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    Default Advanced Necromancy and Fear (60+ new spells, plus new mechanics!)

    Abstract
    I always like to write a little introductory bit at the beginning of every large-scale project I undertake. These are the Dread Spells of Maerok, and a new name is probably pending. Feel free to use these and, if you like them, continue on to Complete Lich.

    Of all the spells, necromancy is unique in that it doesn't seek to just hurt. It twists, it tests, it has a sense of bitter irony to it that makes the magic all the more sinister. Evocation will kill you as well, but necromancy will pervert your death, steal what you hold most sacred, and generally ruin your day. Necromancy doesn't just stab, it wiggles that blade back and forth to make the assault all the most devastating. It is a magic of life and death, usually wielded for the latter but occasionally it is applied in dire causes to save rather than maim. But when you call upon the dark art of necromancy, you're bound to bite off more than you can chew. And then it will bite back.

    Outside of the game, necromancy has always been nerfed in my opinion. Whether it is the spells or the PrCs available in splatbooks and Wizards' products, necromancy always seems sort of weak. For those who share my opinions, search out the Tome of Necromancy for that sort of stuff done right. But in all I get a kick out of classes like the True and Dread Necromancers as well as the Pale Master. Ever since the beginning of my gaming career, I've like to play the bad guy. It is my goal to compile a list of 100+ spells of my own creation. And I'd appreciate any comments.

    Necromancy's scope in magic is much deeper than one might initially think. In almost any situation, there is a necromantic solution. And it has answers to almost any threat: if it was created, necromancy usually has a spell to destroy it. It contains both specialized and open-ended spells. Between evocation and transmutation, I consider necromancy to be one of the three most useful schools. And necromancers themselves are cunning and methodical; no slacker pursues a mastery of the dark arts. They are tactical and without restrain in their methods. They'll strike when you're down and when they have an advantage.

    Sabotage Subschool
    Necromancy features a wide array of turning the enemy's powers against him. In turn, the sabotage subschool has arisen to become a newer style of spells. A sabotage spell is a cunning adaptation that is hard to detect and doesn't take effect until the victim triggers the necessary conditions. It is not exclusive to necromancy, but the crafty villains have taken strides to perfect the tactic.

    Properties of the Sabotage Subschool:
    • A victim is never aware that he has been afflicted by a Sabotage spell until its effects go off. The saving throws are rolled in secret or without the victim's knowing. Even upon witnessing the effects, it is up to them to figure it out from just a stroke of bad luck or a random anomaly.
    • Someone might see the spell casting being performed but Sabotage spells have a 75% chance of being mistaken for another spell of that spell level if they try and figure it out by any method. Someone with a Sabotage spell prepared (or cast, for spontaneous casters) that day only mistakes it 25% of the time.
    • Sabotage spells frequently deny saving throws and/or spell resistance in exchange for the off-chance that they might not be called into effect.
    Conjuration (Healing) -> Necromancy (Healing)
    As discussed in the Tome of Necromancy on the Wizards forums, it is proposed that healing spells be moved to Necromancy. I've always thought this was a good idea as necromancy is a magic of life and death, a two-sided coin. With moderation, you can do some good, but delving might bring some suspicion from your Pelor buddies, silly paladin. Necromancy isn't necessarily evil, but it is a powerful sort of magic and with such untapped power comes corruption and evil. You might start out casting cure wounds spells and before you know it you think you're the king of life and death, and continue on your way to raising the dead with dark spells, seeking to wield the darkness as a tool of light.

    Altogether, this adds 24 'new' spells from Conjuration (healing) to Necromancy (healing) from the SRD/Core. Select 'Conjuration' -> '-Healing' to see which ones. Spell Compendium probably has many more...

    In-game, I doubt the Clerics/Paladins of Pelor will be much obliged to consider themselves necromancers. They'll probably still call it 'conjuration of healing aid' or something like that. Oh well, a rose by any other name...

    Spells of note from Conjuration (Healing):
    • Cure wounds - Channel positive energy to heal; if I channel negative energy to damage and that's necromancy, then why not with positive energy. Fire and cold are opposite, but both are a part of evocation.
    • Heal - See above.
    • Restoration - Pretty much the same as with cure wounds. If you can do it with necromancy, why not undo it with necromancy.
    • Resurrection - Spells that bring the dead back to life are epitomes of conjuration (healing)'s role in necromancy. "I use conjuration magic, the art of summoning things, to bring him back to life" versus "I use necromancy, the art of life and death, to bring him back to life."
    • True resurrection - See above.
    • Raise dead - See above. If you don't think this is necromantic, I'll slap you.
    • Regenerate - A spell of the flesh. "I use spells to constantly summon new flesh to replace what goes missing!" No. Necromancy.
    • Remove disease - "I USE THE POWER OF CONJURATION TO UNCONJURE A LIVING, REAL ORGANISM (DISEASES)!!!" Nuff said.
    • Remove paralysis - Nine Hellsssss no. This isn't conjuration. It could go for necromancy or abjuration, but has more to do with necromancy's healing aspect.
    • Neutralize/delay poison - Leave it to the pros, please. If they poisoned you in the first place, I'm sure they know their way around poisons.
    Spells to Consider from Other Schools:
    • Remove curse - Abjuration works here, because it is a defensive sort of spell. But arguments can be made for necromancy, seeing as a necromancy would know how to remove it best. Seeing as they most likely set forth the curse in the first place. Why isn't remove blindness/deafness abjurative as well? It's listed as conjuration(healing). Perhaps make it a dual school spell.
    • Reincarnate - It deals with death, but also transmutation. A dual school spell, perhaps?
    Necromancy Spell Guidelines (a sort of portfolio):
    • Good/Evil
    • Healing/Torture/Pain
    • Anatomy: Bones, blood, organs
    • Life/Dead/Undeath
    • Positive/Negative energy
    • Undead, souls, spirits
    Healing the Healing Spells:
    I propose that conjuration (healing) be split amongst necromancy and abjuration. Abjuration rarely comes into need for healing, but there are a few exceptions amongst various sources. I find necromancy to be the 'home school' of good/evil spells, but often times that role is moved over to abjuration for more defensive than thematic spells. Elemental spells are often evocation, thus a 'home school', to draw a parallel.

