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JoshuaZ
2012-05-24, 09:47 PM
I've recently homebrewed a fair bit of necrotic cyst related material that desperately needs PEACHing.

Also if anyone else is aware necrotic cyst related homebrew that they think is particularly good, feel free to point me to it. Obvious good examples I already have include the Cyst Lord (http://www.giantitp.com/forums/showthread.php?t=202819), Encysted Necromancer (http://www.giantitp.com/forums/showthread.php?t=148883), the Elder Cyst (http://www.giantitp.com/forums/showthread.php?t=43526), and the Cyst Spider (http://www.giantitp.com/forums/showthread.php?t=49162).

Preliminaries: New mechanical additions: the [necrotic] modifier for spells and feats. The Mother Cyst feat is treated as having this modifier. And the spells that the Mother Cyst grants are similarly treated as having this modifier. All necrotic spells unless specified otherwise require a Mother Cyst as a focus.

There's also a new class of spells "Salagora spells"- these spells (named after the necromancer who first discovered them) are a new class of spells that function sort of like dual-school spells. But, instead of a Salagora spell being simultaneously in two schools, one decides when one prepares the spell (or when one casts the spells if a spontaneous caster) which school should apply. Salagora spells always have one of their forms as Necromancy [necrotic] and the other from some other school. Unlike usual dual-school spells, you can learn and cast a Salagora spell even if one of the two schools is prohibited to you, but in that case, you cannot cast the other version.

JoshuaZ
2012-05-24, 09:48 PM
Animate Cyst
Necromancy [evil][necrotic]
Level: Clr 3 Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One corpse with a necrotic cyst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When you cast this spell, the necrotic cyst within the corpse becomes alive, rapidly expanding and consuming the flesh of the corpse. 1 round later, a skulking cyst bursts out of the remains of the corpse. The skulking cyst is not automatically under your control but may be controlled by usual means such as rebuking.

Cyst Tendrils
Necromancy [necrotic]
Sor/Wiz 3 Clr 3
Components: F,S,V
Casting time: 1 standard action
Range: Close
Target: Living creature with a necrotic cyst
Duration: Instantaneous
Saving throw: None
Spell resistance: No

The target's necrotic cyst grows tendrils into the digestive system and other organs. The target becomes sickened and the heal DCto remove the necrotic cyst increases by 5. This sickening lasts indefinitely unless the cyst is removed or a wish or miracle is used. Lesser spells such as remove curse can be attempted but they must succeed on a caster level check with DC 10 + your caster level to succeed. This spell only affects living creatures with an anatomy.

Mother's Storm
Necromancy [evil][necrotic]
Clr 9 Sor/Wiz 9
Casting time: 8 hours
Components: F,M,S,V,XP
Target: Living creatures
Saving throw: Fortitude negates
Range: 1 mile/caster level.
Duration: Instantaneous
Spell resistance:] Yes

Every living creature in range must make a fortitude save or receive a necrotic cyst. During the casting of the spell, creatures that are close to nature can sense that something deeply evil and wrong is going on. Animals and magical beasts within 2 miles/caster level will act scared. At the beginning of casting they must make a will save or be shaken for the remainder of the casting time. 1 hour before the casting is complete any animal or magical beast that made its earlier save and is within 1 mile/caster must make another save to be not be shaken and any creature which was already shaken must make a will save or be frightened.

As the casting progresses the weather becomes darker with rain and thunder and lightning in the range of the spell. The casting of this spell must be at night and thus one should start early enough for the casting to be successfully completed.

Material component: One must burn alive a sentient being that has a necrotic cyst, then take the ashes and mix them with a drop of blood from the caster(enough to do 1 damage), 1000 gp worth of ground onyx and stagnant water, and a small amount of crushed deadly nightshade, along with some dirt from the grave of a wrongly executed man. The resulting mix must be stirred and then allowed to sit undisturbed for 24 hours. The mixture must
be prepared at most 7 days before the spellcasting.

XP cost: 5000

Necrotic Amnesia
Necromancy [evil] [necrotic]
Level: Clr 5 Sor/Wiz 4
Components: V,S,F
Casting time: 1 standard action
Range: Close
Target: Living creature with a necrotic cyst
Duration: Instantaneous
Save: Fortitude partial, will partial see text
Spell resistance: No

The subject's necrotic cyst extends small tendrils into the subject's brain interfering with its ability to form memories.

On a failed save the target becomes unable to form new long-term memories. The target gains no new experience and has no recollection of any events beyond when this spell was cast. This effect can only be removed by successful removal of the implanted necrotic cyst, followed by a remove curse or similar effect. Nothing can restore the missing memories since they never formed in the first place to be restored.

If the target succeeds on the fortitude save, then the tendrils do not penetrate as far. Every day they get a will save to remember what happened for that day. If they succeed on three will saves in a row then they gain a vague permanent recollection can add a circumstance bonus of up to +8 to this save. As a rough rule, +1 if they spend at least a half-hour going over memories daily and a +8 if they spend nearly all waking hours. In between is DM discretion. Also if they succeeded on the fortitude save then after removal of the cyst the effect will terminate and a limited wish will restore all the missing memories.

Mother's Curse
Necromancy [evil][necrotic]
Clr 4 Sor/Wiz 4
Casting time: 1 standard action.
Components: F,S,V, XP
Target: Living creature with a necrotic cyst.
Saving throw: None
Range: Close
Duration: Instantaneous
Spell resistance: No

Any descendants the target creature has that are conceived after the casting of this spell will be born with necrotic cysts. If the target's own cyst or any descendant's cyst is removed then it reduces to a 50% chance for that any descendant of that individual will have the cyst. Any such descendant born without the cyst is free from the curse and their descendants will be likewise free.

The only way to remove the curse is is to have the individual's cyst removed and then use a remove curse spell or higher level effect with caster level at least as high as the original caster level.

There are some sages who believe that even when the curse has been cured there will be still a connection to necromancy with descendants being more likely to have skill in necromancy.

XP cost: 50 XP.



Necrotic Bond
Necromancy [Evil] [necrotic] [Language Dependent]
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: A creature with a necrotic cyst, or a willing creature with a Mother Cyst.
Effect: You can tap into the cyst-bearing beings senses and also communicate with it.
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You create a special bond with a creature that has a necrotic cyst. You can as a standard action, be aware of what the creature is seeing and hearing as well as yourself. Terminating this is a free action. While in this mode you can also send telepathic messages to the being just as if you were speaking to them, At your option you can when casting the spell allow them to send messages to you, and you can enable or disable their message sending ability as a standard action. Any language barriers still apply. The spell terminates if the necrotic cyst is ever removed. Any attempt to dispel the spell while the individual has a necrotic cyst or mother cyst takes a -5 penalty to the dispel check.

You may have no more than one creature bound to you this per every 3 caster levels. When you bond to a creature, if it were exceed your number of bonds you automatically lose one previous bond of your choice.

Note that unlike with Necrotic Scrying, you see precisely what the individual in question sees. Thus, if they are in a dark area, you see nothing unless they have darkvision.

Necrotic Dream
Necromancy [Evil] [necrotic]
Level: Clr 2, Sor/Wiz 2
Components: V,S,M,F
Casting time: 1 minute or longer, see text.
Range: Planar
Target: One living creature with a necrotic cyst.
Saving throw: None or partial, see text.
Spell resistance: None.

