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Dhavaer
2006-06-21, 09:42 AM
A few months ago, I found a collection of necromancy spells for AD&D. I'm trying to update and balance them for 3.5

Apothecary
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort (Harmless)
Spell Resistance: Yes

This spell transforms magical energy into life force, the effective reverse of life drain. The result is a minor healing spell wizards can employ. it heals 1d4 hp and grants a +2 bonus to saves against non-magical disease made in the next 24 hours.

Material Component: A freshly clipped strand of hair or a freshly clipped fingernail smeared with a bit of wood alcohol.

NullAshton
2006-06-21, 11:21 AM
You didn't describe what school it was in, and any sub-schools. Other than that, it seems good. Good when the cleric is in negative HP and you don't want to just pray that he stablizes.

You also didn't describe if it is damage instead of healing for undead. Although, life drain does affect undead as well I think, so may be okay. Hmm.

InaVegt
2006-06-21, 11:27 AM
He just stated it was a collection of NECROMANCY spells

Dhavaer
2006-06-21, 06:55 PM
Autopsy
Divination/Necromancy
Level: Sor/Wiz 1
Components: V, M
Casting Time: 1 minute
Duration: Special
Target: One corpse touched
Saving Throw: None
Spell Resistance: No

With this spell a wizard can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels, the spellcaster can learn more of the target's actions immediately prior to death.

{table]Wizard's Level | Maximum Time Dead| Maximum Time Frame Allowable
up to 5 |1 week |1/10 round
6-7 |1 month |1 round
8-10 |1 year |1 minute
11-13 |10 years |˝ hour
14-17 |1000 years |1 hour
18+ |any age |1 hour[/table]
The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at
2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge.

Pagz
2006-06-21, 06:57 PM
their awesom, nothing better than more spells to be able to cast

keep fighting the good fight

Dhavaer
2006-06-21, 09:51 PM
Cremate
Level: Sor/Wiz 1
Components: V, M
Casting Time: 1 standard action
Range: 5 feet/level
Area: 50 cubic feet.
Duration: Instantaneous
Saving Throw: None, Will Negates (see text)
Spell Resistance: No and Yes, see text

This spell incinerates dead bodies. Undead of 2HD or less must make a Will save or take 1d4 fire damage. Spell resistance applies to this effect.
Material Component: Ash from a cremation.

PandaNecromancer
2006-06-21, 09:54 PM
Cremate
Level: Sor/Wiz 1
Components: V, M
Casting Time: 1 standard action
Range: 5 feet/level
Area: 50 cubic feet.
Duration: Instantaneous
Saving Throw: None, Will Negates (see text)
Spell Resistance: No and Yes, see text

This spell incinerates dead bodies. Undead of 2HD or less must make a Will save or take 1d4 fire damage. Spell resistance applies to this effect.
Material Component: Ash from a cremation.

"I'm going to magically cremate this body!"
"Cool! Get to it!"
"...I can't."
"Why not?"
"I don't have the material component..."
"And that would be...?"
"Ash from a cremated body."
"..."

Tack122
2006-06-21, 11:11 PM
I agree Warforged Necromancer there are better choices for material components... perhaps a corpse as the component?

Dhavaer
2006-06-21, 11:17 PM
I'd be happy to remove the material component altogether. Having a corpse as the component would kind of negate the usefulness of the spell.

You're destroying a corpse... to destroy corpses. Huh.

Dhavaer
2006-06-22, 02:40 AM
Dispel Lesser Undead
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 undead/2 levels, none of which may be more than 30 feet from any other.
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

This spell can only affect undead of 2 Hd or lower. If such an undead fails the save it is utterly destroyed (as they say) and turns to dust.

reorith
2006-06-22, 02:42 AM
ashes, soot or charcoal would make some flavorful material components

Peregrine
2006-06-22, 05:35 AM
"I'm going to magically cremate this body!"
"Cool! Get to it!"
"...I can't."
"Why not?"
"I don't have the material component..."
"And that would be...?"
"Ash from a cremated body."
"..."

Well, you know, they use glass to make glass, and use paper to make paper, and stuff...

potatocubed
2006-06-22, 05:40 AM
You're destroying a corpse... to destroy corpses. Huh.

Double the efficiency! :)

Dhavaer
2006-06-22, 09:46 AM
Galen's Skeletal Hand
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round action
Effect: Animates dead hand into undead servant
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Galen's Skeletal Hand animates a dead hand, turning it into a curious undead servant. The hand has 1d2 hit points and is incapable of attacking a creature for damage. The hand can appear skeletal or with flesh, depending on the condition of the hand when it was animated; this has no effect on the performance of its tasks. It can "walk" on its fingers (think "Thing" from the Addams Family) at a speed of 5, and while stationary, it can manipulate objects with a fair amount of dexterity. When holding a pen, it can take dictations from its creator (and only its creator), and can turn pages of books, hold items, etc. The hand remains animated until dispelled or until the spell is cancelled by the caster. The material component is one gold coin, which is consumed by the spell.

Lysander
2006-06-22, 09:53 AM
Using a bit of ash from a cremated corpse makes sense. You only need a little pinch of ash and once you cast the spell you get enough new ash to cast the spell a hundred more times.

Also, shouldn't a permanent servant hand cost more than 1 coin? You need to put a time limit on that thing. Maybe make it 1/hour per level and change the material component to a fingernail.

Shhalahr Windrider
2006-06-22, 10:03 AM
A few thoughts on the spell school...

Apothecary would likely have been changed to Conjuration (Healing), given that's the treatment other healing spells got. Of course, opinions on this tend to vary.

Third edition also did away with spells belonging to two different schools, so autopsy should probably be changed. Not changing it would cause some confusion on the part of a Diviner who has chosen Necromancy as a prohibited school. So I think say you should come up with how the magical energy obtains the autopsy information and choose the appropriate school for that.

storybookknight
2006-06-22, 10:21 AM
Actually, if I saw correctly in the Spell Compendium they're phasing the multischool spells back in.

And yeah - healing spells are necromancies. Come on!

Edit: for clarification, yelling at WotC, not anyone here.

Shhalahr Windrider
2006-06-22, 10:43 AM
Actually, if I saw correctly in the Spell Compendium they're phasing the multischool spells back in.
Oh, come on. They were a bad idea even in second edition for the reasons I stated above. But it was worse on account of poor game design. A second edition specialist had no choice whatsoever in prohibited schools. You could guarantee an Invoker (third edition changed it to Evoker) could not cast Enchantment or Conjuration spells. Yet this didn't stop them from making a combination Evocation/Enchantment spell (demand, page 240, Advanced Dungeons and Dragons Player's Handbook). So can an Invoker cast that or not? I don't know, this wasn't addressed in the rulebook.

Likewise, does the Invoker learn and cast incendiary cloud (also page 240) as an Evocation or an Alteration?

Even if there were rules that answered these questions, it still would feel too cumbersome to me. I think there will be a lot of additional rules (particularly from splatbooks) that will address specific schools. And then they have to specifically address the combination-school spells as well. It can get confusing very quickly.

No, please. Keep my spells in one school each. :P

Dhavaer
2006-06-22, 07:08 PM
Ghast Blast
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Area: 10 foot radius
Duration: 1 round/2 levels
Saving Throw: Fort negates
Spell Resistance: Yes

By means of this spell, the wizard creates a zone of carrion stench around his person that affects everyone but himself in the area. Those who fail the saving throw become nausated as long as they remain within the area and for one full round after.
Material Component: A piece of rotting meat.

SpiderBrigade
2006-06-22, 08:15 PM
Just don't use it with Quicken spell against pirates.

"Ye foul wizard, Avast! Ye've passed your last fast-cast Ghast Blast!"

Dhavaer
2006-06-23, 04:55 AM
Lesser Life Draining
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort Half (see text)
Spell Resistance: Yes

Upon completing this spell, the caster must touch his or her intended target. That target sustains damage equal to 1d4 +1 point per level of the caster. Creatures of greater hit dice than the caster may make a save for half damage. In addition, the spell restores wounds to the caster equal to half the damage done (rounded down).

potatocubed
2006-06-23, 05:45 AM
Just don't use it with Quicken spell against pirates.

"Ye foul wizard, Avast! Ye've passed your last fast-cast Ghast Blast!"

That made me spray coffee all over my keyboard. Nice work. ;D

BTW, Dhavaer, keep 'em coming. I like a bit more flavour for my necromancy.

Dhavaer
2006-06-23, 07:43 PM
Reek
Necromancy/Evocation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One creature
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Yes

The hapless victim of a Reek spell finds himself exuding a carrion stench akin to that of zombies, noticeable for up to 30 feet depending on conditions. Although disgusting, the wretched odor has no measurable adverse affects on those nearby (though your DM may rule that those with exceptionally low Constitution scores must make checks to avoid becoming nauseous or sick).
The smell can not be washed away, and even stromg perfumes can not completely mask it. The Reek will draw any insects or creatures usually attracted by carrion, and will be left behind for those that track by smell... Note that the smell itself is not magical.
Although normal means will not dissipate the odor before the spell elapses, a Remove Curse or Dispel Magic may do so. The caster may also end the spell at any time. Once the Reek has ended, the lingering effects will remain in clothing and equipment until they are cleaned.
The material component is a bit of carrion.

PhoeKun
2006-06-23, 07:49 PM
Problem: you mention a duration for Reek, but it is listed as instantaneous. How long does it actually last?

Dhavaer
2006-06-23, 07:55 PM
I copy/paste too much.

wormwood
2006-06-23, 07:59 PM
Autopsy
Divination/Necromancy
Level: Sor/Wiz 1
Components: *V, M
Casting Time: 1 minute
Duration: *Special
Target: *One corpse touched
Saving Throw: *None
Spell Resistance: No

With this spell a wizard can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels, the spellcaster can learn more of the target's actions immediately prior to death.

* * Wizard's * *Maximum * * * *Maximum Time
* * Level * * * * * Time Dead * * * * Frame Allowable
* * up to 5 * * * *1 week * * * * * * * * * * 1/10 round
* * * * 6-7 * * * * * * * * 1 month * * * * * * * *1 round
* * 8-10 * * * * * * * * 1 year * * * * * * * * 1 turn
* * 11-13 * * * * *10 years * * * * * * * * ˝ hour
* * 14-17 * * * * *1000 years * * * * * * 1 hour
* * * * 18+ * * * * * * * any age * * * * * * * * 1 hour

The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at
2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge.


sorry to nitpick but turns don't exist anymore. you need to update that bit.

I do like the spells though.

Dhavaer
2006-06-24, 01:09 AM
Selena's Worry Free Racial Purity Protector
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes

Selena wrote this spell to insure that she never broke the racial purity of her elven blood due to sexual relations with humans. She also feels that the spell is also quite useful for keeping her life less complicated and lets her enjoy the now more fully. The spell is only useful for aborting fetuses, and can be used very late in the pregnancy. The spell is less painful to the mother the earlier the term of the pregnancy. The caster must touch the recipient's (which can be herself) abdomin for a turn while chanting the necessary verbal companents and holding the material companent in the air. The material componant is a deceased newborn animal and is consumed in the casting.

Dhavaer
2006-06-24, 06:19 PM
Small Sisselei
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One living creature of large size or smaller
Duration: Instantaneous
Saving Throw: Fort Negates
Spell Resistance: Yes

The victim begins to shiver and twitch uncontrollably. They have a 50% chance to drop any item they hold (25% if they hold one item in both hands) and suffer a -3 penalty to attack rolls and AC.