    Class Fixes
    Dread Necromancer

    Undead Mastery

    • Problem: Multiclassing from Dread Necromancer past level 8 comes at the cost of nerfing your army size...
    • Exhibit A: Animate Dead - "... she can control 4 + her Charisma bonus HD worth of undead creatures per class level"
    • Exhibit B: Control Undead - "... the spell targets up to (2 + her Cha bonus) HD/[spell] level... rather than the 2 HD/[spell] level normally granted"
    • Verdict: Animate dead gets boosted by this ability to have a maximum of "(4 + her Cha bonus) HD/level" instead of by class level. If control undead goes by spell level, then why not animate dead? All other benefits of Undead Mastery stay when the Dread Necromancer multiclasses, so the animate dead boost should too.
    3rd-level Death Ward Typo
    • See the Dread Necromancer spell list below for more information
    Additional Sections
    See the posts far below for more information and mechanics. I will either rethread this or cluster a bunch of posts together to arrange this better.
    Last edited by Maerok; 2007-02-22 at 01:30 AM.

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    Default Re: Dread Spells of Maerok

    Nice list, Pervert healing is just great
    Thank Saturn for this avatar!

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    Necromancy and the Soul
    [A treatise on the interaction of necromantic effects and the soul.]

    "Of the Dark Arts, much is left to be discovered on the interactions between the soul and the necromantic forces at work. It is here that I, a humble disciple to this most insidious craft, shall bestow the findings of my life's, and unlife's, work; I have dwelled under the faith for Vecna for what has become three centuries by the time I put quill to this parchment. My intention is to inform the lesser of our glorious ranks on the true nature of the deeds they partake in. And perhaps, as such things happen, a servant of the order of light and all that is good shall come across a copy of this manifesto in some forlorn shrine to our lich god Vecna. To make my discussion universal, I shall hereafter refer to the magical rites and spells of our Profession by their common names with which I hope all fledgling magisters are schooled in.

    Let me my discourse with the most basic interactions of the soul and the afterlife with our Craft. When a creature who bears a soul dies, one not yet given over to undeath or born of the forge, that soul departs as an invisible, imperceivable energy capable of transcending the limits of our physical world in order to become one with whatever place it holds in divine esteems. We are Intruders upon this sacred process. We are Shepherds to those who have fallen, most typically to those who have fallen under our considerable power over the matter of life and death. We can even rip this soul energy directly from the intended victim, with the proper rites. However, the common neophyte finds it easiest to tap this source after its death. The soul does not depart all at once, but in ebbs and flows as it seeks the path to its finality. Certain spells and incantations only work while this energy is still fresh as it becomes harder and harder to siphon that power. Thus, in some cases a ritual may only be effective up to a number of hours prior to the demise. Some spells of the highest order have no limit to this precious window of time and can effectively 'follow' the trail of the soul when it departs through the Astral Plane and reaches its final resting place, perhaps as the petitioner of its deity. A soul will always leave just the slightest trace of its path even after an eternity, though the trail disperses to an infinitesimal level at such a point. Even our 'holy' enemies are limited in their magics which achieve many of the same ends yet under a 'holy' moniker. Their magics can only pierce the veils of time for so long before their opportunity to meddle with death is closed.

    Even in its greatest abundance, a soul may be hard to coerce by our magics. Black onyx, a material most precious to those of our Faith, acts as a lens through which some of our magics may more effectively be tuned. There is an innate harmony, an affinity, between black onyx and souls. Black sapphires also share this bond, though it is most commonly used to contain a soul than to actually manipulate it.

    The only time a soul truly disperses from a corpse is upon the destruction of an animate creature formed through that body. This act destroys the already weakened connection between former vessel and the bulk of the soul in its distant plane. Only powerful restorative magics can bring back the soul, and for our purposes the remains are inert and useless as the soul's tether and its traces have been abolished upon destruction.

    A few incantations in our Dark Repertoire can directly snatch up one's soul within a proper object, usually a soulgem of the finest quality. Without a soul, a living creature cannot live, and thus dies. A lich bound in such a way 'dies' in a similar manner as it is trapped in the soulgem rather than stored in its phylactery. Destroying the soulgem or vessel will restore the normal flow to a soul, though during the ordeal it may have further eroded with the passage of time. The soul is not automatically reintegrated into a living creature, which means that it has, in effect, been killed. An odd curiosity, 'magic jar' is effectively switches the souls and minds of two creatures, imbuing the bodies with the opposing pair of soul and mind. There is no disruption and no magic seems to function as if anything were amiss. The only thing that could happen is when one soul is left without a proper receptacle, in which case the creature dies as it cannot live without a soul.

    Our most basic spell is one commonly referred to as 'animate dead'. This simple rite will reanimate those who have fallen for almost any stretch of time. Black onyx is especially in need here as this spell was hastily developed by our ancestors in the time of the Necromancer's War for the mass production of undead warriors. Through the years, we have refined it but the 'diamond' of our Profession is still a vital necessity. In this ritual, the dark artist, truly an artist of a most grim canvas, focuses his magics in reversing the process of death to some degree. While under this effect, the corpse's soul ebbs back into its prior vessel in order to create a vague sort of intellect in the creature. Without access to its past soul, the thing would stay as inert as a corpse, which is useless to those of us who demand the most out of our faithful servants. This process replaces the mind within the Trinity of Mind, Body, and Soul with the soul as we cannot create such a mind, even a primitive one as exhibited in this common ritual. For the remainder of the rite, we draw upon the Negative Energy Plane, our inhospitable dreamland of sorts, to provide mobilization to the corpse. This energy is the force as work in holding a skeleton together, though it is an invisible force in such trace amounts. The proportion of soul used to negative energy is low in basic creatures who dwell in the life that is not.