You construct a short dream that your target will experience. The dream can be at most 1 round/level and requires your concentration to construct in detail (taking 2 rounds of time to construct 1 round of dream). Your target experiences the dream as normal, but if any elements are particularly horrific, then the target gets a will save to wake up, leaving them shaken for 1d4 rounds. What constitutes horrific varies by person and might depend
on what they are afraid of or what experiences they have had. A person who had never left their small village will likely find much more horrific than someone who has seen terrible monsters, even if they have the same will save.

Unlike certain other dreams, in specifying the dream, you also specify the actions that the individual takes in the dream. Dreams of this sort are cut off from any other normal dreamscape or such and thus
cannot be entered in anyway. (If in your campaign world there are any powerful agents of dreaming they may strongly object to this manipulation of the dream world).

Necrotic Dream Puppet
Necromancy [necrotic]
Level: Sor/Wiz 6
Component: V,S,F, M
Casting time: 10 minutes
Saving throw: Partial
Spell resistance: None

This spell functions just like Dream Puppet(from Heroes of Horror) except as noted here. The target must have a necrotic cyst. There is no danger to you from the target succeeding on its saving throw. If it fails its saving throw by at least 5 you may at your option choose to ha ve it not remember anything it did while under the effects of the spell.

Necrotic Dream Walk
Necromancy [necrotic]
Level: Clr 3, Sor/Wiz 3
[b]Components:[b] V,S, F
Casting Time: 1 standard action
Range: Yourself
Target: Yourself:
Saving throw: None.
Spell resistance: None

This spell functions just like the Dream Walk(from Heroes of Horror) spell except as noted here. The dreamer you target must have a necrotic cyst or have a Mother Cyst and be willing to let you in. Due to the influence of
the necrotic cyst and this spell, the dreams are likely to be darker and more violent than they would be normally.

Necrotic Extraction
Necromancy [necrotic]
Level: Clr 5 Sor/Wiz 4
Components: V,S,F
Casting time: 1 standard action.
Range: Medium
Target: Living creature with a necrotic cyst.
Duration: Instantaneous
Save: Fortitude partial
Spell resistance: No.

As you cast this spell you pick one specific event which you are aware that the individual in question remembers (whether they were actually there or whether that memory was itself implanted in some way). The event must be of duration no longer than 5 minutes. The necrotic cyst extends small tendrils into the target's brain and drains the memory away. You go into a nearly instantaneous trance where you experience the memory at extremely quickened speed as the individual remembers it and the target loses the memory.

On a successful fortitude save the target does not lose the memory and gets
a +5 bonus on all subsequent saves against having that memory removed by this spell, but you still experience the memory (and are aware that the memory was not removed). Any memories by this spell removed can only be restored via a limited wish or greater and only after the necrotic cyst has been removed.


Necrotic Frostburn
Necromancy [evil] [cold] [necrotic]
Level: Clr 2 Sor/Wiz 1
Components: S,V,F
Range: Close
Target: Living creature possessing a necrotic cyst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target's necrotic cyst becomes bitterly cold, dealing 2d6 points of cold damage +1 per a caster level (maximum 15). Half this damage is frostburn damage (as described in the eponymous book), and the other half is vile damage.

Necotic Sight
Necromancy [necrotic]
Level: Sor/Wiz 2
Components: S,V,F
Casting time: 1 standard action
Range: See text
Target: Personal or target creature with a necrotic cyst or a mother cyst.
Saving throw: Will negates (harmless)
Duration: 1 round/ level
Spell resistance: No

This spell allows the target which may be anyone with a necrotic cyst or to see everything they could see as if there were a Corpse Candle in
the subject's square (see Spell Compendium for the details on Corpse Candle).

Perfect Necrosis
Necromancy [evil] [necrotic]
Sor/Wiz 9 Clr 9
Components: V,S,F, XP
Casting time: 1 standard action
Range: Close
Target: 1 living creature under the effect of a Necrotic Tumor spell
Duration: Instantaneous
Saving throw: Fortitude negates, see text
Spell resistance: No

This spell works only on beings who already have a necrotic tumor (whether or not they failed the save for that spell). The caster must be the individual who gave them the necrotic tumor. The being gets a new fortitude
save (and you cannot order them to fail this save in any way).

If they fail the save for this spell, the Necrotic Tumor expands even further, controlling their entire body. The necrotic cyst inside the individual essentially becomes sentient with all the individuals statistics and memories but it is evil and perfectly loyal to you. The individual in question has been killed and no effect will restore them to life other than the destruction of that body completely followed by a wish or miracle and then a true ressurection spell. Even if that occurs, they lose 1 additional level. The new body is unable to use abilities that would not be able to be used by an evil being
(and thus cannot access paladin abilities and similar effects).

Since the being is partially undead it becomes vulnerable to turning and may be turned or rebuked (but not destroyed) as an undead being with 4 more hit die than it has. A caster who uses some form of detect undead may be able to detect the aura of undeath from the individual if their caster level exceeds the number of hit die of the creature.

XP cost: 500 xp + an additional 100 xp for every hit die of the target.

Design note: This is weaker than Mindrape. That's deliberate since I consider that to be an unbalanced spell.


Salagora's Message
Necromancy [necrotic] [Salagora] or Evocation [Salagora]
Level: Sor/Wiz 5
Components: F,S,V (M optional, see text)
Casting time: 10 minutes
Range: 1 miles/caster level or 10 miles/caster level.
Target: Creatures in range with a necrotic cyst or a Mother Cyst
Save: Will negates (harmless)
Spell resistance: No

This spell sends out a message of 25 words or less to every being in range that has a necrotic cyst or a Mother Cyst. Beings with necrotic cysts
receive no save. Sleeping creatures are not woken but when they do wake they will remember the message.

The spell normally has a range of 1 mile/caster. However, one can pay the additional material component to increase the range to 10 miles/caster level.

Focus: A copy of Salagora's seal with a radius of at least two feet.

Material component: A sphere of onyx (at least 500 gp) with a drop of the caster's blood placed in the center of the seal.

Salagora's Power
Necromancy [necrotic] or Transmutation Sor/Wiz 8
Components: F,M,S,V,XP
Casting time: 1 hour
Target: Personal
Duration: 1 hour/caster level.
Saving throw: None
Spell resistance: No

This spell allows a spellcaster to temporarily gain the power of a Mother Cyst or to improve the strength of their Cyst if they already have one.

For the duration of this spell, you are treated like you have the Mother Cyst feat. If you already have a Mother Cyst (including by a prior casting of this spell), you instead may choose one necrotic feat that you meet the prerequisites for and are treated for the duration like you have that feat. Multiple castings of this spell can give you multiple such feats.

Focus: A copy of Salagora's seal in the center of which you must place a clay pot filled with the ashes of someone who had a Mother Cyst.

Note: Unlike most [necrotic] spells, this spell does not require a Mother Cyst as a focus.

Material component: Prior to casting, the caster must take a drop of blood from the caster (enough to do 1 hp of damage) mixed with a small sprig of deadly nightshade, 10 gp of distilled alcohol and the crushed fragments of a jade least at worth 100 gp which must be then pored into the clay vessel being used as the focus. This component is consumed in a flickering green flame magical flame during the process and does not ruin the focus for future uses.

XP cost: 50 xp.



Salagora's Protection
Necromancy [necrotic] or Abjuration [Salagora]
Level: Sor/Wiz 3
Components:V,F
Casting time: 1 standard action
Target: One living creature
Range: Close
Duration: 1 hour/level
Saving throw: Will negates(harmless)
Spell resistance: Yes

The target gains +3 bonus on all saves against spells and other effects with the [necrotic] descriptor.