Umbral_Arcanist
2006-06-24, 06:31 PM
Selena's Worry Free Racial Purity Protector
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes

Selena wrote this spell to insure that she never broke the racial purity of her elven blood due to sexual relations with humans. She also feels that the spell is also quite useful for keeping her life less complicated and lets her enjoy the now more fully. The spell is only useful for aborting fetuses, and can be used very late in the pregnancy. The spell is less painful to the mother the earlier the term of the pregnancy. The caster must touch the recipient's (which can be herself) abdomin for a turn while chanting the necessary verbal companents and holding the material companent in the air. The material componant is a deceased newborn animal and is consumed in the casting.

Hmmm, that is a spell that covers a touchy subject...... it seems to be that an evil alignment for that spell may be desired by some......

Also since it may not be necessarily "harmless", you can resist if you want, right?

Dhavaer
2006-06-24, 06:36 PM
You can always resist when you want. You can make a save against a cure spell if you like.

Dhavaer
2006-06-24, 10:26 PM
Greater Disrupt Undead
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Effect: Ray
Target: 1 Undead creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The target of this spell takes 1d8+1 positive energy damage, +1 damage per caster level (max +10). So a 10th level caster would deal 1d8+11 damage. This spell has no effect on non-undead.

Dhavaer
2006-06-25, 06:22 AM
Vigor
Level: Sor/Wiz 1
Components: V, S
Casting Time: 10 minutes
Range: Short
Target: 1 creature/3 levels
Duration: Eight hours
Saving Throw: None
Spell Resistance: Yes

Vigor is possibly misnamed, though it has this effect. When casting Vigor, the caster draws on his deep understanding of death to tell a grisly and spooky story to his companions. This story is so shocking that it prevents natural sleep (+2 to save vs magical sleep) The recipient(s) of the tale will remain awake throughout the night, and will not suffer adversely from the loss of sleep (aside from lack of healing from rest). More than 2 nights of sleep loss will cause a cumulative -1 penalty to all attack rolls, saves and checks.

Gralamin
2006-06-25, 10:40 AM
Spells look good to me Dhavaer


Oh, come on. They were a bad idea even in second edition for the reasons I stated above. But it was worse on account of poor game design. A second edition specialist had no choice whatsoever in prohibited schools. You could guarantee an Invoker (third edition changed it to Evoker) could not cast Enchantment or Conjuration spells. Yet this didn't stop them from making a combination Evocation/Enchantment spell (demand, page 240, Advanced Dungeons and Dragons Player's Handbook). So can an Invoker cast that or not? I don't know, this wasn't addressed in the rulebook.

Likewise, does the Invoker learn and cast incendiary cloud (also page 240) as an Evocation or an Alteration?

Even if there were rules that answered these questions, it still would feel too cumbersome to me. I think there will be a lot of additional rules (particularly from splatbooks) that will address specific schools. And then they have to specifically address the combination-school spells as well. It can get confusing very quickly.

No, please. Keep my spells in one school each. :P
Actually its in PHBII, and it does adress those questions

Dual-School Spells, PHBII page 95
Effects that prevent a spellcaster from accessing one school of a dual-school spell prevents all access to that spell. For Example a specialist wizard cannot learn a dual-school spell if either of the spells schools is one of his prohibited schools...
It continues on answering questions.

Dhavaer
2006-06-25, 04:53 PM
Whisper's Magic Sacrifice
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistance: No

This spell can be extremely useful, but also extremely dangerous to use. This spell opens up a link between the wizard's lifeforce and his magic energy. Through the use of this spell, the wizard can cast another spell without losing that spell from memory. Instead, the energies for the spell are directly drawn from the wizard himself. The wizard thus gets drained for an amount of hit points equal to the square of the spell level of
the spell the wizard casts subsequent to the magic sacrifice.
This drain is irrevocable, and being drained directly from the wizard's life force, there is no manner to shield the wizard from this damage, magical nor mundane. Also, the damage thus sustained cannot be healed in any other
way than by natural healing. Note that if the caster so wishes, he could cast a spell whose draining would kill him, in which case only a resurrect, wish, or the like would bring him back to life.

Shhalahr Windrider
2006-06-25, 05:53 PM
There's already a spell called vigor in Complete Divine. It grants the subject fast healing.

Just hoping to cut down on any possible confusion.

Dhavaer
2006-06-25, 05:57 PM
It's also a talent in d20 Modern.

Dhavaer
2006-06-26, 07:27 AM
Noska Trades' Blackfire
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Effect: Handful of black flames
Duration: 1 mniute/level
Saving Throw: None, Ref partial (see text)
Spell Resistance: No, Yes (see text)

When this spell is cast, a cold, black fire appears in the wizard's hand, shedding violet coloured light equivalent to torchlight. The wizard can hold the blackfire without taking damage or throw it at an opponent.
Throwing the Blackfire requires a ranged touch attack. It has short range. If it hits, it begins to burn away the target's lifeforce, dealing 1d6 negative energy damage, +1 per 2 levels (max +5). The creature struck must make a Reflex save or be set on fire, taking 1d6 negative energy damage/round until they make a Reflex save, as for a normal fire.
The Blackfire burns only living creatures; undead are healed only half the damage that would be dealt, and cannot catch alight, and non-living matter is unaffected.
The product of Blackfire combustion is oxygen and ash.

Material Components: Human fat and powdered magnesium

SpiderBrigade
2006-06-26, 08:37 AM
Re: Blackfire

I could swear I've seen something very similar to this spell somewhere before - the mechanic of "catching on fire, but it's not real fire" sounds extremely familiar. Of course, you've posted a lot of spells on these boards Dhavaer - was it maybe one of yours I'm thinking of?

Dhavaer
2006-06-26, 08:52 AM
I may have posted this spell before, because I really do like it, but if I did I think it would have been on the Wizards boards, because I found the Tome before I found these boards.

Leon
2006-06-26, 08:59 AM
Just don't use it with Quicken spell against pirates.

"Ye foul wizard, Avast! Ye've passed your last fast-cast Ghast Blast!"

LMAO

ExHunterEmerald
2006-06-26, 09:07 AM
Whisper's Magic Sacrifice.
What if they use a cantrip?
Zero squared is zero. Freebie?
You could make it a minimum of one damage if that would unbalance things. I've never played a spellcaster, so.

Dhavaer
2006-06-26, 09:11 AM
If they're willing to trade a level 1 spell for 1 cantrip/level, I'm happy enough to let them.

Dhavaer
2006-06-26, 07:47 PM
Purity
Necromancy [Good]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Allows caster to channel positive energy
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell opens a conduit to the positive energy plane, allowing the caster to Turn Undead as a first level cleric. The caster doesn't require a holy symbol.

Dhavaer
2006-06-27, 04:30 AM
Rael's Draining Arrow
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Target: One arrow or bolt
Duration: 1 hour/2 levels; 1 minute/level
Saving Throw: Will Half
Spell Resistance: Yes

This spell fills an arrow with vitality draining power. When the arrow hits, it deals 1d6 strength damage (save for half). After 1 minute/level, the damage heals at a rate of 1/minute.
The focus is the arrow or bolt to be affected.

SpiderBrigade
2006-06-27, 09:12 AM
Hmm, the "Until Discharged" quality of the arrows seems like it could be open for abuse. *For instance you could spend a day or two of downtime filling the ranger's arrows with this enchantment, both regular slots and metamagicked up (5th level for 6 Str damage on a hit? Yes please) as you see fit. *Then he carries around the magical arrows until needed. *Considering the cost of an equivalent strength poison, this is too good.

Consider making the effect stick around for a few rounds, or maybe 1 min/level. *That lets you do a BIT of pre-fight buffing, but you can't spend a week making an arsenal of deadly arrows.

Edit: of course it's possible I misunderstood your "Duration" block, and this is already what you intended. If so, appy-polly-loggies.

Dhavaer
2006-06-27, 06:54 PM
That's what I was thinking too. Does one hour/level sound decent?

SpiderBrigade
2006-06-27, 07:15 PM
Yeah, I'd say that's reasonable, or maybe 1 hour/2 levels. At really high levels they can do things like casting the spell right before they rest, and then having the enchanted arrows for a few hours the next day, but I don't think that's a serious problem. It avoids the problem of filling the archer's whole quiver with strength-draining deathbolts.

Dhavaer
2006-06-27, 08:05 PM
Sacrifice
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 full round
Range: Personal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

As the caster incants the spell, they must perform a coup-de-grace. If the creature dies, its hit points are transferred to the caster. Hit points beyond the caster's maximum are gained as temporary hit points, and fade after one hour.
Focus: The silver dagger used to perform the coup-de-grace, which must be sharpened and cleansed with salt water prior to the casting.

Rei_Jin
2006-06-27, 08:08 PM
Nice.

Because he's using a silver dagger, the HP he gets for it are going to be low, but it's got a lot of flavor to it.

And anyway, how often is a wizard or sorceror going to get the chance to do a Coup De Grace on an opponent? It's something you'd give to an evil bastard BBEG who likes sacrificing people.

Dragonmuncher
2006-06-27, 08:15 PM
Because he's using a silver dagger, the HP he gets for it are going to be low, but it's got a lot of flavor to it.



Now if it gave you the MAX hp of the creature sacrificed, that would be a much cooler spell.

If it gives you however much hp the creature has when you CDG... that just seems kind of lame.

If the spell only gives you the amount of damage you deal (as you read it), then you're only going to get what, 8 damage max? A CDG is just an auto-crit that has a built in save-or-die fort save, after all.

Dhavaer
2006-06-27, 08:25 PM
The spell would give you however many hp the creature has. So if they're paralysed, you'll have a whole lot of hit points.

Dhavaer
2006-06-28, 06:59 AM
Saphrael's Damage Mirror
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10 foot radius
Duration: 1 hour per level or until discharged
Saving Throw: None
Spell Resistance: No

This spell is triggered by a succesful melee attack. 'Success' is determined by a successful attack roll, not damage. When the spell is discharged, every creature within 10 feet of the wizard takes an amount of damage equal to that dealt by the attack. Any damage reduction the wizard may have does not apply to the damage dealt by a spell. (If the wizard has 5 DR and takes 7 damage, reduced to 2 by the DR, those affected take 7 damage, not 2)

Dhavaer
2006-06-28, 06:13 PM
Skeletal Strength
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The caster temporarily gains some of the abilities of an undead skeleton. He gains DR 5/bludgeoning, and becomes immune to one of the following effects/4 caster levels: sleep, charm, hold, or cold-based spells. He is affected by holy water as if he were undead.
Material Component: A human rib.

Dhavaer
2006-06-29, 03:34 AM
Skull of Darkness
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Effect: 1 floating skull
Duration: 1 hour/2 levels (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

The caster transforms a rock into a skull, which floats about 5' off the ground. The caster can see, hear and speak through the skull in a deep, demonic voice. As long as he remains within Long range.
When the spell ends or is dismissed, the skull vomits while melting into maggots and worms. This causes all creatures within 30 feet to make Will saves or be panicked for 1d4 rounds. This is a mind-affecting fear effect.

Dhavaer
2006-06-29, 08:19 AM
Unlife Disruption
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Target: Undead within range.
Duration: 1 round + 1 round/level
Saving Throw: Will half
Spell Resistance: Yes

Glittering black smoke spews from a vial of holy water and begins to silently approach the nearest undead. It reaches it in one round and deals 1d6 damage/level. In subsequent rounds, it moves to the nearest untouched undead and deals equal damage to it. The cloud cannot move further than 30 feet in one round; if there is no undead within range, it dissipates.
Material Component: Holy Water

SpiderBrigade
2006-06-29, 09:00 AM
You're on a roll with these, D. Nice spells, although I think Damage Mirror might be a tad strong. The wizard doesn't take the damage, right? A spell that simultaneously protects you and damages your enemies needs to have some sort of limit to it, like maybe a damage cap/level, or be higher than 2d level.

