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<blockquote data-quote="Voadam" data-source="post: 7934595" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/16889/PHBR4-The-Complete-Wizards-Handbook-2e?affiliate_id=17596" target="_blank">PHBR4 The Complete Wizard's Handbook</a></p><p>2e</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> If a human or demihuman victim is reduced to 0 hit points or 0 Strength by the caster in shadow form from the shadow form spell, the victim has lost all of his life force and is immediately drawn into the Negative Material Plane where he will forever after exist as a shadow. </p><p><em>Shadow Form</em> spell.</p><p><strong>Spectre:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ju-ju Zombie:</strong> <em>Zombie Double</em> spell.</p><p></p><p>Shadow Form (Necromancy) </p><p>Eighth-Level Spell</p><p>Range: 0</p><p>Components: V, S, M</p><p>Duration: 1 round/level</p><p>Casting Time: 1 round</p><p>Area of Effect: The caster</p><p>Saving Throw: None</p><p> By means of this spell, the caster temporarily changes himself into a shadow. The caster gains the movement rate, Armor Class, hit dice, and all abilities of a shadow. His chilling touch (requiring a normal attack roll) inflicts 2-5 (1d4+1) hit points of damage on his victims as well as draining one point of Strength. Lost Strength returns in 2-8 (2d4) turns after being touched. If a human or demihuman victim is reduced to 0 hit points or 0 Strength by the caster in shadow form, the victim has lost all of his life force and is immediately drawn into the Negative Material Plane where he will forever after exist as a shadow. </p><p> All of the caster's weapons and equipment stay with him, but he is unable to use them while in shadow form. He is also unable to cast spells while in shadow form, but he is immune to sleep, charm, and hold spells, and is unaffected by cold-based attacks. He is 90 percent undetectable in all but the brightest of surroundings. Unlike normal shadows, a wizard in shadow form cannot be turned by priests. At the end of the spell's duration, there is a 5% chance that the caster will permanently remain as a shadow. Nothing short of a wish can return the caster to his normal form. </p><p> The material components for this spell are the shroud from a corpse at least 100 years old and a black glass marble. </p><p></p><p>Zombie Double (Necromancy) </p><p>Seventh-Level Spell </p><p>Range: 0</p><p>Components: V, S, M</p><p>Duration: 1 turn/level</p><p>Casting Time: 1 turn</p><p>Area of Effect: Special</p><p>Saving Throw: None</p><p> This spell creates a ju-ju zombie duplicate of the caster. The zombie double has the same memories, consciousness, and alignment as the caster; essentially, the caster now exists in two bodies simultaneously. In all other respects, the zombie double is the same as a normal ju-ju zombie (AC 6; MV 9; HD 3+12; #AT 1; Dmg 3-12; SA strike as a 6 HD monster; SD immune to all mind-affecting spells, including illusions; immune to sleep, charm, hold, death magic, magic missiles, electricity, poisons, and cold-based spells; edged and cleaving weapons inflict normal damage while blunt and piercing weapons inflict half- damage; magical and normal fire inflicts half-damage); THAC0 16. </p><p> The zombie double cannot cast spells, but it can use any weapons that the caster can use. It is also able to climb walls as a thief (92 percent). The zombie double can be turned as a spectre. If it strays more than 30 yards from the caster, the zombie double becomes inactive and collapses to the ground; it becomes active again the instant the caster moves within 30 yards. </p><p> The material components for this spell are a bit of wax from a black candle and a lock of hair from the caster.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7934595, member: 2209"] [URL=https://www.drivethrurpg.com/product/16889/PHBR4-The-Complete-Wizards-Handbook-2e?affiliate_id=17596]PHBR4 The Complete Wizard's Handbook[/URL] 2e [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] If a human or demihuman victim is reduced to 0 hit points or 0 Strength by the caster in shadow form from the shadow form spell, the victim has lost all of his life force and is immediately drawn into the Negative Material Plane where he will forever after exist as a shadow. [i]Shadow Form[/i] spell. [b]Spectre:[/b] ? [b]Zombie:[/b] ? [b]Ju-ju Zombie:[/b] [i]Zombie Double[/i] spell. Shadow Form (Necromancy) Eighth-Level Spell Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: The caster Saving Throw: None By means of this spell, the caster temporarily changes himself into a shadow. The caster gains the movement rate, Armor Class, hit dice, and all abilities of a shadow. His chilling touch (requiring a normal attack roll) inflicts 2-5 (1d4+1) hit points of damage on his victims as well as draining one point of Strength. Lost Strength returns in 2-8 (2d4) turns after being touched. If a human or demihuman victim is reduced to 0 hit points or 0 Strength by the caster in shadow form, the victim has lost all of his life force and is immediately drawn into the Negative Material Plane where he will forever after exist as a shadow. All of the caster's weapons and equipment stay with him, but he is unable to use them while in shadow form. He is also unable to cast spells while in shadow form, but he is immune to sleep, charm, and hold spells, and is unaffected by cold-based attacks. He is 90 percent undetectable in all but the brightest of surroundings. Unlike normal shadows, a wizard in shadow form cannot be turned by priests. At the end of the spell's duration, there is a 5% chance that the caster will permanently remain as a shadow. Nothing short of a wish can return the caster to his normal form. The material components for this spell are the shroud from a corpse at least 100 years old and a black glass marble. Zombie Double (Necromancy) Seventh-Level Spell Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell creates a ju-ju zombie duplicate of the caster. The zombie double has the same memories, consciousness, and alignment as the caster; essentially, the caster now exists in two bodies simultaneously. In all other respects, the zombie double is the same as a normal ju-ju zombie (AC 6; MV 9; HD 3+12; #AT 1; Dmg 3-12; SA strike as a 6 HD monster; SD immune to all mind-affecting spells, including illusions; immune to sleep, charm, hold, death magic, magic missiles, electricity, poisons, and cold-based spells; edged and cleaving weapons inflict normal damage while blunt and piercing weapons inflict half- damage; magical and normal fire inflicts half-damage); THAC0 16. The zombie double cannot cast spells, but it can use any weapons that the caster can use. It is also able to climb walls as a thief (92 percent). The zombie double can be turned as a spectre. If it strays more than 30 yards from the caster, the zombie double becomes inactive and collapses to the ground; it becomes active again the instant the caster moves within 30 yards. The material components for this spell are a bit of wax from a black candle and a lock of hair from the caster. [/QUOTE]
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