hero4hire, I agree that Mindless Undead shouldn't be evil, but I still think that they should radiate because of the powers that created them.
Ferret, you caught the point I was trying to make.
Alchemist, thanks, I changed the wording of that spell to "Drain" instead of "Damage".
VirgilCaine, thats a good point, and besides, the spell just says the flesh needs to be fresh, it doesn't say that the Necromancer needs to have killed the animal himself (one "could" imagine a Necromancer simply locating a recently slain animal in the forest if he was an extremist animal lover).
Keeper of Secrets, really love that you call it "insensitive", hehehehe
I think I would feel like my feelings had been really violated if someone just cast Finger of Death on me. Thanks for the compliments about the spells.
Now, here is a spell which is more clearly evil.
Aging Touch
Necromancy [Evil]
Level: Clr 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Aging Touch causes the target to grow older, while giving the caster the power of the lost life energy.
A touch from the caster’s hand, which has a faint glow of grey, swirling energies, causes the target to age one year instantly. Only living creatures can be affected, not constructs, elementals or undead. Most of the time, aging a single year will not bring any immediate ill effects. Only if the target was one year from going into a new age category (see page 109 of Player’s Handbook for a description of age categories). Anyone who is aged into a new age category through the use of this spell will only suffer the Ability Score penalties for the new age category, the beneficial Ability Score modifiers only occur when the target has actually reached the age defined in the age category. For example, if the spell is cast two times on a 51 year old human, the character will be physically the equivalent of a 53 year old human (which will decrease his Str, Dex and Con by -2). Mentally, the character is still 51 years old, so it will still take two years before he gains the beneficial effects of being Old age (a +1 bonus to Int, Wis and Cha). This physical aging can not be reversed through any means short of a Miracle spell which will bring back 1 year of life energy to the target.
The caster of the spell gains an amount of XP equal to the HD of the target times ten. Thus, casting the spell on a 1st level commoner gives the caster 10 XP, casting it on a 10th level fighter gives the caster 100 XP. If the spell was cast on a creature with an average lifespan of 200 years or more, the spell only gives 5 XP per HD (DM’s call, but dwarves, elves and gnomes have an average lifespan of more than 200 years). The spell will only bring the caster XP if the target is a sentient creature (Intelligence 3 or above). The base Intelligence of the creature is used for this purpose (it is, for example, not possible to cast Fox’s Cunning on a cow in order for it to qualify as a sentient creature). No form of magical enchantment can make an unintelligent creature qualify to be a viable target of the spell (including Awaken).
The spell will still affect an animal, but the crude life energy will not empower the caster in the same manner as the powerful energy of a sentient creature. The spell will not affect magically created, living creatures (such as the creatures created by the Tyre spells). It is often possible to affect a creature a few times with the spell before the creature notices the negative effect of the spell. For example, if the caster tells the target that it is some kind of beneficial spell, it would often be possible to cast it a single time or two without the target noticing the loss of energy.
A fortitude save negates the spell. If the spell is blocked by spell resistance, if the caster fails to hit his target or if the target makes his fortitude save the caster will gain no XP.
Focus: A small totem made of clay and the hairs of a person that died of old age.
Ferret, you caught the point I was trying to make.
Alchemist, thanks, I changed the wording of that spell to "Drain" instead of "Damage".
VirgilCaine, thats a good point, and besides, the spell just says the flesh needs to be fresh, it doesn't say that the Necromancer needs to have killed the animal himself (one "could" imagine a Necromancer simply locating a recently slain animal in the forest if he was an extremist animal lover).
Keeper of Secrets, really love that you call it "insensitive", hehehehe

I think I would feel like my feelings had been really violated if someone just cast Finger of Death on me. Thanks for the compliments about the spells.
Now, here is a spell which is more clearly evil.
Aging Touch
Necromancy [Evil]
Level: Clr 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Aging Touch causes the target to grow older, while giving the caster the power of the lost life energy.
A touch from the caster’s hand, which has a faint glow of grey, swirling energies, causes the target to age one year instantly. Only living creatures can be affected, not constructs, elementals or undead. Most of the time, aging a single year will not bring any immediate ill effects. Only if the target was one year from going into a new age category (see page 109 of Player’s Handbook for a description of age categories). Anyone who is aged into a new age category through the use of this spell will only suffer the Ability Score penalties for the new age category, the beneficial Ability Score modifiers only occur when the target has actually reached the age defined in the age category. For example, if the spell is cast two times on a 51 year old human, the character will be physically the equivalent of a 53 year old human (which will decrease his Str, Dex and Con by -2). Mentally, the character is still 51 years old, so it will still take two years before he gains the beneficial effects of being Old age (a +1 bonus to Int, Wis and Cha). This physical aging can not be reversed through any means short of a Miracle spell which will bring back 1 year of life energy to the target.
The caster of the spell gains an amount of XP equal to the HD of the target times ten. Thus, casting the spell on a 1st level commoner gives the caster 10 XP, casting it on a 10th level fighter gives the caster 100 XP. If the spell was cast on a creature with an average lifespan of 200 years or more, the spell only gives 5 XP per HD (DM’s call, but dwarves, elves and gnomes have an average lifespan of more than 200 years). The spell will only bring the caster XP if the target is a sentient creature (Intelligence 3 or above). The base Intelligence of the creature is used for this purpose (it is, for example, not possible to cast Fox’s Cunning on a cow in order for it to qualify as a sentient creature). No form of magical enchantment can make an unintelligent creature qualify to be a viable target of the spell (including Awaken).
The spell will still affect an animal, but the crude life energy will not empower the caster in the same manner as the powerful energy of a sentient creature. The spell will not affect magically created, living creatures (such as the creatures created by the Tyre spells). It is often possible to affect a creature a few times with the spell before the creature notices the negative effect of the spell. For example, if the caster tells the target that it is some kind of beneficial spell, it would often be possible to cast it a single time or two without the target noticing the loss of energy.
A fortitude save negates the spell. If the spell is blocked by spell resistance, if the caster fails to hit his target or if the target makes his fortitude save the caster will gain no XP.
Focus: A small totem made of clay and the hairs of a person that died of old age.
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