Special:A spontaneous arcane spellcaster who has this as a spell known gets a +1 bonus on all saves against spells with the Necrotic descriptor or any Salagora spells. This bonus does stack with the bonus
from this spell.

Mass Salagora's Protection
Level: Sor/Wiz 6
Target: One living creature per 3 caster levels.

This spell is just like Salagora's Protection except as noted here.

Salagora's Greater Protection
Level: Sor/Wiz 6

This spell is just like Salagora's Protection except the save bonus is +6 rather than +3. And they may treat all spells with the necrotic descriptor like they have "Spell Resistance:Yes"

Mass Salagora's Greater Protection
Level: Sor/Wiz 8
Target:One living creature per 3 caster levels.

Salagora's Rune
Necromancy [necrotic]
Level: Sor/Wiz 2
Casting time: 1 minute
Components: S,V,F,M
Target: Object touched
Duration: Permanent until discharged.
Range: Touch
Save: Fortitude negates.
Spell resistance: No.

You inscribe a special glyph which is a minature copy of Salagora's seal but with small additional runes attached. The glyph is slightly under 1 foot across. You can scribe the glyph to be visible as faintly glowing lines, or invisible. Any being that touches the glyph is immediately subject to he effects of a necrotic cyst spell with -4 penalty on their save.

Focus: Caster must be bound to Salagora, or have one of the feats:
Mother Cyst, or must have a jade worth at least 250 gp with Salagora's seal carved on it.

Material component: A drop of the caster's blood (enough to do 1 damage) that must be placed on the object where the glyph is to be inscribed.


Salagora's Summoning
Necromancy [evil] [necrotic] or Conjuration (summoning) [evil] [Salagora]
Level: Clr 6 Sor/Wiz 5
Casting time: 1 full round
Components: V,S M or F
Range: Close
Duration: 1 round/level
Target: A living creature with a necrotic cyst.
Saving throw: Fortitude partial
Spell resistance: No.

Pick a single creature from one of the summon undead lists (I-V). If the target fails its saving throw, then the creature is summoned bursting out of the necrotic cyst in the victim and is otherwise exactly like a creature summoned of that type

If the targeted creature succeeds on its saving throw it instead takes 1d6 damage per a caster level as the necrotic cyst pulses with the violent energies of the summoning (maximum 15d6). If the damage is sufficient to kill the creature then the summoning still goes through.

If you have the Psionic Necrosis feat you may instead choose to summeon a necromental chrysmal (apply the necromental template to the standard medium chrysmal in Expanded Psionics Handbook). To do so you must expend your psionic focus.

If you have the Necrocarnum Cyst feat you may instead choose to summon a Troll Necrocarnum Zombie (statted on 187 on magic of incarnum). To do so you must invest essentia. The Necrocarnum Zombie also gains essentia equal to the number you have invested (you may use the specialized bonus essentia from Greater Necrocarnum Cyst to this investment if you have that feat).

If you have the Necrotic Lifewell feat you may when you summom a Vampire Spawn (on the 5th level list anyways) you may pay some number of lifewell points. If you do, the spawn for the duration of the summoning is treated as having the Lifewell and Invigorate class features starting with number of lifewell points equal to the number you paid -1. Twice that number functions as the maximum number of points the spawn may have while summoned. When you initially cast the spell you must decide how many points you will put in this fashion, but if the summoning fails, they are not lost. Any lifewell points left in the spawn at the end of the casting go to your lifewell you can thus gain lifewell points from this. Any lifewell points beyond your maximum
are lost.

If you have the Shadow Cyst feat you may instead summon a large shadow necroelemental (apply the necromental template to large shadow elemental)

Also add if have Necrotic Alien Summoning may use this spell to summon pseudonatural creatures off of the summon monster spell as if this were a summon monster spell of level 4.

Focus:A jade with Salagora's seal carved on it, worth at least 250 gp

Salagora's Tears
Necromancy [acid] [necrotic] [Salagora] or Transmutation [acid] [Salagora]
Level: Sorcerer/Wiz 5
Components: V,S F
Casting time: 1 standard action.
Range: Close
Effect: Transmutes necrotic flesh into acid.
Target: Creature with a necrotic cyst, or a necrotic cyst removed from a body
Duration: Instantaneous
Saving throw: See text
Spell resistance: No

This spell has one of two effects: If the spell targets a living creature with a necrotic cyst then the target's necrotic cyst partially transforms into acid. The target takes 1d6 acid damage per a caster level (maximum 15d6). The target gets a fortitude save for half damage. If the target takes at least 20 acid damage then the cyst is primarily consumed by the acid and the target
may make a fortitude save equal to the DC it would originally had to beat to avoid getting a cyst. If they had no save at that event, then use fixed DC of 15. If this new save is successful then cyst is completely destroyed.

If the spell targets a cyst that had already been removed, it reduces the cyst to a dark magical bitter liquid which when consumed by any creature
allows the creature that consumes it to make a new fortitude save against the effect that gave them a necrotic cyst (with a +5 bonus on the save). If successful, any cyst in the creature is destroyed. Almost the entire liquid (approximately a cup full) must be consumed in order for this effect to occur.
The liquid also tastes awful and so any being consuming it must make a DC 15 fortitude save or be sickened for 1 minute. Salagora's Tears are only effective until the next sunrise, after which the liquid retains its foul smell and
dark appearance, but loses it healing effect. Any being which has a Mother Cyst who consumes even a drop of this liquid (even after the next sunrise) must make a DC 20 fortitude save or be sickened for 24 hours. A successful save renders one immune to this effect from any consumption of that tear but not to the same effect from other tears.

Focus:A jade with Salagora's seal carved on it, worth at least 250 gp

Steal Necrotic Arcana
Necromancy [necrotic]
Level: Sor/Wiz 5
Components: S,V,F,M
Casting time: 1 minute
Target: Personal
Duration: 1 hour/level
Saving throw: None
Spell resistance: No

After you have cast the spell, you immediately learn what arcane necrotic spells of level 4 or less that the deceased knew. A spell is considered known for this purpose if they had the spell as spells known, or was able to prepare without a spellbook or other aid(such as if they had Spell Mastery of the spell) or if they had a prepared copy of the spell in the 24 hours before their death. You select one of those spells.

For the duration of this spell you treat it as a spell known for all your arcane casting classes that cast spells spontaneously and treat yourself as having Spell Mastery of the spell for all your prepared arcane casting classes. You can attempt during this spell to record the spell in a scroll or spellbook
as normal.

This spell does not allow you to cast the spell if you lack the focus or other components.

Focus: A copy of Salagora's seal that is of radius at least two feet.
Material Component: The ashes of the individual from whom you are to select spells. The ashes must be placed in a clay jar which is placed in the center of Salagora's seal. You must then put a drop of your blood (enough to do 1 hp of damage) into the ashes along with 500 gp of crushed jade. The ashes are consumed by the spell in a green flame but the pot is untouched.

Curiously, this spell was apparently discovered by Salagora, and requires her seal, but does not have the usual double-school property of her spells.

Greater Steal Necrotic Arcana
Level: Sor/Wiz 9

This is just like Steal Necrotic Arcana but applies to spells of level 9 or less, and you may select 2 spells rather than a single spell.

Wasting Necrosis
Necromancy [Evil] [necrotic]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates, then fortitude partial, see text.

