimate bodies.
Description: When the spell is cast there is a quick flash of grey energy in the eyes of the caster after which there are no other visual indicators that the spell is in effect.


Level 2


Black Ray of Charged Potency
School necromancy; Level sorcerer/wizard 2


Casting
Casting Time: 1 standard action or more
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes


Black Ray of Charged Potency fires a ray of black energy at the target. You make a ranged touch attack, if the attack hits the target suffers 1d4+1 points of Strength Damage.
You can choose to charge up the ray prior to casting to give it increased effect. You spend a number of full round actions to charge up the ray prior to firing. The maximum amount of rounds that you can spend charging the ray is equal to your caster level. Each full round action spent to charge the ray increases the Strength drain caused by 1d4+1 to a maximum of 5d4+5 points of Strength drain if you spend four rounds charging the ray. Firing the ray is a standard action.
If you, for example, cast Black Ray of Charged Potency and decide to charge it up instead of casting it immediately, you spend a full round action on casting it. If you decide to fire it the following round, you spend a standard action to fire the ray and cause 2d4+2 points of Strength drain.
Description: Black Ray of Charged Potency fires a ray of liquid black energy at the target that swiftly surrounds the targets body before seeping through its skin. If the spell is charged up prior to casting, you hold your hand outstretched while black, liquid energy swirls around you hand to form an solid sphere.


Blood Coagulation
School necromancy; Level sorcerer/wizard 2


Casting
Casting Time: 1 standard action or more
Components: V, S


Effect
Range: Touch
Targets: One living creature or one vampire
Duration: 1 day/level
Saving Throw: Fortitude negates; Spell Resistance: Yes


Blood Coagulation affects the blood of the target. The caster makes a melee touch attack against the target. If the attack hits, the target must succeed at a Fortitude Saving Throw. If the Fortitude Saving Throw fails, the blood of the target starts to grow thicker inside its body. This causes the target to weaken as the muscles and body receive less oxygen.
While the spell is in effect the target suffers a -2 penalty to Strength. While the spell is in effect, the target becomes immune to any effects that cause bleeding, and the target will automatically stabilize if brought to 0 Hit Points or less. The target also suffers slightly less damage from piercing and slashing weapons, gaining DR 2/blunt.
The spell can be used on a vampire to cause damage. If used in this way the caster must still make a melee touch attack, but the vampire is not allowed any Fortitude Saving Throw to resist the effect. If the vampire is hit by the attack, it suffers 9d6 points of damage.


Create Meatpuppet
School necromancy; Level sorcerer/wizard 2


Casting
Casting Time: 1 hour
Components: V, S, M (one pound of flesh)


Effect
Range: Touch
Effect: Creates one meatpuppet
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No


Create Meatpuppet creates a living, breathing creature from a piece of flesh. While this creature is completely immobile and incapable of any action, many necromancers still use this spell to create a living dummy to use for other spells or effects.
Description: When you start to cast Create Meatpuppet you place the piece of flesh that is the material component on the ground. As the spell progresses, the flesh starts to slowly grow in size while forming rudimentary muscles and organs.


Dragoolh's Devouring
School necromancy; Level sorcerer/wizard 2


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Touch
Target: One undead under casters command
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: No


Dragoolh's Devouring enables one undead under the casters command to drain life energy from any living creatures it attacks in melee. The undead will cause one additional point of damage with any melee attack it makes, even melee attacks made with weapons. Whenever the undead deals damage with a melee attack, it will be healed for one point of damage.
Description: The weapons of the affected undead become surrounded by a pale, red smoke.
Special: Dragoolh's Devouring can be made permanent through the Permanency spell. The caster must have a caster level of 9 or greater to make Dragoolh's Devouring permanent, and making the spell permanent requires material components worth 2,500 gp.


Exhume
School necromancy; Level sorcerer/wizard 2


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One corpse within range
Duration: 1 round/level
Saving Throw: None; Spell Resistance: No


Exhume raises a single corpse to the surface. The caster must know exactly where the corpse is prior to casting the spell. This knowledge can be achieved with a spell such as Locate Corpses. The affected corpse will begin to rise to the surface at the speed of 10 ft. per round. The corpse can only move through dirt or mud, it cannot penetrate through hard rock.
Description: When casting the spell the caster touches the ground. Grey tendrils of energy will emerge from the casters hand and slowly seep into the ground to reach the buried corpse.