    For the more powerful 'bone creatures' and 'corpse creatures', the soul plays a much larger role which allows a relived creature more of an intellect, one far superior to those of the other fate within the 'animate dead' ritual. More soul energy is used in place of negative energy, which is actually a stronger force that the black energy we shape with such practiced ease. This is the exact effect of a spell known as 'awaken undead'. It redistributes the balance of spirit energy to negative energy, which thereby allows for greater efficiency though some capabilities are inevitably lost in the process. We have yet to truly perfect a simple ritual capable of bringing forth more competent varieties of our lifeless yet animate kin.

    A more complicated process dwells in the rituals of 'create undead' and its elder-spell, 'create greater undead'. Here, negative energy takes hold first. It transforms the very body of the corpse into that of a naturally occurring undead creature. The transmutative properties of negative energy are unfathomable in the high concentrations wielded in this spell, though only for a brief burst of power. The second part of the spell consumes part of the soul to bestow the kiss of life, so to speak, upon the reformed vessel. That which remains is used to power the cognitive functions, usually at a higher level than with the 'animate dead' ritual. The soul is used in a rather consummate process here and is hard to recover while it dwells, trapped, within its new vessel. The negative energy is used to quell even the brightest of souls into the bleakness of its new existence; though this is not enough to create an initial attachment to its creator.

    Undoing the effects of our Dark Arts is usually within the scope of our enemies. Twp spells known as 'raise dead' and 'reincarnate' are ineffective, as they are too weak to tear the soul away from its vessel or even rekindle the scattered soul from the destructive of its vessel. They must instead turn to 'resurrection' or its elder-spell 'true resurrection', but only to rekindle a soul freed via the destruction of its marrow or flesh prison. As far as our expansive knowledge in the matters of life and death can perceive, the enemy has failed to develop a spell capable of
    breaking the bond between a captive soul and its undead vessel. If they were to do so, it would effectively undo the processes that created our most eternal servants. Zombies would drop, skeletons would fall to pieces, and the converted corpses of far more powerful spells would revert to their past form and crumble to dust as a new body is recreated and the soul is returned to its renewed original form.

    Now for the apprentice who fails to see the light in our Dark Arts, our Art may seem to be a perversion of sorts in comparison to life. However, we see unlife as the next phase after death. Death is not the end, but merely a beginning to something far grander in the service to the most wise Vecna, our skeletal overlord who in undeath looks upon our kin with half his eyes and hands yet bestows us with twice the power and skill of our greatest foes. Our opponents see undeath as a weakness when it is in life that imperfection dwells. As the living, we are ephemeral, futile, and subject to mortal needs. Yet in the life beyond, those weaknesses are nullified in the embrace of death. To surmount the greatest obstacle in the pursuit of power, death itself, is to become one step closer to greatness. We lack that innate fear, and it allows us to strive into eternity. We merely seek to liberate those who still live among us. They do not yet see the error of their ways; they are blind, as we once were. They were weak, as we once were. Even in what may be called the lowest of undead forms are they superior to the living. We are anguished by those who reside within the forms of simple servants under the mantle of undeath. We wish for them to join our greater ranks, and in time they shall, and so shall those who so vehemently defy our goals.

    -In the next life and eternity...
    H. Doren"
    Last edited by Maerok; 2007-03-30 at 10:16 PM.

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    Default Re: Dread Spells of Maerok

    Are Resurrection spells Necromancy now as well?

    What happens to spells above L5 with Darken Caster, considering there are no greater inflicts than Critical?

    10% on Death to the Summons is kinda slim. What about 10% + 2% per CL?

    How does Blacksand Decay interact with resurrection spells?

    What happens if Open the Scars kills someone?

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    What exactly is the point of Reverse Magic Jar?
    My Deviantart, Please enjoy it.
    Invincible Maiden Avatar by GryffonDurime.

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    Homebrew by Krimm Blackleaf


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    Only had time to add a bunch more, will answer questions later (thanks for questions).

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    More questions:

    Does Good Plan, Bad Execution prevent divine casters from casting spells according to their alignment since they're now from opposing alignments?

    Draw Blood should be Close.

    Brand of evil should be L2 and permanent.

    Does Betrayal of the Soul copy equipment as well?

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    Quote Originally Posted by Fax_Celestis View Post
    Are Resurrection spells Necromancy now as well?

    What happens to spells above L5 with Darken Caster, considering there are no greater inflicts than Critical?

    10% on Death to the Summons is kinda slim. What about 10% + 2% per CL?

    How does Blacksand Decay interact with resurrection spells?

    What happens if Open the Scars kills someone?
    Yes, very much so.

    I've implemented higher levels of cure/inflict spells, lazy Wizards.

    I agree.

    Nope, I based it off destruction. It leaves the soul but the body generally has a bad day.

    They die . They either walk it off, get staggered from blood loss, or hit the floor.

    Quote Originally Posted by Fax_Celestis View Post
    More questions:

    Does Good Plan, Bad Execution prevent divine casters from casting spells according to their alignment since they're now from opposing alignments?

    Draw Blood should be Close.

    Brand of evil should be L2 and permanent.

    Does Betrayal of the Soul copy equipment as well?
    No. There is no change, it's just sort of a sudden slip up in one's decision making. Sort of like if you suddenly do something out of the ordinary but there's no real reason why.

    K.

    Alright.

    Yes. Only magical items, copying the 'soul' of their magical properties into the ghost soul.