This spell functions just like Necrotic Cyst except as noted here. If the target fails its initial fortitude save, then the cyst that is formed slowly expands, consuming more of the person's flesh and lifeforce each day to undead flesh. Every day the individual takes 2d3 damage (fort save for half) half of which is vile damage as it becomes new undead flesh. If that day's fortitude save fails then the target is also fatigued . This is a supernatural effect of the cyst, not a part of the spell and so dispelling will not help. For every 5 unhealed vile damage from this effect, the heal DC to remove the cyst increases by 1. This spell can only be removed by removing the cyst or by a wish, miracle or similar level power which reduces the cyst to a normal necrotic cyst.

Wasting Necrosis, Greater
Level: Cleric 7, sorcerer/wizard 6

This spell functions just like Wasting Necrosis except as noted here. On an initial failed save, the target immediately takes 3d6 damage, half which is vile. The target is treated as staggered as long as they have any remaining vile damage from this spell. All damage from other necromantic spells while the cyst is in place have half their non-vile damage converted to vile damage as they fuel the growth of the cyst. If the target dies from this spell or from any necromantic effect then the cyst exits the next round as a free-willed skulking cyst.

JoshuaZ
2012-05-24, 09:50 PM
Abberant Necrosis [aberrant][necrotic]
Prererequisites: 2 Abberant feats, Mother Cyst, knowledge(religion) 3 ranks
Benefit: Your tainted bloods flows through and mingles with the undead cyst inside you. Every abberant feat counts as a necrotic feat for you and vice-versa.Also, you gain Necrotic Cyst and Necrotic Awareness as spell-like abilities. You can use these spell-like abilities any number of times daily as long as the total sum of daily uses of all of them does not exceed half your number of necrotic feats

Cyst Betrayal [metamagic][necrotic]
Prerequisites: Mother Cyst, able to cast Necrotic Cyst.
Benefit: You may modify [necrotic] spells so that any being that has a Mother Cyst, Infernal Cyst or Shadow Cyst must make a fortitude save or they are treated like they have a necrotic cyst for purposes of the spell. Spells modified by Cyst Betrayal take up a spell slot of the same level.

Cystic Corpsecrafting [necrotic]
Prerequisites: Corpsecrafter, Mother Cyst,
Benefit: You can create undead with symbiotic cysts already inside them. Whenever you create or animate any undead you may give it Mother Cyst as a bonus feat. If so, it also gains Necrotic Awareness as an at-will spell-like ability. If the being has more than 10 hit die you may give it Necrotic Cyst or Necrotic Bloat as a once a day spell-like ability (but not both). If the being has at least 15 hit die you may give it either two uses of Necrotic Cyst, two uses of Necrotic Bloat, or 1 use of each.

Cyst Surgeon
Prerequisites: Heal 4, 3 ranks in Knowledge(religion) 3 or Knowledge(arcana)
Benefit: You are particularly skilled with surgery involving necrotic cysts. You gain a +4 bonus on the heal check to remove a necrotic cyst. You also may engage in the difficult procedure of transfering a necrotic cyst from one individual to another. When you remove a necrotic cyst from someone using the heal skill, you may attempt to transfer the remains of cyst to another individual. The DC for the initial heal check to determine if the first individual with the cyst survives is increased by 2 if you are attempting to do so. If you exceed the DC check by at least 3 (so normally a DC of 25), then you may attempt to transfer the cyst to the other individual. This requires 10 minutes of surgery, a heal DC 15 check and a knowledge(arcana) DC 15 check or a knowledge(religion) DC 15 check. If the heal check fails or both the arcana and religion checks fail then the cyst fails to implant. If both are successful, the individual in question makes a fortitude equal to the lowest of the three check values to resist the cyst implantation. If they fail that save (voluntarily or not), they gain the cyst. The transfer process regardless of success deals 2d6 damage. This process works only on helpless or willing individuals. Also, this feat allows you to recover a necrotic cyst from an intact, recently deceased corpse. The check to do so is only DC 10 since one does not need to be as careful about damaging the body. Similarly, if an individual is helpless and you do not care about their survival, the DC to remove a cyst to be implanted is also only 10.

Deformity (Expanded Mother Cyst) [Vile] [necrotic]
Prerequisites: Mother Cyst, Willing Deformity
Benefit: Your Mother Cyst has expanded sending tendrils throghout your body, even your face. Some of these may just barely pass over the surface. Anyone looking at even a small part of your skin sees lines of dark, pulsing dead flesh. You take a -4 deformity penalty on all diplomacy checks with non-undead (this is only -2 if a being has a Mother Cyst and does not have this feat, and is 0 if the being also has this feat), and you take a
-2 deformity penalty on all strength checks. You get a +4 deformity bonus on all intimidation checks and +4 deformity bonus on all diplomacy checks with undead.

Dread Necrosis [necrotic]
Prerequisites: Fearful Empowerment class feature of a Dread Witch (from HoH), Mother Cyst
Benefit: Your necrotic spells are particularly frightening. Whenever you use your Fearful Empowerment ability on a necrotic spell, the save DC for the fearful empowerment is increased by 2. Also, for each [necrotic] feat you have, you gain one extra level 2 spell slot that can only be used for spells with the [fear] descriptor.

Expanded Necrotic Casting
Prerequisites: Must have Mother Cyst. Able to cast at least spells from the same school other than necromancy
Benefit: Pick a school you are able to cast 2 spells in. The penalty that necrotic cysts create for targets of necromancy spells now also apply to spells you cast from this school.
Special: You may take this feat multiple times. Each time you pick a new school of magic.

Infernal Cyst [necrotic]
Prerequisites: Able to use at least 2 invocations, knowledge(arcana) 2.
Benefit: You gain a small cyst composed of a hybdrid of infernal flesh and undead flesh giving you powers similar to those of a Mother Cyst. This feat functions similarly to a Shadow Cyst but instead grants a set of specialized invocations:

Necrotic Awareness
Least; 1st
This is identical to spell of that name.

Necrotic Cyst
Lesser; 1st
This is identical to spell of that name.

Necrotic Scrying
Lesser; 2nd
This is identical to spell of that name but the duration is only 1 round/level.

Baleful Necrosis
Greater; 6th
This is the same as Necrotic Burst, except that if the target dies from the damage it still occurs, and the fragments of flesh that burst out also are burning with hellfire, resulting in 1d6 fire damge to all creatures in 30 feet.

Infernal Termination
Dark, 9th
This functions identically to the spell of that name.


Additionally, when you use an invocation any target with a necrotic cyst gets a -2 penalty on any saves against that invocation. This penalty does not stack with the normal penalty a cyst produces necromantic effects. You may voluntarily forego this effect.

Hunter of the Mother's Children
Prerequisites: Favored enemy (undead), Knowledge(Religion) 4 ranks
Benefit: You may apply your favored enemy bonuses for attack and damage rolls undead to any creature possessing a Mother Cyst, Infernal Cyst, Shadow Cyst, or necrotic cyst.

Mother's Command [necrotic]
Prerequisites: Mother Cyst, able to create of a skulking cyst by some means.
Benefit: You automatically control any skulking cyst you create with the cysts allocated to your usual pool of undead controlled by animate dead or similar effects.

Mother's Song[necrotic]
Prerequisites: Dirgesong class feature (from Dirgesinger), Mother Cyst
Benefit: Any being with a necrotic cyst takes a -2 penalty on saves against any of your dirgesong or other bardic music abilities. You also get a +2 bonus on your perform check for Song of Awakening if your target being is any being that died with a necrotic cyst that has not been removed from the corpse (either deliberately cut out, or became a skulking cyst or the like). You may also use your bardic music ability extra times daily equal to your number of necrotic feats.