Of course, if the caster also takes the damage in addition to reflecting it, it's not as bad. Might still want a cap, just to prevent abuse (wizard finds a way to make himself immune to piercing, coup-de-graces himself as an AoE attack, that sort of ludicrous tricksy stuff).

Dhavaer
2006-06-29, 09:03 AM
The wizard takes the damage. There's no innate protection element.

And if you like these, check out my Hellknight.

Yes, I'm advertising. So sad.

Dhavaer
2006-06-29, 06:46 PM
Vampiric Kiss
Level: Sor/Wiz 2
Components: S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

When a wizard casts this spell, he must kiss the intended victim on the neck and the victim must be able to receive a kiss (cannot be in combat).
After the kiss, the victim will lose 2 hit points per round. The wizard heals 1 hit point per round.

Dhavaer
2006-06-29, 10:05 PM
Zombie Dust
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Area: 20 foot cube
Duration: 2 rounds + 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes

The caster blows dust from a destroyed zombie into the target area, causing those within it to become sluggish. Affected creatures take a -20 penalty to iniative. This spell doesn't require the targets to breathe; the effect is purely magical.
Material Component: Zombie dust.

Dhavaer
2006-06-30, 04:35 AM
Alefian's Dispel Fatigue
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full round action
Range: Touch
Target: Creature Touched, 1 creature/3 levels
Duration: Instantaneous
Saving Throw: Fort (Harmless)
Spell Resistance: Yes

The targets become re-energised. The fatigued and exhausted conditions are removed from the targets, and they heal 1d4 subdual damage/2 caster levels.
Material component: a sprinkle of fresh spring water.

Dhavaer
2006-06-30, 09:25 AM
Bonelock
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One humanoid
Duration: Permanent or 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

This spell affects 1d4 joints, causing them to fuse into inflexible, solid bone. Roll 1d6 to determine affected joints...the first joint listed is affected first, then if the same joint is rolled again, the next joint is affected or the penalty is worsened (see text below).

1. Neck [-1 AC when flanked, cumulative]
2. Wrist, Elbow, Shoulder (L) [-1 hit/dmg cumulative]
3. Wrist, Elbow, Shoulder (R) [-1 hit/dmg cumulative]
4. Ankle, Knee, Hip (L) [-1 AC penalty cumulative]
5. Ankle, Knee, Hip (R) [-1 AC penalty cumulative]
6. Back [negates Dex bonus, -1 AC penalty
cumulative]

If the save is successful, the duration is 1 round/level instead of permanent.

ExHunterEmerald
2006-06-30, 09:27 AM
Is there any way to cure someone who's been permanantly bonelocked?
Also, could you stop the AC loss at a total of 10+Dex Mod, since 10 is the unarmored? For other creatures, maybe their natural AC...

Dhavaer
2006-06-30, 09:29 AM
Just Dispel Magic. Remove Curse or Break Enchantment would work as well, I think.

sin_sephiroth
2006-06-30, 12:28 PM
wow, i like almost all of these spells. too bad there are no higher end spells in there. also, im sure you said this already but i forget. where did you find these spells?

Dhavaer
2006-06-30, 05:55 PM
The Ancient Tome of Dark Magic. Google it at you might find it again. Also, the reason for the lack of higher level spells will become apparent if you look through the thread. I'm doing them in order of level, I've just only gotten up to level 3.

Dhavaer
2006-06-30, 07:41 PM
Cause Impotence
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Mammalian Creature Touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Fort partial

This spell requires a melee touch attack. If the attack is successful, the target takes 1d6 damage and is stunned for 3d6 rounds. In addition, they are unable to perofrm any sort of sexual acitivity until Cure Impotence is cast.
If the save succeeds, the target is not stunned, but dazed for 1d6 rounds, and the impotence effect lasts only 1d4 days.

ExHunterEmerald
2006-06-30, 10:00 PM
WHOA.
Dude, you're doing 'em all?
You're a machine!
We ought to sticky this for you...

Dhavaer
2006-06-30, 10:03 PM
That'd be great. I'm not doing them all, some are copies of each other, some use mechanics I can't seem to translate, and some I just don't like. But I intend to do a lot of them, and maybe go back and so some I've missed later.

Dhavaer
2006-07-01, 04:57 AM
Cure Impotence
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort (Harmless)
Spell Resistance: Yes

When this spell is cast, it removes any magical or non-magical impotence suiffered by the target, included that resulting from destroyed or damage genatalia.

Dhavaer
2006-07-01, 05:53 PM
Disrupt Control
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Medium
Target: 2HD of Undead/level
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

The spellcaster attmetps to break the control another spellcaster or rebuking cleric has over the target undead creatures. The creatures' controller makes the save, not the undead themselves.
If successful, the undead are rendered free willed, unless they are mindless, in which case they simply stand still until controlled again.
This spell does not prevent anyone, including the original controller, from gaining control over the undead again.

Material Components: A piece of string.
Focus: Scissors, to cut the string.

Dhavaer
2006-07-01, 11:12 PM
Doomblade
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Effect: Magical Sword
Duration: Concentration
Saving Throw: None
Spell Resistance: None

The caster conjures a black sword that connects directly to his own lifeforce.
The sword can move up to short range from the caster, and attacks with the caster's BAB modified by his primary casting ability, with a +2 bonus.
Every hit deals 1d4 damage/3 caster levels, which is given to the caster as hit points. However, the sword takes 5 hp from the caster every round.
The sword counts as magical for the purposes of defeating damage reduction..

Dhavaer
2006-07-02, 02:04 AM
Evermore's Necromantic Touch
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The touched creature takes 1d6 damage (untyped), 1 Strength damage and 1 Charisma damage.

Dhavaer
2006-07-02, 07:31 PM
Grasping Hands of Horror
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium
Area 1 5 foot square/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The caster causes rotting arms to emerge from the ground and attempt to pull his foes under. The arms do not need to make a touch attack to initiate the grapple, but they can only grapple creature's within the spell's area. The spell creates 1 arm/caster level, and each arm makes grapple checks with a modifier equal to the caster level + primary casting stat. Only one arm may attempt to grapple any one creature, but other arms may help, automatically succeeding on their aid another check to add a +2 bonus to the first arm's attempt.
The hands can only pin creatures, but if they are pinned for two or more rounds they are pulled beneath the ground and begin to suffocate.
They can be dug out, magically or mundanely, and can be found 5 feet below ground.

Dhavaer
2006-07-04, 07:10 AM
Haunting
Necromancy/Illusion [Phantasm]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: 0 feet
Area: 1 building, up to 1000 sq ft + 100 sq ft/level
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: None

The caster causes the targeted building to be haunted by an invisible, incorporeal creature created from the caster's will.
The caster can cause the haunt to be more or less active, but does not have direct control of the haunt. However, the caster can set a goal for the haunt when the spell is cast, and the haunt will go about this as well as possible. The haunt will not attempt to affect the caster unless allowed to.
The haunt can create effects including the following:
- Non-magical lights are dimmed to ˝
brightness
- Small objects levitate or move on their
own.
- Walls or other objects appear to bleed
(the blood vanishes when the effect ends)
- Knee deep fog fills a room or hall
- Dust/spider webs appear and disappear
- Objects/areas glow
- Sound effects(up to a loud voice)
- Growls,crying,music etc.
- Minor illusions (up to 1 cubic foot per
level of caster)
- Temperature changes (as much as 20° in
either direction)
- Soft breezes

Material components: fleece,bees wax,phospherous, spider webs, graveyard dirt, and a drop of the casters blood.

Dhavaer
2006-07-04, 06:26 PM
Healing Sleep
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 8 hours
Saving Throw: None
Spell Resistance: Yes

This spell may only be cast on a willing target. The target falls into a deep sleep, and will not awaken for 8 hours. During this time it heals 20 damage, + 1/caster level, in addition to its natural healing.

SpiderBrigade
2006-07-04, 07:03 PM
Healing Sleep
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 8 hours
Saving Throw: None
Spell Resistance: Yes

This spell may only be cast on a willing target. The target falls into a deep sleep, and will not awaken for 8 hours. During this time it heals 20 damage, + 1/caster level, in addition to its natural healing.

That's...really strong for a 3rd-level spell. Especially a wizard spell. Sure, it requires 8 hours of rest...but for one spell cast right before bed, you gain comparable healing to an even-level cleric. IN 3.5 arcanists don't really have much access to healing magic, so I'd say either rework this spell or bump it up a few levels.

PhoeKun
2006-07-04, 07:11 PM
I don't see any reason to bump it up in spell level. You're looking at a spell that you can (in essence) only use before going to sleep at night. And in the meantime, it just sits there in your spells known or prepared, doing absolutely nothing.

Nobody's going to toss Clerics out the window for a Wizard with this spell, and a Sorcerer who takes it is just insane. It's fine where it is.

SpiderBrigade
2006-07-04, 07:34 PM
I guess I need MrNexx to explain to me again why arcane healing is okay, balancewise...

Dhavaer
2006-07-05, 02:46 AM
Imprison Life Force
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing, Dead Creature Touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

The mage traps the soul of a dead creature within its own body. It cannot be dead any longer than 1 round/caster level.
A body and soul under the effect of this spell may be returned to life by a Restoration spell once the body has been made fit for habitation (healed to 1 or more hp). This return from death doesn't cause the loss of Constitution or a level.
This spell cannot affect a creature slain by a death spell or negative levels.

Dhavaer
2006-07-05, 08:31 AM
Kalli's Creeping Skin
Necromancy [Fear]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One living creature/ 3 levels
Duration: 2 rounds + 2 rounds/level
Saving Throw: Will
Spell Resistance: Yes

Those who make the save against this spell feel a slight itch and a pulling of their skin towards the caster, but nothing more.
Those who fail become severely itchy, suffering a -1 penalty to attack rolls and AC. The following round, the itch becomes more severe, and lumps rise beneath the victims' skin and begin to crawl around, as though some burrowing creature is under their skin.
The victims must make a second saving throw each round; failure results in them scratching at the lumps or attacking them with weapons, dealing normal damage to the victim. Success on the save results in them being dazed for the remainder of the spell's duration.
They must continue to make the second save until the duration ends or it is failed. Every time they attack themselves, they may save again with a bonus equal to half the damage dealt. If this save is passed, they cease to attack themselves, but are still dazed and must continue to save in subsequent rounds.

Material Component: A rot grub, which the caster crushes between his cupped hands.

InaVegt
2006-07-05, 08:35 AM
Kalli's Creeping Skin
Necromancy [Fear]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One living creature/ 3 levels
Duration: 2 rounds + 2 rounds/level
Saving Throw: Will
Spell Resistance: Yes

Those who make the save against this spell feel a slight itch and a pulling of their skin towards the caster, but nothing more.
Those who fail become severely itchy, suffering a -1 penalty to attack rolls and AC. The following round, the itch becomes more severe, and lumps rise beneath the victims' skin and begin to crawl around, as though some burrowing creature is under their skin.
The victims must make a second saving throw each round; failure results in them scratching at the lumps or attacking them with weapons, dealing normal damage to the victim. Success on the save results in them being dazed for the remainder of the spell's duration.
They must continue to make the second save until the duration ends or it is failed. Every time they attack themselves, they may save again with a bonus equal to half the damage dealt. If this save is passed, they cease to attack themselves, but are still dazed and must continue to save in subsequent rounds.

Material Component: A rot grub, which the caster crushes between his cupped hands.