    Quote Originally Posted by Krimm_Blackleaf View Post
    What exactly is the point of Reverse Magic Jar?
    It's an awesome disguise. Switch your soul with the king's and let him talk to the perpetrator you had been working with (but decided to frame) for himself.

    A caster can allow another to use their body, such as for making skill checks when locked in a cell. They can have the party rogue take over their body in order to open a lock, for instance.

    Switching between different types of casters. "Surprise! I'm the Evoker in the Necromancer's body!"
    Last edited by Maerok; 2007-02-16 at 09:22 PM.

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    Putting the Fear Back into Fear

    Fear is a powerful effect in both real life and fantasy. It can greatly influence a person and bring about a swift defeat by utterly shutting them down. However, fear fails to have as much sway as it should. Many creatures boast immunity to fear, and fear itself is usually manifested as a penalty to saving throws. Well now I propose a few changes to make fear a greater force among PCs. In addition to the normal penalities and limitations, take the following addition into consideration.

    Stressful Situation - While afraid, you cannot take 10 or take 20 unless you are capable of doing so in stressful situations. When cowering, you cannot make skill checks.

    Spell Failure Chance - As your fear rises, it begins to hinder your spellcasting abilities. You can't focus, you can't remember that last little arcane word as the dragon's breath tears at your cloak. Spellcasting requires concentration and focus in order to be effective; those are luxuries to those wracked with fear.

    Maximum Casting Time - As the situation becomes more dire, there's less time to prepare the more lengthy spells in your arsenal. With that in mind, there's a limit to what kinds of spells you can cast while scared.

    Night Terrors - The mind often echoes past events in one's dreams or meditative states. The chance of your sleep, meditation, and spell preparation being interrupted is based off the highest level of fear you suffered in the last 12 hours. This interruption keeps you from sleeping or preparing spells if it occurs, and you must wait another 6 hours (though there is no chance of failure this time). Having calm emotions cast on you before your attempts will prevent night terrors (which could potentially manifest during the day) from interrupting you.

    Phobia - Some fears become so devastating that they stay with the victim for up to 1d12 months. See the Fear section of Heroes of Horror, page 61, for more details on phobias. The phobia is directed towards the source of the fear effect, at the DM's discretion.

    {table=head]Fear Level|Spell Failure Chance|Max Casting Time|Chance for Terrors|Chance for Phobia
    Shaken|10%|Any|5%|None
    Frightened|25%|1 minute|10%|1% for a mild phobia
    Panicked|50%|1 standard action|15%|4% for moderate phobia
    Cowering|Can't cast|None|20%|9% for a severe phobia
    [/table]

    Dread Witch Modification
    Dread Witches gain the Fear Caster feat at level one. Without this change, playing a Dread Witch, a purveyor of internal and external fear, would become quite difficult given my proposed adaptations.

    Dread Feats of Maerok
    See Complete Lich for more evil feats, and undead ones too.

    Fear Feats: [Fear] feats are special adaptations the character has made in the face of fear. They generally negate some of fear's damaging effects on your abilities, improving those abilities while they're at it. A creature with immunity to fear trying to use a fear feat may negate its fear immunity for six hours at a time (unable to regain it prematurely). Creatures without Intelligence cannot gain or use fear feats.

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    Anathema [Vile]
    Prerequisite: Any two Vile feats
    Benefit: You gain a +1 bonus against [Good] spells and effects for every two Vile feats you have. You may penetrate wardings against evil creatures, such as a magic circle against evil or an alignment-specific symbol, as if you were Good if its spell level is less than or equal to the number of Vile feats you have.

    Baleful Soul [Vile]
    You are a walking pit of evil.
    Prerequisite: Character level 9, Blackened Heart
    Benefit: As Blackened Heart but a result of four also paralyzes the victim for a number of rounds equal to your vile feats. Add that number to any damage dealt against the victim in a coup de grace.

    Blackened Heart [Vile]
    Your soul is dark enough to make it dangerous for one to even touch you.
    Prerequisites: One Vile feat
    Benefit: Whenever you are contacted by a melee touch attack, touch spell, or unarmed attack from an adjacent foe, it must succeed on a DC 10 + 2 x Vile Feats + Cha Will save or be overpowered with your corruption. It takes 1d4 points of vile damage, rerolling the die once if the first outcome was less than your number of vile feats. The victim gains a +1 bonus to the save for every Exalted or Vile feat they have.

    Calm, Cool, and Collected [Fear]
    You can recover from fear with relative ease.
    Prerequisite: Iron Will, Persuasive
    Special: When calming yourself down, you always succeed. When calming others down, you gain a +4 bonus to your attempt (with whatever type of check you wish to make from the given choices).

    Counter-Saboteur
    You've spent a great deal of time preparing yourself in deciphering the tactics of those who wield Sabotage spells.
    Prerequisite: Caster level 5, able to cast two or more spells of the Sabotage subschool, Spellcraft 8 ranks
    Special: As long as you have a Sabotage spell prepared or have cast one this day, you can identify a Sabotage spell's true nature as long as you sucessfully identify it as a spell in the first place. Your chance to misidentify it correctly with no Sabotage spells prepared or cast is reduced to 50%.

    Covert Allegiance
    Your skill at wrenching secrets and information from others is unsurpassed.
    Prerequisite: Disguise 6 ranks, Sense Motive 6 ranks
    Benefit: You are seen as neutral to any detect spells or divination spells of a similar effect if your total HD is greater than the caster level of he spell plus its spell level.

    Dark Supplicant
    Your exceedingly powerful faith in your evil god grants you further prowess in the dark arts.
    Prerequisite: Supplicant (twice) to an Evil god, arcane caster level 15
    Special: You may choose one of the following benefits each time you take this feat:
    -Choose a divine spell of third level or less, without the Good subtype. You may cast it as spell-like ability twice per day without the need for XP, focuses, or material components.
    -You may rebuke evil outsiders or undead (choose one) as a Cleric of a level equal to your arcane caster level.
    -You gain a Vile feat of your choice; Dark Supplicant may qualify in place of a prerequisite which in turn has no prerequisites.
    -You gain a +2 profane bonus to Intelligence, Wisdom, or Charisma.
    -You gain an additional 1st-, and 2nd-level spell per day as long as they are of the necromancy, evocation, or conjuration schools, or they have the Evil subtype.