Metacystic Infestation [metamagic][necrotic]
Prerequisite: Mother Cyst.
Benefit: You can alter any necromancy spell that allows a save. The spell gains the [necrotic] descriptor and any creature affected by the spell that fails the save must make also fortitude save or develop a necrotic cyst. A Metacystic Infestations spell uses up a spell slot two levels higher than the spellís actual level.

Metapsionic Necrosis[psionic][necrosis]
Prerequisites: Psionic Necrosis, knowledge(psionics) 10 ranks. Free Manifesting 2nd class feature, Cognizance psicrystal class feature.
Benefit: You gain three benefits from this feat. First, you may use your free manifesting ability to instead use for necrotic spells that you can cast of level no higher than the highest level power you can use free manifesting on.
A spontaneous caster can use this ability for any necrotic spell he can spontaneously cast while a prepared caster can use this ability on any necrotic spell of which he has a prepared copy of (in which case, the copy remains intact). Second, you add your number of [necrotic] feats to the total number of free first level manifestations you may use daily. Third, when you use your Font of Power ability (if you have it), you also do not expend spell slots and copies of prepared spells when you cast necrotic spells (if a prepared spell caster must have a prepared copy of the spell to use this ability, but the copy of the spell remains unexpended).

Necrocarnum Cyst [Incarnum] [necrotic]
Prerequisites: Mother Cyst, Incarnum Spellshaping, Necrocarnum Acolyte
Benefit: You imbue your Mother Cyst with the twisted power of necrocarnum. You may invest essentia in your Mother Cyst. Essentia invested in this way stays invested for 24 hours and cannot be altered.
As long as you have at least one point of essentia invested in your Mother Cyst, you may when casting any necrotic spell treat the spell as if it were subject to the heighten spell metamagic (this occurs spontaneously and does not increase casting time even if you would normally need to increase casting time to use metamagic). You can use this ability number of times equal to your charisma modifier(min 1) or your number of points of essentia invested, whichever is lower. Also, when you have essentia invested in your Mother Cyst you may at your option treat any necrotic spell as having the [incarnum] descriptor. If you do, and the spell has duration other than instantaneous
then it gains an essentia investment which increases the effective caster level by 1 for every point of essentia invested. You gain one point of essentia.

Necrotic Arcana [necrotic]
Prerequisites: Mother Cyst, Spell Focus(necromancy), able to cast 3rd level arcane spells spontaneously
Benefit: You may prepare necrotic spells as if you were a wizard. You still need a spellbook or appropriate scroll to do so. Prepared spells take up a spell slot of that level. While prepared, that spell slot cannot be spontaneously converted to other spells. Spells prepared in this fashion do not have increased metamagic time. Spells prepared in this fashion do not count against your total spells known.

Greater Necrotic Arcana [necrotic]
Prerequisites: Necrotic Arcana, knowledge(arcana) 8 ranks.
Benefit: When you have a spell prepared using Necrotic Arcana, you are treated as if that spell were on your spells known list for your class that you have prepared the spell in (this is not a problem for your maximum number of spells known) as long as you can cast spells spontaneously of at least one level higher than it. Thus you can cast that spell spontaneously using your other spell slots.

Necrotic Binding [necrotic]
Prerequisites: Mother Cyst, and Favored Vestige(Salagora)
Benefit: You use your Mother Cyst to more effectively channel and control the vestiges you bind. You get on all soul binding checks a bonus equal to the number of necrotic feats you have.

Necrotic Blood Draught [necrotic]
Prerequisites: Mother Cyst, Blood Draught class feature(from Blood Magus in Complete Arcane)
Benefit: You are able to concentrate magical blood around your Mother Cyst. Add twice your number of necrotic feats to your maximum number of Blood Draughts you may store.

Necrotic Cancer [necrotic]
Prerequisites: Cancerous Companion class feature (from Cancer Mage), Mother Cyst
Benefit: Your cancerous companion merges with your Mother Cyst to form a hideous, hybrid monstrosity of undead and cancerous flesh. This grants three benefits: First, you get a save against cure spells and similar effects that would cause you to lose the benefits of your Cancerous Companion. Second, you have the Infected Wound class feature you may instead of using it to do do 1d6 con damage
later on a failed save the individual gains a necrotic cyst (this also occurs 1 hour later). Third, You add your number of necrotic feats to the intelligence of your Cancerous Companion.

Necrotic Channeling [necrotic] [divine]
Prerequisites: Mother Cyst, , knowledge(religion) 3 ranks, able to rebuke undead.
Benefit: You can channel negative energy through your Mother Cyst. You add your number of [necrotic] feats as a bonus to determine your effective cleric level for all rebuke attempts. Also, when using any spell or other ability with the [necrotic] descriptor (this includes, mysteries, invocations, supernatural abilities etc.) you may expend a rebuke attemp
as part of the same action. If you do, your effective caster level for the effect is increased by 1 for purposes of overcoming spell resistance, for duration and for dispelling. Also, if you have the Necrotic Surgeon feat, you may when implanting a cyst expend a rebuke attempt to add 2 to the Knowledge(Religion) and Knowledge(Arcana) checks involved in the implantation.

Necrotic Damage Pool [necrotic]
Prerequisites: Mother Cyst, steely resolve 10, , Knowledge(religion) 5
Benefit: The undead flesh growing inside you gives you further ability to shunt off pain. You gain 5 points to your damage pool for every 2 necrotic feats you have. When you gain more necrotic feats this increases accordingly. You cannot more than double the size of your damage pool
this way.

Necrotic Energy [necrotic]
Prerequisites: Mother Cyst, knowledge(arcana) 10, able to cast 3rd level arcane or divine spells.
Benefit: You can store additional magical energy in your Mother Cyst. You gain a 2nd level spell slot for every [necrotic] feat you have (including this one). Whenever you gain a new necrotic feat you gain another such spell slot. When you gain such feats if you have multiple casting classes you must choose to which they apply when you gain the new spell slots. These slots can only be used to cast necromancy spells.

Greater Necrotic Energy [necrotic]
Prerequisites: Necrotic Energy, knowledge(arcana) 12, able to cast arcane or divine 5th level spells
Benefit: The slots from Necrotic Energy become spell slots of level equal to the highest level you can cast -2.

Necrotic Focus [necrotic]
Prerequisite: Mother Cyst
Benefit: All your Salagora spells as well as all necrotic spells, mysteries and invocations and other effects get a +1 bonus to their save DC. This bonus stacks with all Spell Focus and Greater Spell Focus feats and similar feats such as Spell Focus Necromancy and Malign Spell Focus.

Necrotic Lifewell [necrotic][lifewell]
Prerequisites: Mother Cyst, Must have the Lifewell class feature (as the Lifedrinker prestige class)
Benefit: You gain the ability to store additional lifewell points in your Mother Cyst. Your maximum number of Lifewell points goes up by 1 for every [necrotic] feat you have. Everytime you gain a new necrotic feat your maximum again increases by 1 point. You may cast Necrotic Awareness by paying 1 lifewell point rather than expending a spell slot or prepared copy. You may cast Necrotic Cyst by paying 3 lifewell points.