I think this one is either slightly overpowered or poor worded

Dhavaer
2006-07-05, 08:36 AM
Maybe make it so they don't have to save after passing the save to stop attacking themselves?

InaVegt
2006-07-05, 08:40 AM
Maybe make it so they don't have to save after passing the save to stop attacking themselves?
As it is now they attack themselves matbe eleven times if they fail all saves, it's will so if you have a decent modifier Tanks will have a hard time saving aginst it (Gray elf wizard with a + 2 item and base of 18 has a DC of 19, tanks will have a base save of + 1 and maybe + 2 will at most, resulting in a lot of failed saves)

Dhavaer
2006-07-05, 08:44 AM
With the bonus for damage dealt, though, they won't be attacking themselves for long. By level 5, most tanks will have around a +3 Will save, and do enough damage to boost it up high enough to save on lower than a 10.

InaVegt
2006-07-05, 08:48 AM
but the next round they must save again, this spell might need to get a bump to 4th IMHO

Dhavaer
2006-07-05, 08:50 AM
But if the need to continue to save is removed?

InaVegt
2006-07-05, 08:53 AM
Then I might lower it even to second, but I'm not sure

Dhavaer
2006-07-05, 07:09 PM
Kalli's Touch of Death
Level: Sor/Wiz 3

As Chill Touch, but touching a living creature deals 4d6 damage, and inflicts 2 points of Strength drain if the Fortitude save is failed.

Dhavaer
2006-07-06, 01:49 AM
Life Drain
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Area: 30 foot radius emanation
Duration: 1 round/level, concentration
Saving Throw: Fort (Harmless)
Spell Resistance: Yes

Every creature except the caster within the spell's area must make a Fortitude save or take 1d4 untyped damage and 1 Strength damage.
Creatures remaining within or entering the area must continue to save in subsequent rounds. Creatures leaving the area do not have to save until they return to the area.

Material Component: A miniature ivory coffin, worth 50gp.

Dhavaer
2006-07-06, 04:24 PM
Life Transfer
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Short
Area: 15 feet/2 levels radiu spread
Duration: Instantaneous; 1 hour/level
Saving Throw: None
Spell Resistance: No

By use of this spell, the caster drains the life force of plants in the area of effect to one third of their full life force. Thus, plants will weaken, but they will regain their strength in a relatively short time.
The caster stores the energy within himself for up to one hour/level, during which he may cast no other spells. He may use this energy to revitalise an area of land, equal in size to the original area, as the Plant Growth spell.
Alternately, he may remove any blight, defilement or other effect which prevents plants from growing or thriving in the area.

Dhavaer
2006-07-07, 01:31 AM
Marthamus's Strangle
Level: Sor/Wiz 3
Components: S
Casting Time: 1 standard action
Range: Short
Target: One living creature
Duration: Concentration
Saving Throw: Will Negates
Spell Resistance: Yes

The mage reaches out and crushes the target's windpipe, throttling him. The target is stunned and begins to suffocate. Every round after the first the target is allowed a new saving throw with a -2 penalty for every previous failed save.

Dhavaer
2006-07-07, 05:41 PM
Mend Undead
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Skeleton or Zombie Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster places one hand on a destroyed skeleton or zombie, and the other on a damaged one. The destroyed undead is disintegrated, and the damaged undead healed 4hp for every HD of the destroyed undead.

Material Components: The destroyed undead and a vial of unholy water.

Dhavaer
2006-07-07, 07:37 PM
Chill Bolt
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One creature
Duration: Instantaneous
Saving Throw: Fort partial or Will negates
Spell Resistance: Yes

A bolt of necromantic energy is released from the caster's hand, unerringly seeking out and striking its target.
Living creatures struck take 1d6 cold damage/caster level, and 1 Strength damage/3 caster levels. A Fortitude save negates the Strength damage.
Undead creatures struck must make a Will save or be forced to flee from the caster for 1 round/level.

Dhavaer
2006-07-08, 05:13 AM
Pain
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: 1 living creature
Duration: Concentration, max 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

The target is struck by agonising pains, making it extremely difficult to act. They suffer a penalty to attack and damage rolls, AC, skill checks and saving throws equel to -1/2 caster levels (maximum -5). Their speed is reduced by half, and they must make Concentration checks to perform any action that would ordinarily require one when taking damage, with a DC of 20 or 20 + the spell's level.

Dhavaer
2006-07-10, 10:17 PM
Pains of the Heart
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 2 Willing Creatures Touched
Duration: 2 hours/level
Saving Throw: No
Spell Resistance: No

For the duration of the spell, one target (the primary target) takes on the pains of the other (the secondary target). When the secondary target is damaged, they feel only a shadow of the pain, and take a maximum of 1 point of damage. All other damage is taken by the primary target.
Distance between the two targets is irrelevant, as long as they are on the same plane.

Material Component: The hair of both targets, knotted together.

Dhavaer
2006-07-22, 09:51 PM
Pestilence
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Area: 5 foot/level radius burst, centred on caster
Duration: Instantaneous, 1 day/ 3 levels
Saving Throw: Fort Negates, see text
Spell Resistance: Yes

All creatures within the spells area, including the caster and his allies, take 1 damage. Creatures reduced to 0 or less hp by this damage are slain. There is no save against this effect, but spell resistance applies.
A creature damaged but not killed by this spell must make a fortitude save or by infected. Infected creatures take 1 point of damage per day, and do not heal naturally.

Material Components: Bone dust and a drop of acid.

martyboy74
2006-07-22, 10:22 PM
Dang, you're really working away at this. Some of these look like pretty nice spells too.

I highly reccommend changing Vigor's name; as well as being a spell in CDiv, it's also a power in the XPH.

Dhavaer
2006-07-22, 10:33 PM
Quevven's Draining Blades
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close
Target: 1 Mundane Melee Weapon
Duration: 2 rounds/level
Saving Throw: None (object)
Spell Resistance: No

This spell temporarily causes a weapon to transfer lifeforce from its victim to the caster. Whenever the weapon causes damage, the caster gains 1d3 temporary hitpoints. The caster cannot gain more hitpoints from an attack greater than the damage dealt. If the caster is wounded, the temporary hitpoints are halved and converted into actual healing.
While under the effect of this spell, the weapon cant penetrate damage reduction/magic. It gains no enhancement bonus.

Focus: The weapon to be enspelled.

PhoeKun
2006-07-22, 10:38 PM
Quevven's Draining Blades
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Close
Target: 1 Mundane Melee Weapon
Duration: 2 rounds/level
Saving Throw: None (object)
Spell Resistance: No

This spell temporarily causes a weapon to transfer lifeforce from its victim to the caster. Whenever the weapon causes damage, the caster gains 1d3 temporary hitpoints. The caster cannot gain more hitpoints from an attack greater than the damage dealt. If the caster is wounded, the temporary hitpoints are halved and converted into actual healing.
While under the effect of this spell, the weapon cant penetrate damage reduction/magic. It gains no enhancement bonus.

Focus: The weapon to be enspelled.

That seems awfully limited in use for a 3rd level spell. Are you certain it shouldn't be 2nd level?

Dhavaer
2006-07-22, 10:49 PM
No, I've no idea what level it should be. It is mildly raised in usefulness that you can cast it on the fighter's greatsword, isn't of the mage having to use it himself, but yeah, it's not that great. Second level?

PhoeKun
2006-07-22, 10:53 PM
I think second level works best. It's still a pretty useful effect, especially given that you can cast it on a melee fighter's weapon, but the "mundane weapons only" clause cripples it otherwise.

Does the fighter even have a non-magic weapon by the time you can cast 3rd level spells?

Dhavaer
2006-07-22, 10:55 PM
He might, if he's tanking and bought magical armour instead.

PhoeKun
2006-07-22, 11:01 PM
At 5th or 6th level, he'd have both, even as a tank.

Dhavaer
2006-07-22, 11:08 PM
Robber of the Grave
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 full round
Area: 5 foot/level radius burst centred on caster
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: None

Any buried corpses within the area animate and begin to dig their way to the surface. As soon as they reach the surface they return to their previous state. If statistics are necessary, treat the corpses as skeletons or zombies, depending on their state of decay.

Focus: A silver shovel worth at least 25gp.

Dhavaer
2006-07-23, 02:55 AM
Saphrael's Arc Bolt
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 living creature
Duration: Instantaneous
Saving Throw: Fort Half
Spell Resistance: Yes

The caster pulls positive energy from the target's body and into his own. The target takes 1d6 damage/2 caster levels (max 5d6). The caster heals the same amount minus the highest die roll (so damage rolled 2, 3, 3, 5 would deal 13 damage and heal 8 hit points). Healing exceeding the caster's maximum hit point total is gained in temporary hit points.

martyboy74
2006-07-23, 07:32 AM
There seem to be an awful lot of arcane healing spells in here. Yes, I know that necromancy is a double-sided blade.

beholder
2006-07-23, 03:43 PM
"I'm going to magically cremate this body!"
"Cool! Get to it!"
"...I can't."
"Why not?"
"I don't have the material component..."
"And that would be...?"
"Ash from a cremated body."
"..."


"bob?"
"yeah?"
"could you just...just hold the torch under his toe for a second?"
"......yeah alright..."

Dhavaer
2006-07-23, 06:12 PM
Selective Sterility
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: 1 living creature
Duration: 1 month/level (D)
Saving Throw: Fort (Harmless)
Spell Resistance: Yes

The target of this spell becomes entirely infertile in any but like-race/species couplings.

Material Component: A vial of alehoof wine, drunk or poured over the recipent's abdomen.

Dhavaer
2006-07-24, 04:17 AM
Smashing the Bones of the Feet
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Short
Target: Creature with a skeleton
Duration: Instantaneous
Saving Throw: Fort Negates
Spell Resistance: Yes

This spell was created by a sadistic but apparently unimaginative necromancer. It shatters the bones in one of the target's feet, reducing their speed by half and preventing them from running. The target also takes 1d10+1/caster level damage (max +10), and takes a -2 penalty to attacks, AC and reflex saves. The spell's effects end once the target has received healing equal to this damage.
If the target rolls a 1 on their save, both feet are broken. They immediately fall prone, can move only by crawling (must be prone, 5 feet maximum speed, incapable of five foot steps) and the damage and penalties are doubled. The feet can be healed seperately, half the total damage repairing one foot.

Material Components: An avian bone
Focus: A toffee hammer

Dhavaer
2006-07-24, 04:27 PM
Smashing the Bones of the Hands
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Short
Target: Creature with a skeleton
Duration: Instantaneous
Saving Throw: Fort Negates
Spell Resistance: Yes

The bones in one of the target's hands shatter, rendering it unusable. Anything held in the hand is automatically dropped. The target takes a -2 penalty to attack rolls, AC and any check that involves use of his hands.
If the target rolls a 1 on their saving throw, both hands are shattered, doubling the penalties and rendering some skills (eg Disable Device) impossible.

Material Components: An avian bone
Focus: A toffee hammer

martyboy74
2006-07-24, 05:03 PM
Selective Sterility
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: 1 living creature
Duration: 1 month/level (D)
Saving Throw: Fort (Harmless)
Spell Resistance: Yes

The target of this spell becomes entirely infertile in any but like-race/species couplings.

Material Component: A vial of alehoof wine, drunk or poured over the recipent's abdomen.
Finally! A way to stop the half-dragon vampire donkey ninja celestial fiendish farbeast zombie swarms!

Dhavaer
2006-07-24, 05:15 PM
Streck's Black Umbrella
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Area: 10 foot radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The caster is surrounded by a hazy field of black energy. Any living creature within the field, except the caster, takes 1 point of damage every round they remain within it. For every point of damage dealt, the caster heals 1 hp, or gains 1 temporary hit point (lasting 1 hour after the spell's completion) if the healing would exceed his maximum.