    Dead on the Inside
    After years of spending your time with the undead, they've imparted their stoic nature upon you.
    Prerequisite: Able to cast two necromancy spells per level, has animated at least 40 HD of undead at one time, caster level 10, Spell Focus (Necromancy)
    Special: You gain immunity to any penalties brought on by intense pain, such as wrack or symbol of pain. Mindless undead with less HD than you regard you as an undead creature. You gain a +2 bonus to saves against mind-affecting effects and fear effects.

    Deny Fear [Fear]
    By channeling your internal anguish outwards, you can avoid most of fear's debilitating effects, at a cost.
    Prerequisite: Toughness or Improved Toughness
    Special: Whenever you would apply your Fear Modifier to a fear-affected check or save, you may lose a number of hitpoints equal to your Fear Modifier in order to treat your Fear Modifier as zero for all checks and saves for the rest of that turn (including that save or check; even if it wasn't your turn). This damage cannot be healed until your fear ends, and you could die from it.

    Divine Conversion
    You are able to
    Prerequisite: Able to cast second level spells, able to turn/rebuke undead
    Benefit: Once per day as a full-round action, you may expend a spell slot or prepared spell to gain a number of uses of turn or rebuke undead.
    2nd - 3rd: +1 use
    4th - 5th: +2 uses
    6th - 7th: +3 uses
    8th - 9th: +4 uses

    Dread Fist
    Your ability to channel dark energy has been applied to your more martial practices.
    Prerequisite: Charnel touch class ability, improved unarmed strike
    Benefit: Your unarmed attacks may deal negative energy damage equal to your unarmed damage plus 1 per 4 class levels of your combined dread necromancer and monk levels. This is in place of any normal damage it would deal, and may be used with flurry of blows.

    Dread Lord [Feat]
    Even the stoutest of creatures may fall victim to your fear inducing spells.
    Prerequisite: Able to cast three Fear spells or spell-like abilities, caster level 13
    Special: You can instill fear in the most fearless of creatures. When your fear-inducing spells or abilities are put against a creature immune to fear, they receive a +4 bonus to their saving throws. If the attempt succeeds, the creature suffers the fear effect but at one category lower (to a minimum of shaken). Creatures immune to fear as per their type traits or with Intelligence less than 2 are effected as normal (or with more HD than the spell allows to effect).
    Normal: You cannot instill fear in a creature immune to fear.

    Dread Lord of Legend [Epic]
    Your fear spells can afflict more powerful creatures.
    Prerequisite: Able to use eight Fear spells or spell-like abilities, caster level 21, Dread Lord
    Special: Double the maximum HD of creatures your fear spells/abilities can effect. Cause fear now effects creatures with 12 HD or less, rather than the normal 6 HD. You gain a +4 insight bonus to your spells' DC.

    Dreadnaught [Fighter, Fear]
    As the dangers around you increase, you become more dangerous as well.
    Prerequisite: Base attack bonus +6
    Special: When afraid, you ignore any penalties to your attack or damage rolls resulting from your fear. Add your Fear Modifier to your attack and damage rolls.

    Elite Executioner
    As a master of execution, few survive your grim work.
    Prerequisite: Profession (executioner) 12
    Special: The Escape DC of your execution attempts is increased by 4. Once per day when you make your Profession (executioner) check, you may roll twice and take the better of the two outcomes. If you botch the execution, it deals twice as much damage instead (Exceptions: crucifixion deals 20% of their total hitpoints each hour; the DC of the Fortitude save for the headsman's axe coup de grace is increased by 4).

    Extra Death Touch [Divine]
    Your skill at wrenching secrets and information from others is unsurpassed.
    Prerequisite: Access to Death or Repose domain ability
    Benefit: You may use your Death or Repose domain ability an additional time per day, treating your class level as one lower with each use. You may take this feat multiple times. With access to both abilities, choose one to grant an additional use to.

    Fear Caster [Fear]
    Prerequisite: Able to use two spells or spell-like abilities of the Fear subtype.
    Special: While under a fear effect, you don't suffer from fear-based spell failure and your spells aren't limited by their casting time. You don't receive any penalties to caster checks or any rolls made as part of a spell you've cast.

    Greater Death Touch [Divine]
    Your skill at wrenching secrets and information from others is unsurpassed.
    Prerequisite: Extra Death Touch, character level 15
    Benefit: You may expend two uses of either domain ability to roll 1d4+2 per class level, rather than 1d6.

    Hands of the Graveborn
    Your skill at wrenching secrets and information from others is unsurpassed.
    Prerequisite: Able to cast an appropriate spell or use an appropriate spell-like ability, Tomb-tainted Soul
    Benefit: You gain a +1 bonus to attack rolls on touch attacks for necromancy, [evil], and [death] spells or spell-like abilities, as well as the Death/Repose domain ability and a Dread Necromancer's Charnel Touch (or similar abilities).

    Horn of Woe Dirge [Bardic]
    The songs you sing can be tainted by the malevolence of the Horn of Woe, a horrific musical instrument crafted from the horn of a unicorn driven mad.
    Prerequisite: Bardic music class feature, inspire courage +2
    Benefit: When you begin your bardic music effect, you may choose to invoke the Horn of Woe through your music. Your inspire courage effect bestows a penalty (the negative of the normal bonus) on all enemies who can hear it and fail their Will save (DC 10 + ½ bard level + Cha modifier). This is a mind-affecting effect which can only be sustained for one round per two bard levels. Bard levels stack with classes granting additional uses of bardic music or with prestige classes like the Seeker of the Song or the Virtuoso.