Gygyr’s Astonishing Health
School necromancy; Level sorcerer/wizard 2


Casting
Casting Time: 1 minute
Components: V, S, M (small dose of any poison and a small piece of flesh taken from a diseased corpse)


Effect
Range: Personally
Effect: Renders caster resistant to diseases and poisons
Duration: Permanently
Saving Throw: None; Spell Resistance: No


Gygyr’s Astonishing Health requires that the caster has at least ten people affected by Gygyr’s Taint. The spell causes the caster to become far more resistant to disease and poison by drawing upon the health of those he has tainted.
For every ten people tainted by the caster, he gains a +1 (maximum +5) profane bonus to any Saving Throws made to resist disease or poison. All people tainted by the caster suffer a -1 penalty to any Saving Throws made to resist disease or poison, as the spell weakens their body. The people tainted do not notice this weakness.
Description: There is virtually no visual indicator of Gygyr's Astonishing Health being cast except for a faint shimmer of blue energy around the casters hands.


Haunting Rays
School necromancy; Level sorcerer/wizard 2


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes


Haunting Rays fires a cluster of rays that test the defenses of the target. You make a ranged touch attack. If you hit, you cause 1d6 points of damage, plus one per caster level (maximum +10). If the attack hits, you also learn the exact Saving Throw bonus the target has for all three types of Saving Throw. You only learn the total Saving Throw bonus the target has, including any spells or effects that might modify these bonuses. You will not learn the base Saving Throws of the target, and you will not learn anything about which spells or effects that are affecting the targets Saving Throws.
Description: Haunting Rays fires a myriad of diminutive gray rays at the target. The rays scatter once they are fired, attacking the target from all directions at different speeds.


Level 3


Black Ray of Binding
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature
Duration: 1 round/level
Saving Throw: Reflex partial; Spell Resistance: Yes


Black Ray of Binding fires a ray of black energy at the target. You make a ranged touch attack, if the attack hits the target suffers 1d6+1 points of Dexterity Damage.
If the target is hit, it must succeed at a Reflex Saving Throw. If it fails, it is grasped by strands of black energy that emerge from underneath it. These strands will hold the target firmly in place for one round per caster level. Each round the target can spend a standard action to attempt to break free. If the target attempts to break free they are allowed a new Reflex Saving Throw. If they succeed, they wiggle free from the strands and the spell ends.
While grasped by the strands the target is completely incapable of moving, but can freely perform any other actions, including casting spells.
Description: When the target is hit by Black Ray of Binding it will be engulfed by hundreds of diminutive black strands that emerge from the ground.


Counter Channel
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 swift action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Target: One undead under casters command
Duration: Permanent until spent
Saving Throw: None; Spell Resistance: No


Counter Channel puts a protective enchantment on one undead creature under the casters command. Counter Channel will absorb one Channel Energy attempt that would otherwise affect the undead, as well as any ability that is derived from the Channel Energy ability, such as the Command Undead or Channel Smite feats. Once the spell has countered one channel energy ability it dissipates.
Description: Counter Channel has almost no visual indicators. The only visual indicator of the spell is a very pale barrier of necromantic energy that swirls around the target. This energy is so faint that only creatures adjacent to the undead will even notice it.


Create Bloodpuppet
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 hour
Components: V, S, M (one dose of blood)


Effect
Range: Touch
Effect: Creates one bloodpuppet
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No


Create Bloodpuppet creates a living creature composed almost entirely of blood. As the meatpuppet, the bloodpuppet is entirely immobile and incapable of any action.
Description: When the spell is cast, the caster pours blood on the ground and starts the ritual. As the spell progresses, the blood starts to bubble and boil before it starts to form into a grotesque, round, skinless creature.


Drogmir's Unnatural Armor
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 action
Components: V, S


Effect
Range: Personal
Effect: Covers caster in armor of negative energy
Duration: 10 minutes/level
Saving Throw: None; Spell Resistance: No


Drogmir's Unnatural Armor creates a shimmering shield of negative energy around the caster. The shield is powered by the casters own life energy, causing him to suffer 3 points o damage when the spell is cast. The solid energy grants the caster a +6 Armor bonus to his Armor Class. If the caster is undead, he also gain Channel Resistance +2, or he has his existing Channel Resistance increased by +2 while the spell is in effect.
The spell is powered by a reservoir of negative energy located on the negative energy plane. If the spell is successfully dispelled, it will recreate itself using this cache of negative energy one round after it was dispelled. If the caster is affected by a Dimension Anchor spell, Drogmir's Unnatural Armor will not be able to recreate itself if dispelled as the caster no longer has access to the cache of energy on the negative material plane.
Description: When casting Drogmir's Unnatural Armor, shimmering, radiant energy starts to dance and move around the caster as he starts the spell. As the spell progresses, the energy slows down and starts to solidify until it creates a solid barrier around the caster, a mere inch from his skin.