Material component: A minature black gauze umbrella. (1 sp)

Dhavaer
2006-07-25, 02:53 AM
Soul Safe
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 full round
Range: Touch
Target: Creature Touched
Duration: 1 day/level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes
The caster stores the target's soul in a piece of jet. While the soul is stored in this way, the target suffers a -2 penalty to attacks and saves, does not heal naturally, and receives only half the normal effect from magical healing.
However, as long as the soul is stored, it cannot be corrupted to create an undead creature (though the body can be animated as a skeleton or zombie), nor can the recipient be targeted by any effect which would affect his soul.
If the gem is destroyed or the spell ends, the soul immediately returns to the body without ill effect, unless the body is dead, in which case it moves on as normal.

Focus: A jet worth 10gp/target's HD.

NullAshton
2006-07-25, 08:53 AM
With the black umbrella, you forgot to specify how long the temporary hitpoints last.

Iruka
2006-07-25, 11:36 AM
Skull of Darkness

The caster transforms a rock into a skull, which floats about 5' off the ground. The caster can see, hear and speak through the skull in a deep, demonic voice. As long as he remains within Long range.
When the spell ends or is dismissed, the skull vomits while melting into maggots and worms. This causes all creatures within 30 feet to make Will saves or be panicked for 1d4 rounds. This is a mind-affecting fear effect.
I bet you can have a lot of fun with this spell. ^_^



Noska Trades' Blackfire


The product of Blackfire combustion is oxygen and ash.



are you sure it produces oxygen?
would be quite useful in certain situations

Dhavaer
2006-07-26, 07:24 AM
Hitpoint thing fixed, and yes, Blackfire produces oxygen. That's right, you can stay alive by incinerating your comrades!

Dhavaer
2006-07-26, 07:26 AM
Stabilise
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort Negates (Harmless)
Spell Resistance: Yes

The creature touched does not have to make a save against any disease they currently suffer from for one day. This grants no protection against infection by disease, merely prevents current diseases from worsening.

martyboy74
2006-07-26, 07:28 AM
Stabilise
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort Negates (Harmless)
Spell Resistance: Yes

The creature touched does not have to make a save against *any disease they currently suffer from for one day. This grants no protection against infection by disease, merely prevents current diseases from worsening.
Does that also stabilize you if you're below 0 hp? If not, it could ben in for a name change.

Dhavaer
2006-07-26, 07:32 AM
It has no effect except on diseases.

Dhavaer
2006-07-26, 08:05 AM
Black Marentail's Cloak
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 30ft radius burst, centred on the caster
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

The caster pulls life energy from those around him to empower his spells. Every living creature within the spell's area, except the caster, takes 1d4 negative energy damage on a failed save.
For every creature damaged by this spell, the next necromancy spell the caster casts has its caster level increased by 1. The spell must be cast on or before the caster's next round.

Were-Sandwich
2006-07-26, 08:14 AM
^Very good for Duskblades. It should be on their list.

Dhavaer
2006-07-26, 08:16 AM
Why so good for Duskblades? They don't have many Necromancy spells, and they don't get any ability that would help it.

Were-Sandwich
2006-07-26, 08:19 AM
Oh, didn't spot it only worked on Necromancy spells. My bad. As they were going to be in melee, they would often be surrounded by foes, so it would have been usefu;.

Dhavaer
2006-07-26, 08:25 AM
Blessing the Newborn Child
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Newborn Humanoid Touched
Duration: 16 years
Saving Throw: None
Spell Resistance: Yes

This spell can only be cast within an hour of the target's birth. Until the target's sixteenth birthday, they are immune to non-magical disease.

Material Components: A lock of hair from a fey, woven into a necklace or bracelet.

NullAshton
2006-07-26, 08:44 AM
About Black Marentail's Cloak, it should probally have a duration, fairly short, so it isn't used for example before everyone sleeps and regenerates HP automatic, to boost your caster level into the stratosphere(And to prevent stacking.). It should also have a "until discharged" in the duration, to specify that the spell lasts until discharged, or when you use it to raise your caster level.

Dhavaer
2006-07-26, 09:18 AM
Editted.

Dhavaer
2006-07-26, 09:23 AM
Bone Lock
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 creature with a skeleton
Duration: 1 round/2 caster levels
Saving Throw: Fort Partial
Spell Resistance: Yes
The target is immobilised (effectively paralysed) for the duration of the spell. If the save is successful, it is instead slowed, as the slow spell.

martyboy74
2006-07-26, 09:37 AM
Bonelock
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One humanoid
Duration: Permanent or 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

This spell affects 1d4 joints, causing them to fuse into inflexible, solid bone. Roll 1d6 to determine affected joints...the first joint listed is affected first, then if the same joint is rolled again, the next joint is affected or the penalty is worsened (see text below).

1. Neck [-1 AC when flanked, cumulative]
2. Wrist, Elbow, Shoulder (L) [-1 hit/dmg cumulative]
3. Wrist, Elbow, Shoulder (R) [-1 hit/dmg cumulative]
4. Ankle, Knee, Hip (L) [-1 AC penalty cumulative]
5. Ankle, Knee, Hip (R) [-1 AC penalty cumulative]
6. Back [negates Dex bonus, -1 AC penalty
cumulative]

If the save is successful, the duration is 1 round/level instead of permanent.


Bone Lock
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 creature with a skeleton
Duration: 1 round/2 caster levels
Saving Throw: Fort Partial
Spell Resistance: Yes
The target is immobilised (effectively paralysed) for the duration of the spell. If the save is successful, it is instead slowed, as the slow spell.
Maybe you should change the 4th level one to Bonelock, Greater?

NullAshton
2006-07-26, 11:41 AM
Slow is a third level spell, and a slow no save effect is a level four spell? A little too powerful I think. Maybe make a second fortitude save to avoid the slow effect, and up it to 5th level.

Jothki
2006-07-26, 12:01 PM
Robber of the Grave
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 full round
Area: 5 foot/level radius burst centred on caster
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: None

Any buried corpses within the area animate and begin to dig their way to the surface. As soon as they reach the surface they return to their previous state. If statistics are necessary, treat the corpses as skeletons or zombies, depending on their state of decay.

Focus: A silver shovel worth at least 25gp.


Hmm, try that in the Underdark.

martyboy74
2006-07-26, 12:31 PM
Hmm, try that in the Underdark.
Look at the radius. Any bodies not within that radius aren't animated.

Dhavaer
2006-07-26, 06:49 PM
Bork's Rotting Entrails
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: 1 living creature/2 levels (max 7)
Duration: 5 rounds
Saving Throw: Fort Negates
Spell Resistance: Yes

Bolts of negative energy fly from the caster's hands and unerringly strike the targets. For the duration of the spell, the targets suffer a -2 penalty to attacks and AC due to agonising abdominal pain. As their guts necrotise, they take 1 megative energy damage/level/round, to a maximum of 15/round.

Dhavaer
2006-07-26, 08:29 PM
Chill Aura
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The caster is encapsulated by a chilly necromantic aura. Any creature attacking the caster with a non-reach weapon or a natural attack takes 1d6 cold damage and 1 strength damage.

Dhavaer
2006-07-27, 02:18 AM
Complete Breakdown
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 intelligent, non-mindless creature
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes

The target's mind rapidly degrades, dealing 1 point of Intelligence damage/round. The victim receives a new saving throw each round to end the spell.

Jothki
2006-07-27, 05:45 PM
Look at the radius. Any bodies not within that radius aren't animated.

I'm more referring to the vast effort it would take the corpse to dig itself to the surface.

martyboy74
2006-07-27, 05:51 PM
How many bodies would be buried that close to an underground tunnel?

Dhavaer
2006-07-27, 06:02 PM
Corpion's Wracking Pains
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 living creature/4 levels
Duration: 1 round/level
Saving Throw: Fort Negates
Spell Resistance: Yes

The targets are overcome by terrible pains. If the save is failed, the targets are stunned for the duration of the spell, and takes 1d4 damage/round.

Dhavaer
2006-09-16, 12:20 AM
Diona's Sustaining Vigilance
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Area: Personal
Duration: See description
Saving Throw: None
Spell Resistance: No

When this spell is cast, a necromantic web of power 60 yards in diameter spreads out from the caster in all directions. The caster must maintain a state of meditation at the center of this web. If he is disturbed, the spell is cancelled.
While the web is in effect, the caster gradually feeds on the life force of all living things within the area of the web. The loss of life force is so minimal that only the smallest creatures are affected (insects). While in the web, the caster need not eat or sleep, nor does he age. Also, he is acutely aware of all life forms within the web. The spell only ceases if the caster's concentration is disturbed, or if the caster stops his concentration himself.

Dhavaer
2006-09-16, 12:29 AM
Drop Dead
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One living creature
Duration: 1 round
Saving Throw: Fort
Spell Resistance: Yes

The target's entire body 'falls asleep'; nothing is transmitted from or to the nervous system. The target falls prone (taking 1d4 damage) and is helpless.

Dhavaer
2006-09-16, 12:40 AM
Evermore's Life Force Transfer
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or Creatures Touched
Duration: Instantaneous
Saving Throw: Fort (Harmless)
Spell Resistance: Yes

The caster touches the target and heals them using his own lifeforce. The caster loses 1/4 of their hp, and the target heals an equal amount. Alternately, the caster may allow one creature to donate 1/4 of their hp to another. The donating creature must be willing.

Dhavaer
2006-09-16, 01:07 AM
Extract
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 immediate action
Range: 10 feet
Target: 1 Creature
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: Yes

Extract allows the caster to remove some offensive foreign object without harming the victim, it is useful on such things as thorns, arrows or parts of arrows, rot grubs (expels them all), and any other itty bitty thing that's irritating your flesh. Theoretically it could pull a cannonball out of your guts... but in that situation it seems sort of useless.. I mean you still have that big hole to deal with.

Dhavaer
2006-09-16, 01:26 AM
Hand of Time
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort Negates
Spell Resistance: Yes

The touched creature instantly ages 4d10 years. This cannot be reversed with anything less than a Limited Wish or Miracle spell, although Negative Energy Protection and Death Ward both protect against it.

Dhavaer
2006-09-16, 04:11 AM
Imbue Undead With Musical Ability
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 mindless undead/caster level
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell can target only creatures under the caster's control. The undead gain 1 rank in a Perform skill of the caster's choice/2 levels. This is not restricted by the undeads' HD. Perform checks are modified by the caster's primary casting ability rather than the undeads' Charisma.

Dhavaer
2006-09-16, 05:02 AM
Kalli's Bleached Bones
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One corpse/level or 1 non-skeletal undead creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

If cast upon a corpse, this spell removes all flesh from it, leaving only bleached bones, allowing it to be animated as a skeleton.
If cast upon an undead creature, this spell destroys it if it fails the save. If the save is passed, the creature takes 3d6 slashing damage.

NullAshton
2006-09-16, 10:15 PM
Kalli's Bleached Bones
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One corpse/level or 1 non-skeletal undead creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

If cast upon a corpse, this spell removes all flesh from it, leaving only bleached bones, allowing it to be animated as a skeleton.
If cast upon an undead creature, this spell destroys it if it fails the save. If the save is passed, the creature takes 3d6 slashing damage.

Might want to state that it doesn't work on skeletons, for obvious reasons.

Dhavaer
2006-09-16, 10:16 PM
It can't target skeletal creatures; it's in the target line.