    Inquisitor of Pain
    Your skill at wrenching secrets and information from others is unsurpassed.
    Prerequisite: Intimidate 8 ranks, Sense Motive 8 ranks, any Evil, must have used torture devices to extract information
    Special: You gain a +4 bonus to Sense Motive and Intimidate checks while using torture devices (see Book of Vile Darkness). If you ever roll a natural 20 on your Intimidate check while torturing, your victim is automatically put under a zone of truth effect for 1 minute, its DC is equal to 10 + your ranks in Intimidate.

    Natural Courage [Fear]
    While in animal form, your connection to the raw power of nature helps to resist the effect of fear.
    Prerequisite: Wildshape class ability (2/day)
    Special: When wildshaped, treat your Fear Modifier as if your fear were one category lower. You may still move once per turn while cowering.

    Necrotrophic
    Your insidious nature has allowed you to consume the very energy of necromancy spells and abilities.
    Prerequisite: Any Evil, able to cast level 5 Necromancy spells
    Special: When you make a successful save against a spell of the Necromancy school, you may heal 5 hitpoints per level of the spell. You may use this ability to heal up to twice your HD in hitpoints each day. Undead creatures may heal up to four times their HD each day.

    Object of Fear
    The fear you exude is debilitating when your victims try to muster their courage against you.
    Prerequisite: Frightful Presence or some other fear-inducing supernatural or extraordinary ability, Ability Focus for that ability
    Special: When you are a creature's source of fear, their Fear Modifier is increased by 2 on rolls or saves against you (when attacking you, making opposed checks, being affected by your spells).

    One Amongst Evil
    Your dark intent grants you favor with like-minded associates.
    Prerequisite: Evil, character level 6
    Special: You may activate or deactivate this ability as a standard action. Any evil creature automatically knows your alignment and will at least 'save you for last'. You gain a +2 bonus on Charisma-based skill checks with evil creatures. Creatures able to use detect evil as a spell-like ability, a spell, or has it prepared or could use a spell slot to cast it is automatically aware of your alignment as well.

    Poison Lord
    Prerequisite: Sneak attack +3d6, Craft (poison) 9 ranks
    Benefit: As you make a sneak attack with a poisoned weapon, you may reduce the sneak attack dice to increase the DC of the poison by the same amount.

    Purveyor of Fears [Fear]
    By learning from your own terror, you can empower the fear you try to bestow on others.
    Prerequisite: Fear Caster, able to use three spells or spell-like abilities of the Fear subtype.
    Special: While under the effects of fear, add +1 to the DC of your spells with the Fear subtype for each level of fear you have.

    Push the Boundary
    In your travels, you've learned that sometimes you must push your faith in order to succeed.
    Prerequisite: Cannot cast spells of opposing alignment, caster level 10
    Special: Once per day, you may prepare and cast a spell of the chosen opposing alignment (Law, Chaos, Evil, Good). An Evil Cleric may cast a Good spell, etc. This feat may be taken multiple times, either for a different alignment or to allow for a second/third use per day of a given alignment.

    Running Scared [Fear]
    You can run like the wind from anything that scares you.
    Prerequisite: A Fear feat.
    Special: You may move once per turn while cowering. At the end of your movement, you may attempt to calm yourself. You gain a +10 foot bonus to your base land speed while shaken or frightened, and a +20 foot bonus to your base land speed while panicked or cowering. You keep your Dexterity bonus and do not gain the -2 penalty to AC, nor can the Shreak Attack feat be used against you.

    Saboteur
    As a wielder of Sabotage spells, you get multiple chances to mess up your enemies' intentions.
    Prerequisite: Able to cast four or more spells of the Sabotage subschool.
    Special: Sabotage spells you cast last for an additional use if they are discharged or only apply once per casting. You may take this spell multiple times, increasing the amount of extra occurrences by one each time.
    Normal: Generally, your Sabotage spells are triggered once per casting.

    Shriek Attack
    You know when to hit a guy when he's down.
    Prerequisite: Ability to perform a coup de grace as a standard action
    Special: You may perform a coup de grace on a cowering opponent as a move action that doesn't provoke attacks of opportunity. This only works if they have not regained the ability to move when cowering.

    Sinister Blade [Vile]
    You can manifest your deceit as a miasma across your blade.
    Prerequisite: Sneak attack +3d6, Evil
    Special: You deal 1 point of vile damage per die when you deal sneak attack damage.

    Souldrinker
    You've managed to turn your draining magics full circle, in order to revitalize yourself.
    Prerequisite: Any Evil, Able to cast a spell that inflicts negative levels or has the Fell Drain metamagic feat
    Benefit: Whenever a creature incurs negative levels from your spells, you gain temporary hit points as per their Hit Dice; draining a fighter yields 1d10 temporary hit points per level, while a sorcerer will give 1d4 instead. You may have a maximum number of temporary hitpoints from this ability equal to 1.5 times your caster level, which last for one minute per spell level.

    Supplicant
    Though you profess in the arcane, your god acknowledges you with power deserving of your faith.
    Prerequisite: Arcane Disciple (choose one), arcane caster level 11
    Special: You gain +1 to the caster levels of spells from your chosen domain. You also gain the granted power of that domain as a Cleric of a level equal to the number of levels you have in classes that grant arcane spells.

    Tomb Master
    You're an expert of tomb construction and could find your way through the most convoluted of crypts.
    Prerequisite: 9 ranks between Know (Architecture and Engineering), Know (Geography), and/or Know (History)
    Special: You gain a +4 bonus to Knowledge checks and bardic lore checks concerning tombs, crypts, and other burial places. You gain darkvision 30' while in such a place.