Improved Necrotic Lifewell [necrotic][lifewell]
Prerequisites: Necrotic Lifewell, able to cast 3rd level spells and have a Mother Cyst
Benefit: Every Lifewell feat counts as a necrotic feat for you and vice-versa. You may cast Necrotic Bloat by expending five lifewell points.
(Note: The second ability in this feat involves Lifewell feats, which are a separate set of feats which improve upon the Lifewelll class feature. I've been meaning to write them up in detail, but for now, this feat can safely be considered in isolation.)

Necrotic Noctumancy [necrotic]
Prerequisites: Shadow Cyst and Mother Cyst, Innate Counterspell(retain power) class feature (from Noctumancer in Tome of Magic). Note that this is an exception to the rule that a Shadow Cyst may substitute for a Mother Cyst for feat prerequisites.
Benefit: Whenever you use your Innate Counterspell (retain power) class feature you automatically get an additional use of one of a mystery from the Penumbra of the Mother path and if a spontaneous arcane caster an additional 3rd level spell slot usable for any spell with the necrotic descriptor or if a prepared spellcaster one prepared spell with the necrotic descriptor that you a) have already expended a copy of or b) have an additional prepared copy of or c) have Spell Mastery of. Spell slots and prepared spells gained this way cannot exceed the level of the spell countered. (needs better wording). Also, when you make dispell checks you get a +2 bonus to the check if the caster who made whatever you are dispelling or countering has a necrotic cyst. Finally, whenever you use any mystery or class any arcane spell which has the potential to create a necrotic cyst you may sacrifice a daily mystery use or sacrifice arcane spell or spell slot(must be of the other type, so if mystery must be arcane, if arcane must be mystery) of a mystery or spell at least level equal to the spell you are casting to add 1 to the caster level and save DC of the spell or mystery you are casting.

Necrotic Spellpool [spellpool][necrotic]
Prerequisites:Spellpool I (from Mage of Arcane Order in Complete Arcane), Mother Cyst
Benefit: You can store spellpool energy in your Mother Cyst.
When you take this feat your Spellpool trinket is merged into your body and joins with your Mother Cyst becoming a piece of undead flesh that is part of you. This gives you three benefits: First, you can call daily additional spell of spell level sum up to your number of necrotic feats. Second, necrotic feats count as spellpool feats and vice-versa. Third, Whenever you cast a spell called from the spellpool the save DC for that spell is treated as 1 higher for any being that has a necrotic cyst.
(Note: The second ability here and this feat involves Spellpool feats, which are a separate set of feats which improve upon the Spellpool class feature. I've been meaning to write them up in detail, but for now, this feat can safely be considered in isolation.)

Necrotic Spell Drain [Monstrous] [Necrotic]
Prerequisites: Mother Cyst, Spell Drain (from Libris Mortis), ability to cast Necrotic Cyst and Necrotic Awareness as prepared spells.
Benefit: Whenever you successfully bestow a negative level on a spellcasting creature and that creature loses either a prepared spell or a spell slot of at least 1st level you may choose to get a bonus prepared spell of Necrotic Awareness. If of 2nd level, may choose Necrotic Cyst. If of 3rd level may choose Necrotic Bloat. These extra spells last for 1 hour. Use of this ability does not forego any benefit derived from Spell Drain. You can use this ability daily up to the number of necrotic feats you have.

Necrotic Symbiosis [necrotic] [host]
Prerequisites: Mother Cyst, Psionic Necrosis, Any host feat
Benefit: The psionic entity you host develops a deep symbiosis with your Mother Cyst. All your Host feats count as [necrotic] feats. Furthermore, you may use your host granted abilities an extra number of times daily equal to half your number of necrotic feats.

Necrotic Taint [necrotic] [taint]
Prerequisites: A necrotic feat, a taint feat.
Benefit: Your body has been infused with necrotic taint. Your feats with the [taint] descriptor count as [necrotic] feats and vice-versa. Thus any time that you could take a [taint] feat as a bonus feat you may instead choose to take a necrotic feat. Similarly, when casting any spell that temporarily gives you a necrotic or taint feat you can instead choose to take the other type of feat.

Necrotic Thoughtnet:
You can expand your Thoughtnet to easily include beings with necrotic cysts.
Prerequisites: Psionic Necrosis, Society Mind level 1
Benefit: You can include in your network additional individuals equal to the number of necrotic feats you have. These additional individuals must have either a Mother Cyst or a necrotic cyst.

Necrotic Thrallherd [necrotic][psionic]
Prerequisites: Psionic Necrosis, Thrallherd class feature.
Benefit: When you cast any spell with the necrotic descriptor you may choose to have it effect specific thralls and believers like they have cysts even if they do not or have it not effect those that do. Additionally, you become instantly aware when any of your thralls or believers has a necrotic cyst as long as you are on the same plane. Finally, you get extra additional believers equal to your thrallherd level times your number of necrotic feats. These extra believers must be undead or have necrotic cysts.

Occular Necrosis [necrotic]
Prerequisite: Mother Cyst, Implanted Eyeball class feature of the Ocular Adept.
Benefit: Your Mother Cyst sends undead tendrils into your implanted beholderkin eye. Their magics fuse with sinister results. You get an additional bonus on spot checks equal to your number of necrotic feats (this stacks with the normal +4 bonus for having an Implanted Eyeball). Additionally, you may use two daily eyeball rays to instead have the same effect as necrotic bloat or necrotic cyst as a ray attack.


Psionic Necrosis [necrotic] [psionic]
Prerequisites: Mother Cyst, Able to manifest one power.
Benefit: You can use a necrotic cyst as an effective channel for your own psionic power. When targeting a being with a necrotic cyst with a power or psi-like ability the save DC is by 2 if you expend psionic focus.

Also, you may treat your mother cyst as a cognizance crystal with maximum number of points equal to 1 + your number of necrotic feats.

Finally, when casting any spell or using any ability that could potentially create a skulking cyst or some variant thereof you may expend your psionic focus. If you do and a skulking cyst is created then that cyst is created as being naturally psionic, with 1 bonus power point and the ability to use the mindthrust power once a day as a psi-like ability. You may not alter more than 1 cyst per a spell this way, even if the spell creates multiple cysts.

Improved Psionic Necrosis [necrotic] [psionic]
Prerequisite: Psionic Necrosis, knowledge(psionics) 10
Benefit:

Necrotic feats count as psionic feats for you and vice-versa. Thus for example if you have the psionic body feat you get 2 hit points for every necrotic feat you have. Similarly, if you cast Salagora's Power and have a Mother Cyst you may pick any psionic feat you qualify for and anytime you get a bonus psionic feat you may instead pick a necrotic feat.

Also, certain necrotic spells gain augments. You may not pay in any such augment more power points than your caster level or manifester level (whichever is lower) :

Necrotic Cyst: For every 2 power points you pay in this augment, the save DC increases by 1.
Necrotic Bloat: For every 2 power points you pay in this augment, the spell does an additional 1d6 damage.
Necrotic Burst:For every 2 power points you pay in this augment, the save DC increases by 1 and on a successful save the spell does an additional 1d6 damage.
Necrotic Eruption: For every 2 power points you pay in this augment, the save DC increases by 1 and on a successful save the spell does an additional 1d6 damage (this applies only to the initial damage not to any from the eruption effect).
Necrotic Domination: For every 4 power points you pay in this augment, the save DC increases by 1.
Necrotic Tumor: For every 2 power points you pay in this augment, the save DC increases by 1.
Necrotic Termination: For every 2 power points you pay in this augment, the save DC increases by 1 and on a failed save does an additional 1d6 damage.
Necrotic Scrying: If you pay 4 power points you may manifest powers through your Necrotic Scrying as long as the powers are level 1 powers from the telepathy school that cannot do damage or harm the target in any way (such as missive).
Necrotic Empowerment: If you pay 3 power points in this augment, then you may still use Mother Cyst-enabled spells while the effect is in play. However you must when you do so pay power points for a power of the equivalent level (so 1 for level 1 spells, 3 for level 2 and so on).