Dhavaer
2006-09-17, 02:42 AM
Nezrod’s Burrowing Bony Digits
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One or more creatures, none of which can be more than 30 feet form any other.
Duration: 3 rounds
Saving Throw: Will Partial
Spell Resistance: Yes

The caster launches 5 bony fingers at the targets; dividing the fingers between targets as he desires. Each finger deals 1d6 damage instantly, and the target must then make a Will save to negate the secondary effect of the spell.
If the Will save fails, the target suffers an additional 1d6 damage per finger the next round, and must make a second save to avoid the same damage the next round.

Dhavaer
2006-09-17, 04:40 PM
Disrupt Undead, Mass
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Caster
Area: 30ft. radius emanation
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

The caster opens a tiny portal to the Positive Energy Plane, causing damage to all Undead creatures within the spell's area. Damage dealt is 2d6 damage/caster level (max 20d6).

Dhavaer
2006-09-17, 09:44 PM
Rigor Mortis
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Target: One corporeal undead
Duration: 1 hour/level
Saving Throw: Fort negates
Spell Resistance: Yes

The targetted undead's body tenses and stiffens. It loses 1 point of Dexterity/3 caster levels (Max 5).

Tieom
2006-09-17, 10:59 PM
Diona's Sustaining Vigilance
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Area: Personal
Duration: See description
Saving Throw: None
Spell Resistance: No

When this spell is cast, a necromantic web of power 60 yards in diameter spreads out from the caster in all directions. The caster must maintain a state of meditation at the center of this web. If he is disturbed, the spell is cancelled.
While the web is in effect, the caster gradually feeds on the life force of all living things within the area of the web. The loss of life force is so minimal that only the smallest creatures are affected (insects). While in the web, the caster need not eat or sleep, nor does he age. Also, he is acutely aware of all life forms within the web. The spell only ceases if the caster's concentration is disturbed, or if the caster stops his concentration himself.

Two questions about this one:
-Does this keep working even if nothing alive is in the web?
-Does it do away with the need for drinking, too?

Dhavaer
2006-09-18, 07:19 AM
Probably not, and yes. I copy-pasted that one from the original.

Dhavaer
2006-09-18, 07:14 PM
Semblance of Life Returned
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Corpse or Undead Touched
Duration: 1 minute/level
Saving Throw: Will negates (Harmless, see text)
Spell Resistance: Yes

For the duration of this spell, the corpse's injuries are sealed, pallor is removed, rigor mortis is prevented and breathing and a heartbeat are restored. The corpse has the appearance of someone in a coma. Mindless undead recieve no saving throw.

Material Component: A freshly squeezed lemon.

fangthane
2006-09-19, 04:51 PM
The lemon was what did it to me.

I just can't get over the idea of a deep-fried aquatic zombie with a squeeze of lemon.

On a slightly more on-topic note for Semblance...
Does it affect incorporeals? (i.e. do they become vulnerable to physical attack?)
Does it affect the eyes? (some undead have very distinct descriptions of their eyes or facsimiles thereof.

Dhavaer
2006-09-19, 06:15 PM
I'm going to say they have to have some resemblance to a freshly dead corpse for it to work. So Zombies and Vampires yes, Skeletons and Mohrgs no.

Dhavaer
2006-09-20, 04:53 AM
Skullfire
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The caster holds up a skull, and white-hot flames pour from its mouth, dealing 1d4 damage/level (max 10d4). Undead take double damage. Incorporeal undead take damage even if their miss chance protects them, though the damage is not doubled in this case.

Focus: A silver-plated skull (500gp).

NullAshton
2006-09-20, 07:49 AM
Skullfire
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The caster holds up a skull, and white-hot flames pour from its mouth, dealing 1d4 damage/level (max 10d4). Undead take double damage. Incorporeal undead take damage even if their miss chance protects them, though the damage is not doubled in this case.

Focus: A silver-plated skull.

Seems like the skull would have a price attached to it.

Especially since sorcerers tend to have eschew materials.

Dhavaer
2006-09-20, 06:57 PM
Eschew Materials doesn't affect Focuses, unfortunately. But yes, it should have a price.

Cytaen
2006-09-21, 04:31 AM
Thanks for all the hard work. Some of those are just disgusting, I love them.

My players are going to curse you for the inspiration you've given me.

Dhavaer
2006-09-21, 05:43 AM
I'm glad someone's getting some use out of them.

Dhavaer
2006-09-21, 05:54 AM
Shade of Night
Necromancy/Illusion [Shadow, Mind-affecting, Fear]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Effect: Shadowy copy of the target
Target: One living creature
Duration: 1 round/level
Save: Will negates (see text)
Spell Resistance: No

The target's shadow is warped into a hulking nightmare creature, a twisted and fearsome mimic of themself. Every round the Shade makes a melee touch attack against the target, using the target's own attack bonus. If the Shade hits, the target must make a Will save or be paralysed for 2d4 rounds. The Shade cannot be escaped or evaded for as long as the spell remains in effect; it moves through walls, teleports alongside the target and moves at whatever speed is required, the target cannot escape their own shadow.
The target has an additional modifier on their save depending on the state of illumination.
Daylight +2
Twilight -2
Night (no moon) -2
Night (moon) -4
Underground -2

Material Component: Soil from a grave.

Dhavaer
2006-09-21, 08:13 PM
Soulfire
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: 1 creature with a soul
Duration: 1 round + 1 round/4 levels
Saving Throw: None
Spell Resistance: Yes

The target's soul begins to burn with ephemeral fire. Each round the spell continues, the target takes 4d6 damage and the caster is exhausted.

Dhavaer
2006-09-22, 03:18 AM
Undead Bane
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 20ft.
Area: 20ft. radius emanation centred on the caster.
Duration: 1 round/level
Saving Throw: None or Will negates
Spell Resistance: Yes

This spell makes it impossible for undead to approach the caster. Non-mindless undead recieve a saving throw each time they attempt to breach the field.

Dhavaer
2006-09-22, 06:30 PM
Whisper's Decimator
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 living creature
Duration: Concentration, max 6 rounds
Saving Throw: Will Negates
Spell Resistance: Yes

A bluish vapour snakes from the caster to the target. The target must make a Will save; if successful the vapour is dispersed, if unsuccessful the vapour grabs onto the target and begins to envelop them.
Each round, the mist deals cold damage to the target, draining them of heat (1d8/2 levels, max 5d8).
After two rounds, the target is so cold that they cannot help but shiver, and will drop everything they hold to hug themselves to keep warm.
After four rounds, the target sinks to their knees and can do nothing but shiver (treat as dazed).
After six rounds, the target is prone and cannot do anything but shake uncontrollably for 3d4 rounds (treat as stunned).
This spell cannot reduce a target to less than 0hp.

Dhavaer
2006-09-23, 05:41 PM
Whisper's Storm of Darkness
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium
Area: 20ft. radius emanation
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster opens a small portal to the Negative Energy Plane, draining the lifeforce from those within the area of effect for 5d10 negative energy damage.

Dhavaer
2006-09-24, 03:09 AM
Winds of Pain
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Target: 10ft. radius spread
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a stinging wind that makes even the smallest wound unbearably painful. Any wounded creature in the area that fails its save falls prone and can do nothing but scream in pain for the duration (treat as stunned).

Material Components: 50gp of diamond dust and a pinch of salt.

Dhavaer
2006-09-25, 04:48 AM
Amson's Protection from Disease
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 24 hours
Saving Throw: Fort (Harmless)
Spell Resistance: Yes

This spell was created for mages travellnig through plague areas. The touched creature gains an immunity to mundane diseases, and a +2 resistance bonus to saves against magical diseases.

Material Components: A herbal infusion with ingredients costing 100gp.

Dhavaer
2006-09-26, 05:25 AM
Arrow of the Certain Death
Level: Sor/Wiz 5
Components: V, S, M, F
Casting Time: 10 minutes
Effect: 1 enspelled arrow
Duration: 1 day/leve
Saving Throw: Fort partial (see text)
Spell Resistance: Yes (see text)

You enspell a masterwork arrow to slay a particular being. If the arrow is strikes the target and causes damage, they die unless the save is made. If the save succeeds, they take 3d6 damage + 1/level.

Material Components: A piece of the creature to be killed (hair, nail clippings, etc).

Focus: The arrow to be enspelled. It must be masterwork.

Dhavaer
2006-09-26, 08:19 PM
Azura's Death Shadow
Necromancy/Illusion [Shadow]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 day/level or until discharged
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes (Harmless)

The caster summons energy from the Plane of Shadow and joins it to the target's own shadow. If the target would suffer any effect that would kill him, the Death Shadow throws him into the Plane of Shadow and suffers the effect itself. The target emerges from the Plane one round later in a place of safety within 10ft./level of where he left.

Material Component: Coal, incense (200gp) and a drop of the target's blood.

Dhavaer
2006-09-28, 02:11 AM
Azura's Soul Whip
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Magical Whip
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

A ebony whip extends from the wizard's hand. The caster can use it to strike any creature within 20ft. as a ranged touch attack. The whip deals 1d8 damage plus the caster's primary spellcasting modifier. If both the caster and the creature struck heal from positive or negative energy, the caster is healed an equal amount. If this would raise the caster above his maximum hit points, the excess is gained as temporary hit points that last until the beginning of the caster's next turn.
If the caster and target heal from opposite energies, the caster takes an equal amount of damage.

NullAshton
2006-09-28, 11:38 AM
Azura's Death Shadow
Necromancy/Illusion [Shadow]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 day/level or until discharged
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes (Harmless)

The caster summons energy from the Plane of Shadow and joins it to the target's own shadow. If the target would suffer any effect that would kill him, the Death Shadow throws him into the Plane of Shadow and suffers the effect itself. The target emerges from the Plane one round later in a place of safety within 10ft./level of where he left.

Material Component: Coal, incense (200gp) and a drop of the target's blood.

For that, shouldn't there be a save to reconize the 'death shadow' as being fake?

Fax Celestis
2006-09-28, 11:50 AM
For that, shouldn't there be a save to reconize the 'death shadow' as being fake?
Shadowstuff != illusion.

fangthane
2006-09-28, 04:18 PM
Soul whip: I like it; it might be a little underpowered in terms of damage and a touch overpowered in terms of potentially providing a wizard/sorc with a way to heal, but generally nifty.
Death Shadow: Seems a bit overpowered for a level 5 spell, given that it's essentially a completely effective "get out of death free" card. I'd stipulate that anyone sent to the Plane of Shadow by this spell sustains either damage, stat damage or drain of some kind, or at minimum has to make some kind of save to avoid his "payment" to the dark forces which absorbed his "death."

I assume, anyhow, that these "effects" include melee attacks. Otherwise, if it's *only* things like death effects, disintegrates, stat drain resulting in death, etc and not evocation and/or physical damage, it's not as overblown. Otherwise, it's a spell which, as written, every arcane caster has to have (so long as they're not barred from both necromancy and illusion). Another mechanism which could balance it is to prevent the caster re-using the spell's slot until it's either lapsed or activated, now that I think of it. At least that way there's a persistent cost associated; 200 gold is a lot cheaper than the 5k it costs for a raise, and this avoids all that annoying loss-of-level anyhow. This and a contingency-reaction spell ("Whenever I leave the plane of shadow, teleport me to my sanctum" or similar) effectively give any arcane caster immortality, or at least as close as you get in D&D.

Dhavaer
2006-09-30, 07:12 AM
Balthezar’s Bending Bones
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Duration: 1 round/level
Target: One creature with a skeleton
Saving Throw: Fort negates
Spell Resistance: Yes

The target's long bones are warped at bizarre angles. The target has a -4 penalty to hit, moves at half speed, loses Dex bonus to AC and cannot cast spells with somatic components. The target takes 1d4 damage/level (max 10d4).