    Walking Abhorrence [Vile]
    In the battle of life and death, your mere presence invokes more terror
    Prerequisite: Any Evil, character level 18, two Vile feats
    Benefit: Animals must succeed on a Will save (DC equal to your character level) in order to come within 10 feet of you. Weapons you wield gain the unholy property. However, anyone who uses a smite evil ability against you is treated as two levels higher for the purpose of attack and damage bonuses from the ability. Creatures using detect evil on you, even by accident, must succeed on a Will save (equal to your character level) or become staggered for 1d6 rounds; a creature who succeeds is immune to the effect for the rest of the day. Any creature that sees you can tell you are evil.
    Last edited by Maerok; 2008-08-06 at 09:34 PM.

  10. - Top - End - #10
    Ogre in the Playground
     
    Maerok's Avatar

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    Default Re: Advanced Necromancy (50+ new spells, plus new mechanics!)

    Spell Level Index

    Special
    Reverse Magic Jar
    Added retroactively to any spell list containing magic jar, at that level

    Bard
    Spoiler
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    5th-level
    Cure Grave Wounds

    6th-level
    Cure Lethal Wounds


    Blackguard
    Spoiler
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    1st-level
    Mandate Healing, Lesser
    Shadow Eyes

    2nd-level
    Beneth's Black Battle Bind
    Mandate Healing

    3rd-level
    Beneth's Black Blade
    Mandate Healing, Greater

    4th-level
    Life Ward
    Mandate Healing, Vicious
    Pervert Healing


    Cleric
    Spoiler
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    Orisons
    Draw Blood
    Grim Embrace

    1st-level
    Blacksand Bolt
    Bless these Hands, Curse those Claws
    Bury Body
    Incorporeal Surgeon
    Shadow Eyes
    Tomb Friends

    2nd-level
    Brand of Evil
    Caress of Night
    Dread Shroud
    Good Intent, Poor Execution
    Hapless Soul
    Possess Trapper

    3rd-level
    Beneth's Black Battle Bind
    Buried Alive
    Transfer Touch

    4th-level
    Ashes to Ashes
    Call of Death
    Inner Maiden
    Life's Gambit
    Life Ward
    Open the Scars
    Pervert Healing

    5th-level
    Cure Grave Wounds
    Death to the Summons
    Devour Self
    Inflict Grave Wounds
    Lichbind
    Reverse Magic Jar
    Willful Tomb Guardian

    6th-level
    Conscience Burn
    Cure Lethal Wounds
    Inflict Lethal Wounds
    Reckoning of the Flesh
    Waning Death

    7th-level
    Cure Mortal Wounds
    Inflict Mortal Wounds
    Spirit Slaughter
    Unleash Spirit

    8th-level
    Abolish Vitality
    Betrayal of the Soul
    Cure Legendary Wounds
    Elemental Evil
    Inflict Legendary Wounds
    Life Ward, Mass

    9th-level
    Cure Immortal Wounds
    Dust to Dust
    Folly of Avor Ejir
    Inflict Immortal Wounds
    Will of Vecna (change as appropriate for deity)


    Dread Necromancer
    Spoiler
    Show

    1st-level
    Blacksand Bolt
    Draw Blood
    Dread Shroud
    Grim Embrace
    Shadow Eyes
    Tomb Friends

    2nd-level
    Flesh Formation
    Life to Limb
    Mandate Healing, Lesser
    Transfer Touch

    3rd-level
    Beneth's Black Battle Bind
    Buried Alive
    Desecrate ** (Death Ward typo -> Desecrate)
    Ghoul Beacon
    Mask of Forever
    Tomb Choke

    4th-level
    Call of Death
    Death to the Summons
    Forever Flesh
    Lifeward
    Mandate Healing
    Pervert Healing

    5th-level
    Corpsedance
    Contagious Fear
    Devour Self
    Inflict Grave Wounds
    Reverse Magic Jar
    Waning Death
    Willful Tomb Guardian

    6th-level
    Bestow Mind
    Blacksand Decay
    Inflict Lethal Wounds
    Mandate Healing, Greater
    Reckoning of the Flesh

    7th-level
    Elemental Evil
    Inflict Mortal Wounds
    Spirit Slaughter
    Unleash Spirit
    Utterfear

    8th-level
    Abolish Vitality
    Betrayal of the Soul
    Entropic Field
    Folly of Avor Ejir
    Inflict Legendary Wounds
    Mandate Healing, Vicious
    Life Ward, Mass

    9th-level
    Dust to Dust
    Inflict Immortal Wounds
    Throne of Bone
    Will of Vecna

    ** Dread Necromancers have Death Ward at both 3rd and 4th level in Heroes of Horror. I propose that 3rd level Death Ward be changed to Desecrate. This is due to the lack of this most appropriate spell. And since Dread Necromancers are not divine spellcasters, they might as well get it at 3rd level since many spells are given earlier to some classes than others. A Dread Necromancer has less attachment to the divine, thus delaying their acquisition of Desecrate. If they get Unhallow, it is just as appropriate that they get Desecrate.