Shadow Cyst [necrotic]
Prerequisites: Able to use an apprentice mystery from the necromancy school, knowledge(arcana) 1.
Benefit: You gain a small cyst composed of shadow energy and undead flesh giving you powers similar to those of a Mother Cyst. A Shadow Cyst may be substituted for a Mother Cyst when qualifying for any feat or PRC that requires a Mother Cyst unless otherwise noted. This does not substitute for spells requiring a Mother Cyst as focus. Spells and other effects that effect beings with a Mother Cyst effect beings with a Shadow Cyst the same way unless otherwise noted.

One gains access to the mysteries from the Penumbra of the Mother, Shadow of the Mother and Consuming Darkness of the Mother as extra mysteries known. These mysteries can only be cast by someone with the Shadow Cyst
feat. You do not gain access to any of these mysteries unless you have access to at least one mystery of that level. Furthermore, these mysteries do not count as mysteries known for either determining your total number of bonus feats for a shadowcaster or for determining what level mysteries you can learn.

A shadowcaster may take Shadow Cyst as a bonus feat.

Mysteries from Shadow Cyst:

Three Paths: Penumbra of the Mother, Shadow of the Mother, Consuming Darkness of the Mother

Penumbra of the Mother
1. Necrotic Sight
2. Whispered Necrosis
3. Necrotic Shadow

Shadow of the Mother
4. Shadow Cyst (maybe need different name for this since feat named Shadow Cyst?)
5. Shadowy Engorgement
6. Necrotic Shadow Spawn

Consuming Darkness of the Mother

7. Shadow Eruption
8. Creeping Necrotic Shadow
9. Consuming Necrotic Shadow

Necrotic Sight [necrotic]
Apprentice, Penumbra of the Mother
Level/School: 1st level necromancy
Duration: Concentration + 2 rounds (maximum 1 round/ caster level)

You see the faint impressions that necrotic cysts make on the Plane of Shadow.

This mystery functions just like the spell Necrotic Awareness except that you get all three levels of detection immediately. It does not require
a Mother Cyst as a focus. Also, any creature within the cone that has a necrotic cyst does not benefit from insivibility or concealment when you attack it while this mystery is active. You immediately see any any creature
that has a necrotic cyst that is invisible when first manifesting this power. By comparison with your normal sight, it becomes immediately obvious that those creatures have necrotic cysts.

You can also by concentrating on a specific necrotic cyst see in detail what other properties the cyst has due to the other spells and abilities (such the additional properties created by a Shadowy Cyst mystery).

Whispered Necrosis
Apprentice, Penumbra of the Mother
Level/Schoo:l 2nd/Necromancy
Range: 100 miles/level or 1 mile/level, see text
Target: 1 living creature with a necrotic cyst or whose location within 100 feet is known to you.
Duration: Instantaneous
Saving throw: No
Spell resistance: No

This mystery works just like the mystery Congress of Shadows except as noted here. You may also choose to send the message to every being in 1 mile/level satisfying the target requirements.

Necrotic Shadow
Apprentice, Penumbra of the Mother
Level/School: 3rd/Necromancy
Range: Touch
Target: 1 living creature
Duration: Instantaneous and 1/round per a caster level. See text.
Saving throw: Fortitude negates
Spell resistance: Yes

This mystery works just like the Necrotic Cyst spell. But when casting it you may choose so that on a failed save, the target also gains the Dark Template for 1 round/caster level. (The Dark Template is on page 161 of ToM).

Shadowy Cyst [necrotic]
Initiate, Shadow of the Mother
Level/School: 4th/Necromancy
Range: Touch
Target: Living creature
Duration: Instantaneous
Saving throw: Partial
Spell resistance: Yes

This mystery functions just like the spell Necrotic Cyst except as noted here. A target also takes non-lethal damage from the intense pain of the cyst attempting to form. On a failed save this is 2d4 damage, and on a successful save is half that (so unlike with a normal Necrotic Cyst spell, they realize that something nasty happened. Of course, this could make them think that that is all that happened). Also, any target imbued with such a cyst takes an additional -2 penalty on all saving throws against all mysteries as well as spells and effects with the [shadow] or [darkness] descriptors. This stacks with the already existing penalties from having a necrotic cyst. Moreover, as long as the target has the cyst, any spell resistance the target has is treated as 5 less against either mysteries or necromantic effects.


Shadowy Engorgement [necrotic]
Initiate, Shadow of the Mother
Level/School: 5th/Necromancy
Range: Medium
Target: living creature with a necrotic cyst
Duration: Instantaneous
Saving throw: Fortitude partial (see text)
Spell resistance: No.

You cause the cyst of a subject already harboring a necrotic cyst to pulse and swell, consuming the flesh around it. The subject takes 1d6 points
of damage per level (maximum 15d6), and half the damage is considered vile
damage because the cyst expands to envelop the newly necrotized tissue. Also, the target must make a fortitude save or become exhausted as the necrotic cyst drains life energy from the individual to fuel its expansion. On a succesful save the subject is still fatigued.

Necrotic Shadow Spawn [necrotic]
Initiate, Shadow of the Mother
Level/School: 6th level Necromancy
Range: Medium
Target: Living creature with necrotic cyst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

You cause the cyst of a subject already harboring a necrotic cyst to explosively enlarge itself at the expense of the subjectís body tissue. If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 20d6), and half the damage is considered vile damage. If the subject fails her saving throw the cyst expands beyond control, killing the subject. If the subject dies from this spell (whether from a failed save or
from taking sufficient damage on a successful save to kill the subject) then on the round following the subjectís death, the cyst exits the flesh of the slain subject as a free-willed undead as a dark skulking cyst. (Apply
the Dark Template to a Skulking Cyst and allow it to use "Dusk and Dawn" and "Caul of Shadow" mysteries as at-will spell-like abilities.)

Shadow Eruption
Master, Consuming Darkness of the Mother
Level/School: 7th Necromancy

This mystery functions like Necrotic Eruption with the following changes as noted here. If the target make its save and then dies from the damage the eruption still occurs. When an eruption occurs shadow energy also spreads forth from the expanding cyst. This dispels and counters any light spell or effect of 6th level or lower within a 60 foot radius of the spell, and any magical object which emits light is subject to an effect identical
to a dispel magic spell (cast at your caster level) (you cannot choose to not succeed on the dispel checks they occur automatically with no input from you. However, your own spells are not automatically dispelled as they would be if you had cast dispell magic).

Creeping Necrotic Shadow
Master, Consuming Darkness of the Mother
Level/School 8th Necromancy

This mystery functions just like Necrotic Tumor except as noted here. In addition to the usual effects of Necrotic Tumor. After casting, for 1 round/level the target gains the Dark Template.

Consuming Necrotic Shaodw 9
Master, Consuming Darkness of the Mother
Level/School 9th Necromancy
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: A living creature with necrotic cyst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

If the subject succeeds on the saving throw, the subject takes 1d6 points of damage per level (maximum 25d6), and half the damage is considered vile damage. The subject also takes 2 points of permanent constitution and wisdom drain as the cyst eats away at the target's brain and body. This drain cannot be healed in any way even by a wish or similar effect until the subject's cyst is removed.