Material Component: A chicken bone, that the caster snaps.

I_Got_This_Name
2006-09-30, 11:26 AM
I think Death Shadow is fine; Clerics get Death Ward, a much better spell, a level lower. Shadow could be read to protect against damage, but if you're being damaged to death, it'll only make you last one more hit (not a whole lot of good, there).

martyboy74
2006-09-30, 11:57 AM
Arrow of the Certain Death
Level: Sor/Wiz 5
Components: V, S, M, F
Casting Time: 10 minutes
Effect: 1 enspelled arrow
Duration: 1 day/leve
Saving Throw: Fort partial (see text)
Spell Resistance: Yes (see text)

You enspell a masterwork arrow to slay a particular being. If the arrow is strikes the target and causes damage, they die unless the save is made. If the save succeeds, they take 3d6 damage + 1/level.

Material Components: A piece of the creature to be killed (hair, nail clippings, etc).

Focus: The arrow to be enspelled. It must be masterwork.
What happens if an Arcane Archer imbues one of their Death Arrows with this? Do tey stack, and force 2 saves, or do the cancel each other out?

Dhavaer
2006-09-30, 06:52 PM
What happens if an Arcane Archer imbues one of their Death Arrows with this? Do tey stack, and force 2 saves, or do the cancel each other out?

Since there doesn't seem to be a restriction on Death Arrow'ing an already magical arrow, I'd say it forces two saves. Same is if you Death Arrow'ed an Arrow of Slaying.

Dhavaer
2006-10-01, 07:05 PM
Blackflame Inferno
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: 10ft. + 5ft./3 levels
Area: Spread centred on caster
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

The caster emits an inferno of black, soulburning fire. All creatures in the area take 1d6 negative energy damage/caster level. Undead are unaffected. If any creatures are slain by this spell, the caster gains temporary hit points equal to the creatures' Hit Dice. These temporary hit points last for 1 round/caster level.

Material Components: Sulphur, guano and a drop of blood.

Dhavaer
2006-10-02, 09:20 PM
Blackspheres
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium
Effect: Globes of negative energy
Duration: 1 round + 1 round/level
Saving Throw: Fort half.
Spell Resistance: Yes

The caster summons negative energy in the form of 6" crackling black globes. The caster gets 1 globe for every three caster levels. Each round as a full round action the caster may launch two globes at any creature in range. He may split the globes between two creatures. Each globe deals 5d4 damage + 1/caster level.
Alternately, the caster may launch one globe as a move action.

Dhavaer
2006-10-03, 06:33 PM
Blackthorne’s Ball of Maggots
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One living creature
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes

The caster launches a squirming globe of rot grubs [5 per caster level, maximum 100] at the target, which hits if the caster succeeds on a ranged touch attack.
If the rot grubs hit the target, they begin to burrow towards the target's heart, dealing 1 damage per grub. The grubs take 1d6+4 rounds to reach the heart, at which time the target dies.
A Remove Disease spell kills 1d20 grubs. A Heal spell destroys all the grubs, but has no other effect. A successful Fort save negates half the damage and doubles the time until the grubs reach the heart.

Dhavaer
2006-10-04, 09:54 PM
Blessing the Union
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One mammal
Duration: One day/level
Saving Throw: Frot Negates [Harmless]
Spell Resistance: Yes [Harmless]

This spell ensure that the next time the target creature has sex with an appropriate partner, the union will result in a pregnancy. It also prevents any genetic disorders or birth defects that do not result from active malicious magic.
The spell overcomes most causes of infertility, with the exception of old age/menopause.

Material Component: The flesh of an oyster, eaten raw.

Dhavaer
2006-10-06, 05:16 PM
Bone to Dust
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Short
Area: 10ft. cube
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes

Items of bone within the area vaporise instantly to dust. Animated skeletons recieve a Fortitude save to resist, if the save is successful, they take 3d6+caster level damage. If living creatures with skeletons are within the area, they take 1d4 damage/level (max 10d4) and 2 point of Strength drain. If the save is successful, the damage is halved and the drain becomes damage.

Fax Celestis
2006-10-06, 06:06 PM
Bone to Dust
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Short
Area: 10ft. cube
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes

Items of bone within the area vaporise instantly to dust. Animated skeletons recieve a Fortitude save to resist, if the save is successful, they take 3d6+caster level damage. If living creatures with skeletons are within the area, they take 1d4 damage/level (max 10d4) and 2 point of Strength drain. If the save is successful, the damage is halved and the drain becomes damage.
I would think Constitution, not Strength.

Dhavaer
2006-10-07, 03:01 AM
I would think Constitution, not Strength.

The original said strength. Having part of your skeleton disintegrated would certainly reduce your carrying capacity and the power you could put behind blows.

Dhavaer
2006-10-08, 08:01 PM
Bubba's Bolt of Bubbling Bungi Blackness
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One living creature
Duration: Instantaneous
Saving Throw: Fort Half
Spell Resistance: Yes

A crackling black bolt leaps from the caster and strikes the target unerringly. It deals 1d6 damage per caster level (max 15d6). The caster gains hit points equal to half the damage done. Hit points over the caster's maximum are gained as temporary hit points, and last a maximum of one hour.

Ashheart
2006-10-18, 07:17 AM
By the Gods, that's a lot of spells.

Good work and keep 'em coming.

Also don't be stingy with the healing spells, the necromancy description says power of death AND LIVE.... I have never understood why there shouldn't be at least some healing spells in there.

Bye the bye, you might want to post a warning about this list, you do have some spells that could offend and I think it's beter to be safe than sorry.

Keep up the good (or evil as per your own personal preverence) work!

Fredderf
2006-10-18, 09:04 PM
Ahh, it does a heart good to see Necromancy used to its full potential, instead of the "school of zombies" it usually ends up being. *It isn't purely evil either. I like seeing some beneficial Necro. spells to shut up the goodie goodie mages. I really like these spells. *Great job.

Dhavaer
2006-11-14, 04:50 AM
Chernevog's Tomb
Necromancy [Fear]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Area: 15ft. radius emanation
Duration: 1 round + 1 round/level
Saving Throw: Will Partial, See Text.
Spell Resistance: Yes

The caster is surrounded by an aura of inky blankness, through which only they can see. All others within the area can sense nothing but the cold of the grave and the smell of putrefied flesh.
Creatures in the area with less than 6HD cower for the spell's duration. Creatures with greater than 6HD recieve a save, and are shaken for the duration if the save is successful. Their senses still do not function.

Material Components: Squid ink and soil from a vampire's grave.

Dhavaer
2006-11-14, 05:13 PM
Darkray's Strength of Life
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute + 1 round/level
Saving Throw: None
Spell Resistance: No

The caster sacrifices a potion of his vitality to increase his physical strength. The caster can grant himself an increase to strength of up to his caster level, but must sacrifice hp equal to the increase. This loss of hp cannot be cured by magic.

Dhavaer
2006-11-14, 11:45 PM
Diona's Endorphic Demise
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One humanoid
Duration: 1 round
Saving Throw: Fort negates
Spell Resistance: Yes

This spell increases the amount of adreneline within the target's bloodstream by a factor of five, initiating a lethal but pleasant heart attack. The target dies after their next action if the save was failed.

vanyell
2006-11-15, 12:54 AM
Hand of Time
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort Negates
Spell Resistance: Yes

The touched creature instantly ages 4d10 years. This cannot be reversed with anything less than a Limited Wish or Miracle spell, although Negative Energy Protection and Death Ward both protect against it.

a creature like a dragon, if played by a PC, (therefore at 8 or so ECL. could they use this spell to up thier age catagory? pay a caster until they can cast it themselves, from egg to wyrm in what? 3 weeks?

Dhavaer
2006-11-15, 01:00 AM
Most likely, yes. The ECL on that would be revolting, though.

sigurd
2006-11-15, 07:09 AM
I think I found a copy of the Ancient Tome you speak of.

I cleaned it up and gave it an Index in Open Office. I can send it to you in an email if you give me a destination.

Do you have, are you building, a compiled list of the conversions as you post them?


Sigurd

Dhavaer
2006-11-15, 02:50 PM
Have I saved my changes to a document on my hard drive? No, I've just been posting them here.

Dhavaer
2006-11-16, 06:03 PM
Evermore's Drain Life Force
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates (See Text)
Spell Resistance: Yes

The caster opens a channel between himself and the target, attempting to drain the target of life. The target takes damage equal to 1/4 of their current hit points, and the caster gains this as healing. If this would increase the caster's hit points over their maximum, the caster instead gains them as temporary hit points.
If the target makes their save, the caster must then save as though the target had cast the spell (using the target's ability modifier to determine the DC). If this save is failed, the caster is drained of life and the target gains it.

Dhavaer
2006-11-19, 06:28 AM
Fade to Black
Necromancy [Mind-affecting]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One living creature
Duration: 1d6+1 days
Saving Throw: Will negates (See Text)
Spell Resistance: Yes

If the target fails a Will save, they are overcome by a deep melancholy, manifesting in dark moods, fits of brooding, hopelessness, and very poor poetry. This lasts for 1d6+1 days, after which the target must save again or commit suicide.
This spell cannot be dispelled by Dispel Magic, but can be effected by Break Enchantment. The target is unaware that their mood is magically enforced, and will not seek help if left to their own devices.

endoperez
2006-11-19, 07:13 AM
Ahh, it does a heart good to see Necromancy used to its full potential, instead of the "school of zombies" it usually ends up being. *It isn't purely evil either. I like seeing some beneficial Necro. spells to shut up the goodie goodie mages. I really like these spells. *Great job.


I found it somewhat strange that all these death- and necromancy-themed spells are made to be of the Necromancy school, not of the other schools in which they'd fit much more easily. A spesific illusion is still an illusion, etc.

Dhavaer
2007-04-08, 07:38 AM
Vampire's Feast
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Target: One living creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

A black coil of energy lashes out from the caster's hand towards the target. If the caster succeeds on a ranged touch attack, the target takes 1d6 damage per caster level (max 15d6). The caster gains that many temporary hit points, which are lost at the rate of 1/2 rounds.

Material Component: A vampire's fang.

Dhavaer
2007-04-08, 07:43 AM
Gloom
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Short
Area: 20ft. radius emanation
Duration: 1 round/2 levels
Saving Throw: Fort negates (see text)
Spell Resistance: Yes

The spell's area darkens to shadowy illumination if it is not already darker. While in the area of effect, creatures must save each round or gain one negative level. These negative levels fade at a rate of one per hour after the creature leaves the spell's area.

Dhavaer
2007-04-08, 07:47 AM
Grave Barrier
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 living creature/level
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The affected creatures radiate magical energy that hinders the undead. Any undead creature within 10ft. of a target of this spell takes a -4 penalty on attack rolls.

Dhavaer
2007-04-10, 05:46 AM
Gravewalk
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Area: 10 ft. radius emanation
Duration: 1 minute/level

The caster is warded against undead. Undead with hit dice equal or less than the caster level cannot enter the spell's area. Additionally, any living creature within the area gains a +10 bonus on saving throws against any ability of an undead. Lastly, any creature that dies within the area of this spell can never be animated as an undead.

Dhavaer
2007-04-10, 05:51 AM
Larisen's Grand Grasp of Salvation
Necromancy
Level: Sor/Wiz 5
Components: V, S
Target: 1 living creature/level

As vampiric touch, except as above.

Dhavaer
2007-04-10, 05:58 AM
Morgana's Revenge
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: Instantaneous, 1 minute/level
Saving Throw: Fort half
Spell Resistance: Yes

This spell must be delivered by a successful attack with a magical weapon. All usual bonuses or penalties to this attack apply. If the attack hits, instead of the usual damage that target takes damage equal to the number of hit points the caster has below their maximum.

