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<blockquote data-quote="Voadam" data-source="post: 9634538" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/en/product/2155/the-quintessential-wizard?affiliate_id=17596" target="_blank">The Quintessential Wizard</a></p><p>3.5</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Mindless Drone:</strong> ?</p><p><strong>Ghost, Malevolent Spirit:</strong> ?</p><p><strong>Evil Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Feast of Flesh</em> spell.</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> <em>Grave Storm</em> spell.</p><p></p><p>Feast of Flesh</p><p>Necromancy</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 30 minutes</p><p>Range: Self</p><p>Target: You</p><p>Duration: 1 hour/level</p><p>Saving Throw: See below</p><p>Spell Resistance: No</p><p>Feast of Flesh has some similarities with ghoul touch, although its effects are far more long-lasting and serious. Owing to the grim material component required, few except the vilest of necromancers will ever cast it. It opens up a channel not just to the negative energy plane, but also to the primal essence of ghoulishness on that plane.</p><p>For the duration of the spell, you are granted the ability to paralyse your opponents with your unarmed strike attacks. This paralysis lasts 1d6+2 minutes. Elves are immune to it. Your victims may make Fortitude saving throws to resist the effects of the paralysis. All your unarmed strike attacks gain a bonus of +2 and do normal damage without penalty (rather than subdual damage). If you kill anyone with your unarmed strike attacks while affected by this spell, you may either consume their corpse there and then to gain an additional hour added to the duration of your feast of flesh, or leave the corpse be in which case it may rise as a ghoul itself after 1d4 days (see Core Rulebook III).</p><p>In addition to your paralysing touch, you gain a +2 bonus on all saving throws against mind-affecting magic or sleep spells for the duration of the spell. You work yourself into such a frenzy that it is very difficult to control you with magic.</p><p>At the Games Master’s discretion, a character who uses this spell too frequently may have a chance of becoming a ghoul himself when he dies.</p><p>Material component: At least 5 lbs of raw flesh from the caster’s own species, to be eaten during the casting process.</p><p></p><p>Grave Storm</p><p>Necromancy</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: Cone</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude half</p><p>Spell Resistance: Yes</p><p>Drawing upon the lethal arcane energies of the grave, this spell brings into existence a horrid stream of grave dirt, putrid flesh, maggots, and bone dust. This material extends forward in a cone from your hand. It slams into living creatures, overwhelming them in a horrid spray of death magic that deals 1d6 points of damage per caster level to a maximum of 15d6. Those that succeed take half damage. In addition, any creatures killed by this damage arise as zombies under the caster’s control in 1d4 rounds. Treat these creatures as monsters you created with animate dead.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9634538, member: 2209"] [URL=https://www.drivethrurpg.com/en/product/2155/the-quintessential-wizard?affiliate_id=17596]The Quintessential Wizard[/URL] 3.5 [b]Undead, Undead Creature:[/b] ? [b]Mindless Drone:[/b] ? [b]Ghost, Malevolent Spirit:[/b] ? [b]Evil Ghost:[/b] ? [b]Ghoul:[/b] [i]Feast of Flesh[/i] spell. [b]Lich:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Zombie:[/b] [i]Grave Storm[/i] spell. Feast of Flesh Necromancy Level: Sor/Wiz 4 Components: V, S, M Casting Time: 30 minutes Range: Self Target: You Duration: 1 hour/level Saving Throw: See below Spell Resistance: No Feast of Flesh has some similarities with ghoul touch, although its effects are far more long-lasting and serious. Owing to the grim material component required, few except the vilest of necromancers will ever cast it. It opens up a channel not just to the negative energy plane, but also to the primal essence of ghoulishness on that plane. For the duration of the spell, you are granted the ability to paralyse your opponents with your unarmed strike attacks. This paralysis lasts 1d6+2 minutes. Elves are immune to it. Your victims may make Fortitude saving throws to resist the effects of the paralysis. All your unarmed strike attacks gain a bonus of +2 and do normal damage without penalty (rather than subdual damage). If you kill anyone with your unarmed strike attacks while affected by this spell, you may either consume their corpse there and then to gain an additional hour added to the duration of your feast of flesh, or leave the corpse be in which case it may rise as a ghoul itself after 1d4 days (see Core Rulebook III). In addition to your paralysing touch, you gain a +2 bonus on all saving throws against mind-affecting magic or sleep spells for the duration of the spell. You work yourself into such a frenzy that it is very difficult to control you with magic. At the Games Master’s discretion, a character who uses this spell too frequently may have a chance of becoming a ghoul himself when he dies. Material component: At least 5 lbs of raw flesh from the caster’s own species, to be eaten during the casting process. Grave Storm Necromancy Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes Drawing upon the lethal arcane energies of the grave, this spell brings into existence a horrid stream of grave dirt, putrid flesh, maggots, and bone dust. This material extends forward in a cone from your hand. It slams into living creatures, overwhelming them in a horrid spray of death magic that deals 1d6 points of damage per caster level to a maximum of 15d6. Those that succeed take half damage. In addition, any creatures killed by this damage arise as zombies under the caster’s control in 1d4 rounds. Treat these creatures as monsters you created with animate dead. [/QUOTE]
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