On a failed save, the cyst expands beyond control killing the subject.

If the subject dies from this mystery (either from failing the save or from taking lethal damage)the cyst exits the round following the subject's death as a Dark Cyst (see Necrotic Shadow Spawn for details) which is completely under your control and completely obedient to you. You may not have controlled in this way more Dark Cysts than your charisma modifier (minimum 1) but these do not count towards any other limit of undead you control. When you use this ability, if you exceed your limit you must choose one such Dark Skulking Cyst under your control and release it (possibly the one you just created).



Vampiric Necrosis [necrotic]
Prerequisites: Mother Cyst, More Spawn ability of a Master Vampire (from LM).
Benefit: You add twice your number of necrotic feats to the total number of vampire spawn you may control. Also, any spawn within 30 feet of you gains a turn resistance bonus equal to your number of necrotic feats. If you have the Children of the Night ability, you may add your total number of necrotic feats to the total number of rats or bats you summon and half that number to total number of wolves.

JoshuaZ
2012-05-24, 09:51 PM
So now for the miscellaneous stuff. First we've got a vestige:

Salagora, Mother of Undeath

According to legend, Salagora was a powerful wizard who extensively studied magic connected to necrotic cysts. Eventually, she tried to achieve ultimate power by linking her conscious to those of all the world's Mother Cysts. However, something went wrong, and somehow in the process she became a vestige. However, some speculate that it is not Salagora but rather some strange entity from elsewhere that she somehow opened a gateway for in her failed attempt at godhood. One matter of some speculation among binders is that some arcane spells apparently discovered by Salagora involve using some version of her seal as a focus. This is as far as binders are aware, the only known case where the seal of a vestige can be traced to something connected to that vestige in life.

3rd level vestige, DC 21

Manifestation: Salagora appears as pulsing mass of dead flesh, about three feet high and then out from it slowly appears the form of a woman in wizard robes. The woman is of whatever species the binder is. If the species is genderless then she appears as a member of that species with features giving a faint resemblance to a human female. Somewhere from her body (usually the base of the neck) a small cord of rotting flesh extends out and attaches to the mass of of dead flesh.


Special requirements: One must place in the seal the remains of a necrotic cyst, or one must oneself possess a Mother Cyst or necrotic cyst. .

Sign: You gain a small lump on one limb that is swollen and painful to touch. The lump occasionally moves around in a distracting and slightly painful manner. This lump occurs even if you possess a Mother Cyst or necrotic cyst.

Necrotic Awareness: This ability is constantly active and functions like the spell of that name. You instantly become aware of the presence or absence of creatures with necrotic cysts. If one concentrates for one one round one can determine the number of creatures bearing necrotic cysts in the area. If one concentrates for another round one can determine the location of each creature bearing a necrotic cyst. If a cyst-bearer is outside your line of sight, then you discern its direction but not its exact location.

Call of the Mother: You are instantly aware of the presence of Mother Cysts within 100 feet of you other than your own (but not their location or number) and are instantly aware of any creature you come in physical contact with if it has a Mother Cyst. This is a divination effect equivalent to a level 1 spell with caster level equal to your binder level.
Also you may use of some of the remaining consciousness of Salagora and her connection to Mother Cysts to communicate. You may concentrate on a specific individual that you know or suspect of knowing of having a Mother Cyst or of being bound to Salagora or otherwise connected to necrotic magic. You may send to a message of 25 words or less to the individual. Normal language barriers still apply. This sometimes works through different planes but it depends very much on the type of plane and its current status (similar to the Sending spell). After you have finished using this ability you cannot use this ability for 5 rounds.

Implant Cyst: This functions exactly like the Necrotic Cyst spell. Once you have used this ability you must wait 5 turns before you can use it again. You can only use this ability if you show Salagora's sign.

Necrotic Pulse: You may make any target within medium range with a necrotic cyst take 1d6 damage per 3 levels (max 6d6). Optionally, you may have half the damage be non-lethal or have half the damage be vile (cannot choose both). Once you have used this ability you must wait 5 turns before you can use it again.

Lingering Necrosis: A binder of effective binder level at least 9 can preserve some small amount of lingering necrotic power from Salagora. When such a binder makes a good pact with Salagora the binder may choose to take one of the following two abilities:
1. You gain a single stored use of Necrotic Cyst. The save DC is the save DC from when you were bound to Salagora but with your effective binder level halfed. Your caster level is half your effective binder level or whichever is lower. This stored cyst fades for 24 hours.
2. Gain Necrotic Awareness (as the spell) as a supernatural ability for 24 hours after one is no longer bound to Salagora. You may use it up to the your charisma modifier number of times (min 1). Your effective caster level is half your effective binder level.

These abilities apply even after one's binding has terminated, and the duration represent duration post termination. If a binder does use this ability, the binder will continue to have Salagora's sign until the ability is fully discharged, they may not suppress the sign for the entire binding duration and the time where they still have the ability, but they are not treated as being bound to a vestige once the normal binding time is up (and thus could bind to another vestige). If you bind to Salagora again
when Lingering Necrosis is still in effect you lose any remaining stored ability but gain a +1 bonus on the binding check.


And now an artifact:
Staff of Salagora

The Staff of Salagora is simple wooden staff said to be wielded by Salagora in her mortal life. Curiously, some legends that seem to predate her describe a similar object.

To someone without any [necrotic] feats this Staff acts just like a +2/+2 quarter staff that also deals 1d6 vile damage on a successful critic hit, as undead flesh forms in the wound. Someone with any such feats instantly realizes the Staff's other abilities when they pick it up.

An individual with a necrotic feat may use Necrotic Awareness as an at will spell-like ability, and may treat the staff as Spell Storing for spells with the [necrotic] descriptor. On a critical hit, they may sacrifice a spell slot or prepared spell of at least third level. If they do so, the target gains a necrotic cyst with no save.

Additionally, they gain a +2 bonus to all diplomacy checks with beings with Mother Cysts, and any skulking cyst starts off with a starting attitude of indifferent and will not attack the wielder unless ordered or provoked.

Finally, it is possible to attune to the Staff. Doing so requires that there is no other being currently attuned to the Staff. Attuning to the staff requires one hour of meditation. At the end of that hour, the wielder of the Staff gains a bonus necrotic feat of their choice that they meet the prerequisites for. If they ever cease to be attuned (such as if the Staff is destroyed, or if the individual is killed and before being resurrected someone else attunes to the Staff) then one loses this feat. A being attuned to the Staff also receive a +2 bonus on any saves against spells or other effects with the necrotic descriptor.

JoshuaZ
2012-05-25, 12:23 AM
Spells are up. Feats and the rest will go up tomorrow.

Comments/criticism welcome.

EdroGrimshell
2012-05-25, 01:15 AM
Would like to point you to Silva Stormrage's Necrotic Infester (http://www.giantitp.com/forums/showthread.php?t=197668), which I plan to play gestalted with RoC's Fleshcrafter (http://www.giantitp.com/forums/showthread.php?t=150732)

Wavelab
2012-05-25, 01:51 AM
Well if you want to play a bard... (http://www.giantitp.com/forums/showthread.php?t=243714)

JoshuaZ
2012-05-26, 10:41 PM
Thanks Edro and Wavelab, those are nice to have. Ok pretty much everything is up. I may add some incantations or items later but for now this hangs together well and is the key stuff that probably needs feedback. So, um PEACH?

JoshuaZ
2012-06-02, 07:59 PM
Bump? Any thoughts?