Dhavaer
2007-04-13, 07:42 PM
Ouija Board
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1d10 rounds

As speak with dead, except as above and that the dead creature's corpse is not required. Instead, the spell must be cast near the place where the creature died (in the same room in indoors, etc). Instead of speaking, the spirit moves the board's pointer to spell out its answers. As a result, a spirit whose body has been damaged can still answer normally. You can also call up a spirit randomly, allowing you to speak with the person who most recently died near your location. Having the same alignment as the spirit does not negate the saving throw.

Focus: A ouija board. When the spell is cast, the writing on the board changes to match the language of the called spirit.

Dhavaer
2007-04-15, 11:18 PM
Radiance
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Area: 10 ft./level radius, centred on caster
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The caster glows with a bright light that damages and destroys undead. All undead within the area take 3d10 damage, with no save to resist. Any incorporeal undead must save or be destroyed. Even if they make the save, they still take damage.

Legoman
2007-04-16, 12:16 AM
Selena's Worry Free Racial Purity Protector
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes

Selena wrote this spell to insure that she never broke the racial purity of her elven blood due to sexual relations with humans. She also feels that the spell is also quite useful for keeping her life less complicated and lets her enjoy the now more fully. The spell is only useful for aborting fetuses, and can be used very late in the pregnancy. The spell is less painful to the mother the earlier the term of the pregnancy. The caster must touch the recipient's (which can be herself) abdomin for a turn while chanting the necessary verbal companents and holding the material companent in the air. The material componant is a deceased newborn animal and is consumed in the casting.

This is in extremely bad taste.

Rejakor
2007-04-16, 09:43 AM
Yes, that's already been mentioned. But Dhavaer is simply transcribing spells from The Ancient Tome of Dark Magic. The name etc is not chosen by Dhavaer. Also, the great thing about posting DnD spells on an online forum is that you don't have to be politically correct. :smallcool:

Legoman
2007-04-16, 11:35 AM
Could you at least change it to something like: Duration: 24 hours, conception is impossible within the body of the subject?

Stormthorn
2007-04-16, 10:45 PM
First off, where the hell do you keep all the brains that it must take to think of these spells???

Second,

Selena's Worry Free Racial Purity Protector
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes

Selena wrote this spell to insure that she never broke the racial purity of her elven blood due to sexual relations with humans. She also feels that the spell is also quite useful for keeping her life less complicated and lets her enjoy the now more fully. The spell is only useful for aborting fetuses, and can be used very late in the pregnancy. The spell is less painful to the mother the earlier the term of the pregnancy. The caster must touch the recipient's (which can be herself) abdomin for a turn while chanting the necessary verbal companents and holding the material companent in the air. The material componant is a deceased newborn animal and is consumed in the casting.

I think some people would disagree with the "harmless" part of the spells important junk. I personaly think that any time someone uses the term "racial purity" and angel drops dead. My ranger had a very nice DM, "racist humanoids" are his favored enemy.

Dhavaer
2007-04-16, 10:54 PM
First off, where the hell do you keep all the brains that it must take to think of these spells???

I don't. None of these spells were invented by me. I found the Ancient Tome on the internet, and I'm converting it to 3.5 from what I assume is 2E. The names and effects of the spells are as close to the originals as I can make them.

Autarch
2007-04-16, 11:07 PM
Very, very cool. Do you want people to post their own homebrew necromancy spells here as well if we think of them, or is the thread just for you to help everyone out by 3.5ifying all of these spells?

Dhavaer
2007-04-16, 11:08 PM
Very, very cool. Do you want people to post their own homebrew necromancy spells here as well if we think of them, or is the thread just for you to help everyone out by 3.5ifying all of these spells?

No, it's just me doing the Ancient Tome. There's a 'New Spells' thread around here somewhere for homebrew spells.

Dhavaer
2007-04-18, 09:54 PM
Screaming Skull
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 minute
Effect: 1 enspelled skull
Duration: Permanent
Saving Throw: None, Will Partial; see text
Spell Resistance: Yes

The caster imbues a skull with the ability to emit a fearful screech. At the time of casting the caster gives a trigger for the screech, which can be of any complexity as long as it uses only visual and aural cues, and consists of 25 words or less.
In any round when the trigger conditions are met, the skull emits its screech. Any creature within 30ft. apart from the caster must make a Will save or be panicked. Creatures passing the Will save are instead shaken. The skull continues screeching until the trigger conditions are no longer met.
The spell can be ended by dispelling or by destroying the skull (hardness 5, hp 2)

Focus: A humanoid skull.

DracoDei
2007-05-08, 04:30 PM
Selena's Worry Free Racial Purity Protector
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes

Selena wrote this spell to insure that she never broke the racial purity of her elven blood due to sexual relations with humans. She also feels that the spell is also quite useful for keeping her life less complicated and lets her enjoy the now more fully. The spell is only useful for aborting fetuses, and can be used very late in the pregnancy. The spell is less painful to the mother the earlier the term of the pregnancy. The caster must touch the recipient's (which can be herself) abdomin for a turn while chanting the necessary verbal companents and holding the material companent in the air. The material componant is a deceased newborn animal and is consumed in the casting.

Posting as I read, and at least partially a restatement, I know. For those of you standing on the other side of the fence (such as myself), make the following alterations (off the top of my head):
Add the [Evil] descriptor.
Remove the word (Harmless) from the save and if the mother intentionally fails her saving throw, grant the baby a save as if with a CON of 1 (perhaps more, especially later term) and any racial SR (as a creature of less than 1 HD in most cases).

Lord_Yawgmoth
2007-07-23, 09:33 PM
Need any help with designing Necromancy spells?

Collin152
2007-07-24, 11:15 PM
Posting as I read, and at least partially a restatement, I know. For those of you standing on the other side of the fence (such as myself), make the following alterations (off the top of my head):
Add the [Evil] descriptor.
Remove the word (Harmless) from the save and if the mother intentionally fails her saving throw, grant the baby a save as if with a CON of 1 (perhaps more, especially later term) and any racial SR (as a creature of less than 1 HD in most cases).

Look pal, the original spell apparently wasn't evil by nature. It's harmless because the subject, the mother, is completley unharmed. She still gets a saving throw. And unfortunatley, magic or not, abortion is not going to cease due to the baby's powres, it's all up to the mother. You don't like it, leave it out of your game, and leave this wonderful scribe be.



Need any help with designing Necromancy spells?

As mentioned many times, including the original post, these aren't being thought of, they are being converted to 3.5 edition.

hyperfreak497
2007-08-31, 11:26 AM
Whoa, Collin, Draco was just suggesting an alternative for those that don't think abortion is the right choice. You don't have to force your views on others. Many people would believe that the spell is evil by nature. I am not one of them, but I still think that you shouldn't shut down Draco's perfectly civil response just because you don't believe that Draco's point of view is correct.

Highwarlord
2007-09-01, 08:36 PM
Actually, that spell is interesting if there is a cliche dark prophecy that someone's child is going to kill an evil lord or whatnot, he can use that spell to kill the child without harming the mother (she still gets a save, of course).

Dhavaer
2007-09-01, 08:50 PM
Sepulcher
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close
Target: Grave, crypt or other resting place for the dead
Duration: Instantaneous, 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes; see text

When the spell is complete, the target temporarily becomes a rift from the Prime Material to the Negative Energy Plane. All living creatures within 30ft. take 3d10 negative energy damage (undead are healed the same amount) with a reflex save for half (spell resistance applies).
A wraith emerges from the target (from the crypt door, the headstone, etc.) and serves the caster for one round per level. This wraith cannot create spawn.

Dhavaer
2007-09-01, 09:09 PM
Skeletal Armour
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 stnadard action
Range: Personal
Effect: Surrounding cloud of bone
Duration: 1 hour/level

The caster is surrounded by a whirling cloud of bone fragments, granting the caster cover. This cover does not allow the caster to make Hide checks.

Dhavaer
2007-09-02, 01:14 AM
Skeletal Detonation
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: 1 undead creature
Duration: 1 day/level
Save: See text

The caster imbues the bones of an undead creature with negative energy. He may imbue an undead creature with up to 1 hit die per two caster levels, and may have up to 2 hit dice per caster level imbued at any one time.
When an imbued undead is destroyed, all creatures in a 20ft. radius of it take 1d6 damage per hit die of the destroyed creature, with a reflex save for half (no SR).

Dhavaer
2007-09-02, 01:24 AM
Skull Sight
Necromancy
Level: Sor/Wiz 5
Components: V, S, M, F
Casting Time: 1 minute
Duration: Permanent

This spell alters a skull so the caster can see through its eye sockets. When using a skull, the caster can see exactly as he can normally, with all modes of vision (for example, darkvision). However, the skull is immobile and so the point of view is fixed. A cast can have one of these skulls per three levels.

Material Component: A ruby worth at least 500gp, placed in the skull's brain cavity. It is burned out and destroyed when the spell is cast.

Focus: A skull of the same creature type as the caster.

Dhavaer
2007-09-02, 01:39 AM
Solomon's Bolts
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: Up to five living creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes

Bolts of negative energy streak from the caster's fingertips and strike their targets unerringly. Each bolt deals 1d8+1 negative energy damage and 1 Constitution damage. A Fortitude save negates the Constitution damage. The caster may fire 1 bolt for every three caster levels (maximum 5).

EvilElitest
2007-09-02, 11:54 AM
Posting as I read, and at least partially a restatement, I know. For those of you standing on the other side of the fence (such as myself), make the following alterations (off the top of my head):
Add the [Evil] descriptor.
Remove the word (Harmless) from the save and if the mother intentionally fails her saving throw, grant the baby a save as if with a CON of 1 (perhaps more, especially later term) and any racial SR (as a creature of less than 1 HD in most cases).
The whole deal of evil vs. good is better left up to the DM's option
from,
EE

Dhavaer
2007-09-02, 05:30 PM
Soul Shield
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Area: 60ft. radius burst, centred on caster
Range: 60ft.
Duration: Instantaneous; 1 round/level, see text
Saving Throw: Fort negates, see text
Spell Resistance: Yes

The caster tears away life force from those around him and uses it to protect himself. All living creatures other than the caster in the area take 2 damage, negated with a successful Fortitude save. The caster gains DR /magic equal to the amount of damage done by the spell.

Dhavaer
2007-09-03, 02:31 AM
Spirit Scream
Necromancy [Sonic]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Area: 40ft. radius spread, centred on caster
Range: 40ft.
Duration: Instantaneous; 1 round/level, see text
Saving Throw: Will partial
Spell Resistance: Yes

The caster emits a terrible, ghostly scream that deals 1d4+1 damage per 2 caster levels (maximum 10d4+10) to all creatures within the area. Half of this damage is sonic, half is untyped. All creatures damaged by this spell must make a Will save or be Frightened for 1 round per caster level.

Dhavaer
2007-09-03, 06:42 PM
Spiritual Triangle
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Area: 5ft. square
Duration: 1 day/level

The caster inscribes a triangle within a circle on the ground and imbues it with magical power. As long as the cast is within the triangle he cannot be affected by mind-affecting effect, nor any affect that would attack his soul. However, he may not cast such spells while within the triangle.

Material Component: Inks and incense, worth 400gp.

PanNarrans
2008-11-04, 02:33 PM
Bwahahaha!
I'm starting a horror campaign with a Lich Dread Necromancer BBEG called Belchrave the Fisher King, and some of these are going to be very useful.
Particularly Marthamus' Strangle. There's nothing like a force choke for intimidating genre-savvy PCs.
Thanks!