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Necromancy spells
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<blockquote data-quote="scholz" data-source="post: 1483194" data-attributes="member: 10028"><p>I seem to have lost the original. But here is roughly how they would look.</p><p></p><p>Poltergeist</p><p>(Necromantic) </p><p>Level: Sor/Wiz 3, Death 4</p><p>Components: V, S, M</p><p>Casting Time: 1 Minute</p><p>Range: Close</p><p>Target: One building no bigger than 300 sq feet per level</p><p>Duration: Permanent</p><p>Saving Throw: N/A*</p><p>Spell Resistance: No</p><p>This spell animates a minor spirit to haunt some place and the people who reside there. The Poltergeist is not a particularly powerful, it has all the abilities of an Unseen Servant, and is constrained to the buildig in which it is cast. The caster has no control over the Poltergeist which goes about disrupting the lives of those who reside in the building in various ways it is capable of. It can move objects, push ceramic and glass objects off their perches, poke or tickle sleepers, etc.. It can turn incorporeal at will as a standard action (or corporeal). It cannot directly harm anyone, and it can only be harmed if it is corporeal by area effect spells (it has 1hp per level of the caster.) It will typicallyturn incorporeal and move away from confrontation to avoid being destroyed rather than fight. It's sole purpose is to annoy and frustrate the people that reside in the building it haunts. If no precautions are taken against it, people in that house can expect to get little sleep. However by plugging one's ears, and doing other precautionary things one may be able to get some sleep, but will be less able to awaken in the event something else happens. Likewise, if properly secured, items in the house can be protected from the Poltergeist, but it will do it's best to trouble those residing there none the less.</p><p>It can be turned but is treated as a creature with HD equal to half the level of the caster for such purposes.</p><p>A Consecrate Spell will keep it at bay.</p><p>A Hallow spell will banish it, as well as such spells as Dismissel, Dispel Evil etc..</p><p>The material component of the spell is the bone of a some person stolen from a grave.</p><p></p><p>Partial Possession</p><p>(Necromantic) </p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 Standard Action</p><p>Range: Close</p><p>Target: One Creature </p><p>Duration: 1 rd/level</p><p>Saving Throw: Will (special)</p><p>Spell Resistance: Yes</p><p>With this spell the caster uses necromantic magic to cause a person to attack or hinder himself. The spell causes the victims limb to grow pale and motley, and near skeletal. The victim is allowed a save each round to retain some control. Any round the victim fails a will save, the caster gains control of their limbs. As a free action she can command the limb to perform some action (if not commanded the limb will cooperate with the victim if no command was given, or follow the last order given). An arm can be used to strike the victim (it attacks as the victim with whatever bonuses it normally gets for an attack), it can attempt to grapple the victim (make attack as the victim against itself, one handed, but so is the victim), or do something else, disrupt spell casting, throw a weapon, draw items or anything normally possible for the arm. If cast on a leg, the caster can command the leg to interfere with movement (either holding fast, tripping up the victim, etc..) Such attempts are automatically successful. Other possible command consist of kicking a nearby person (or trying anyway), stomping on the victim's other foot, etc.. But those require attacks as above. </p><p>When the duration ends the limb returns to its normal appearance.</p><p>The Materical Component is either the leg or arm bones of a small rodent or bird.</p></blockquote><p></p>
[QUOTE="scholz, post: 1483194, member: 10028"] I seem to have lost the original. But here is roughly how they would look. Poltergeist (Necromantic) Level: Sor/Wiz 3, Death 4 Components: V, S, M Casting Time: 1 Minute Range: Close Target: One building no bigger than 300 sq feet per level Duration: Permanent Saving Throw: N/A* Spell Resistance: No This spell animates a minor spirit to haunt some place and the people who reside there. The Poltergeist is not a particularly powerful, it has all the abilities of an Unseen Servant, and is constrained to the buildig in which it is cast. The caster has no control over the Poltergeist which goes about disrupting the lives of those who reside in the building in various ways it is capable of. It can move objects, push ceramic and glass objects off their perches, poke or tickle sleepers, etc.. It can turn incorporeal at will as a standard action (or corporeal). It cannot directly harm anyone, and it can only be harmed if it is corporeal by area effect spells (it has 1hp per level of the caster.) It will typicallyturn incorporeal and move away from confrontation to avoid being destroyed rather than fight. It's sole purpose is to annoy and frustrate the people that reside in the building it haunts. If no precautions are taken against it, people in that house can expect to get little sleep. However by plugging one's ears, and doing other precautionary things one may be able to get some sleep, but will be less able to awaken in the event something else happens. Likewise, if properly secured, items in the house can be protected from the Poltergeist, but it will do it's best to trouble those residing there none the less. It can be turned but is treated as a creature with HD equal to half the level of the caster for such purposes. A Consecrate Spell will keep it at bay. A Hallow spell will banish it, as well as such spells as Dismissel, Dispel Evil etc.. The material component of the spell is the bone of a some person stolen from a grave. Partial Possession (Necromantic) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 Standard Action Range: Close Target: One Creature Duration: 1 rd/level Saving Throw: Will (special) Spell Resistance: Yes With this spell the caster uses necromantic magic to cause a person to attack or hinder himself. The spell causes the victims limb to grow pale and motley, and near skeletal. The victim is allowed a save each round to retain some control. Any round the victim fails a will save, the caster gains control of their limbs. As a free action she can command the limb to perform some action (if not commanded the limb will cooperate with the victim if no command was given, or follow the last order given). An arm can be used to strike the victim (it attacks as the victim with whatever bonuses it normally gets for an attack), it can attempt to grapple the victim (make attack as the victim against itself, one handed, but so is the victim), or do something else, disrupt spell casting, throw a weapon, draw items or anything normally possible for the arm. If cast on a leg, the caster can command the leg to interfere with movement (either holding fast, tripping up the victim, etc..) Such attempts are automatically successful. Other possible command consist of kicking a nearby person (or trying anyway), stomping on the victim's other foot, etc.. But those require attacks as above. When the duration ends the limb returns to its normal appearance. The Materical Component is either the leg or arm bones of a small rodent or bird. [/QUOTE]
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