Ghoul's Feast
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 standard action
Components: V, S, M (one corpse)


Effect
Range: Touch
Target: One corpse
Duration: 24 hours
Saving Throw: None; Spell Resistance: No


Ghoul's Feast enchants a corpse so that both living and undead creatures can gain strength from eating it. Most good and neutral creatures will shun the use of this spell.
The spell enchants one corpse. The spell will last for 24 hours or until the corpse has been completely devoured. Anyone who eats from the corpse will be healed of 1d6+1 points of damage each round spent eating, while any ghoul that eats from the corpse will be healed of 2d6+2 points of damage. A corpse has a number of portions equal to the maximum Hit Points the creature had when it was alive. For example, a human peasant that had 4 Hit Points will provide 4 portions when Ghoul's Feast is cast on his corpse. A corpse that is completely devoured can not be animated as a zombie, but it can still be animated as a skeleton or another type of undead.
Description: When the spell is cast, red energy swirls around the casters hand and enters the corpse to be enchanted. For a brief second, the corpse shudders and shakes when the spell is cast, before becoming inert again.


Gygyr's Malevolent Shield
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Personal
Effect: When caster is damaged there is a chance that the damage is transferred to a tainted target instead.
Duration: 1 minute/level
Saving Throw: None; Spell Resistance: No


Gygyr’s Malevolent Shield requires that the caster has at least one person affected by Gygyr’s Taint. The spell creates a link between the caster and those targets he has affected by Gygyr’s Taint. This link protects the life energy of the caster and transfers some of the damage taken by him to the people he has tainted. Each time the caster suffers any damage, there is a 25% chance that all the damage taken is transferred to one of the targets he has tainted. If he has more than one person affected by Gygyr’s Taint, a random target suffers the damage instead of the caster.
All forms of normal damage can be transferred through the use of this spell. Ability drain and other negative effects that impair the caster can not be transferred. Only damage measured in Hit Points are affected by the spell. This spell can transfer damage to any tainted target on the same plane of existence as the caster.
Description: When the spell is cast there is a brief shimmer of blue energy that forms a bubble around the caster. The energy dissipates almost immediately after the spell is cast.


Locate Corpses, Greater
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Personal
Area: 1 mile – radius emanation centered on caster
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: No


Greater Locate Corpses is a more powerful version of the Locate Corpses spell with far greater range.
Description: When the spell is cast there is a quick flash of grey energy in the eyes of the caster after which there are no other visual indicators that the spell is in effect.


Skinrot
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature
Duration: 1 round/level
Saving Throw: None; Spell Resistance: Yes


Skinrot fires a ray of sickly green energy at the target. You make a ranged touch attack. If your attack hits, you cause the target to loose 3 points of natural armor each round, starting on the round that the target is hit, until the spell ends or their natural armor has been reduced to zero. Each point of natural armor that the target looses causes them to suffer 1d6 points of damage. Natural armor lost through the Skinrot spell will not return once the spell ends, instead it will return at the rate of one point per hour. A Restoration spell will restore all lost natural armor immediately.
Constructs, Elementals and Undead are immune to the effects of the spell.
Description: Skinrot fires a ray of pale, green energy at the target that seeps through the skin. Shortly after being hit, the targets skin will start to decay and fall off.


Weakening Grasp
School necromancy; Level sorcerer/wizard 3


Casting
Casting Time: 1 standard action
Components: V, S


Effect
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: 1 round/level
Saving Throw: Fortitude, Will or Reflex negates (see description); Spell Resistance: Yes


Weakening Grasp is a very flexible spell intended to weaken the defenses of the target. When casting Weakening Grasp you choose two types of Saving Throw. The first type of Saving Throw you choose (Fortitude, Will or Reflex) is the type of Saving Throw that the target must make to resist the spell. The second type of Saving Throw you choose is the type that the target will have weakened. If the target fails his Saving Throw, he suffers 3d6 points of damage plus one per caster level (maximum +15). If the target fails his Saving Throw, he also suffers a -5 penalty to all Saving Throws of the type chosen by the caster.
It is, for example, possible for the caster to cast Weakening Grasp so that it requires the target to succeed at a Will Saving Throw to avoid having his Fortitude Saving Throws reduced.
Description: When Weakening Grasp is cast the target appears to have pale, gray fingers emerge from the ground under his feet that slowly embrace him.
 

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