    Druid
    Spoiler
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    3rd-level
    Buried Alive

    6th-level
    Cure Grave Wounds

    7th-level
    Cure Lethal Wounds

    8th-level
    Cure Mortal Wounds

    9th-level
    Cure Legendary Wounds


    Duskblade
    Spoiler
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    Cantrips
    Draw Blood
    Grim Embrace

    1st-level
    Blacksand Bolt
    Dread Shroud
    Hapless Soul
    Shadow Eyes

    2nd-level
    Beneth's Black Battle Bind
    Brand of Evil
    Caress of Night

    3rd-level
    Ghoul Beacon
    Mask of Forever
    Tomb Choke
    Transfer Touch

    4th-level
    Call of Death
    Life's Gambit
    Life Ward
    Pervert Healing

    5th-level
    Bloodwork Puppet
    Darkened Caster
    Inner Maiden
    Open the Scars


    Sor/Wiz
    Spoiler
    Show

    Cantrips
    Draw Blood
    Grim Embrace

    1st-level
    Bless these Hands, Curse those Claws
    Bury Body
    Dread Shroud
    Hapless Soul
    Shadow Eyes
    Tomb Friends

    2nd-level
    Caress of Night
    Flesh Formation
    Mandate Healing, Lesser
    Life to Limb
    Possess Trapper

    3rd-level
    Buried Alive
    Ghoul Beacon
    Mask of Forever
    Tomb Choke
    Transfer Touch

    4th-level
    Call of Death
    Death to the Summons
    Forever Flesh
    Inner Maiden
    Mandate Healing
    Life's Gambit
    Open the Scars
    Pervert Healing

    5th-level
    Bloodwork Puppet
    Contagious Fear
    Corpsedance
    Darkened Caster
    Devour Self
    Drag to Depths
    Instill Fear
    Lichbind
    Reverse Magic Jar
    Waning Death
    Willful Tomb Guardian

    6th-level
    Agonizing Caress
    Bestow Mind
    Blacksand Decay
    Drag to Depths
    Mandate Healing, Greater
    Reckoning of the Flesh

    7th-level
    Elemental Evil
    Utterfear

    8th-level
    Bone Cycle
    Entropic Field
    Mandate Healing, Vicious

    9th-level
    Avatar of Fear
    Exhume Memories
    Throne of Bone


    Paladin
    Spoiler
    Show

    1st-level
    Mandate Healing, Lesser

    [B]2nd-level[B]
    Mandate Healing

    3rd-level
    Beneth's Black Blade
    Mandate Healing, Greater

    4th-level
    Mandate Healing, Vicious


    Domains
    Blood Domain
    Granted Powers: You gain the Blood Drain ability of a Vampire, except it deals 1d3-1 points of Constitution damage. Any creature killed does not become a Vampire Spawn.
    1- Magic Fang
    2- Greater Magic Fang
    3- Bloodstar (Libris Mortis)
    4- Open the Wounds*
    5- Bloodwork Puppet*
    6- Reckoning of the Flesh*
    7- Avasculate (Libris Mortis)
    8- Avascular Mass (Libris Mortis)
    9- Abolish Vitality*

    Bone Domain
    Granted Powers: Once per day, you may reinforce your bones as a standard action to grant yourself an enhancement bonus to natural armor equal to one-third of your cleric level, to a minimum of 1, for three rounds.
    1-
    2-
    3- Beneth's Black Battle Bind*
    4- Inner Maiden*
    5-
    6- Waning Death*
    7- Reckoning of the Flesh*
    8- Bone Cycle*
    9- Throne of Bone*

    Divine Energy Domain
    Granted Powers: You gain Divine Conversion as a bonus feat.
    1-
    2-
    3- Beneth's Black Blade*
    4-
    5-
    6- Spirit Slaughter*
    7-
    8-
    9- Folly of Avor Ejir*

    Fear Domain
    Granted Powers: You gain Purveyor of Fears as a bonus feat.
    1- Cause Fear
    2- Scare
    3- Fear
    4- Instill Fear*
    5- Contagious Fear*
    6- Symbol of Fear
    7- Utterfear*
    8- Weird
    9- Avatar of Fear*

    Flesh Domain
    Granted Powers: You gain a +4 bonus to Fortitude saves except against effects that also work on objects.
    1- Incorporeal Surgeon*
    2- Flesh Formation*
    3- Death to the Summons*
    4- Inner Maiden*
    5- Waning Death*
    6- Reckoning of the Flesh*
    7- Entropic Field*
    8- Clone
    9- Abolish Vitality*

    Funeral Domain
    Granted Powers: You may use planar ally spells to summon the souls of those you have laid to a peaceful rest. They return as either a shadow, a spectre, a ghost, or a wraith. You may either pay them as normal or you can choose to only summon them once (and end their debt to you).
    1- Bury Body*
    2- Gentle Repose
    3- Buried Alive*
    4- Ashes to Ashes*
    5- Willful Tomb Guardian*
    6- Create Undead (mummies only; not evil)
    7- Unleash Spirit*
    8- Create Greater Undead (spectres only; not evil)
    9- Dust to Dust*

    *New spells listed here.
    Last edited by Maerok; 2008-05-26 at 08:11 PM.

  11. - Top - End - #11
    Dwarf in the Playground
     
    NecromancerGuy

    Join Date
    Nov 2006

    Default Re: Advanced Necromancy (50+ new spells, plus new mechanics!)

    Yay!

    Some of this stuff is extremely disturbing. Devour self huh? I particularly like flesh to flesh and inner maiden, though there isn't any specifically undead master-type spells here.

    I plan to make Grim Embrace permanent.

    The only problem is, it makes me regret playing a dread necromancer, who can't use any of this. A long debate with the dm about spell research and spontaneous casting might work.

    Thanks a lot for this, by the way.

  12. - Top - End - #12
    Ogre in the Playground
     
    Maerok's Avatar

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    Akron
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    Default Re: Advanced Necromancy (50+ new spells, plus new mechanics!)

    Dread Spells of Maerok
    See later posts for a list organized by spell level.
    Spoiler
    Show

    Abolish Vitality
    Necromancy
    Level: Clr 8, Dread Necromancer 8
    Component: V, S, DF
    Casting Time: 1 full action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saves: Fortitude negates
    Spell Resistance: No

    With a wave of your hand, you unravel the soul of another. If the victim fails their Fortitude save, 1d4+2 of their ability scores (chosen by the caster) are reduced to 1. As long as this spell is in effect, their scores can not be reduced below 1 by any means.

    Agonizing Caress
    Necromancy [Death, Sabotage]
    Level: Sor/Wiz 6
    Component: V, S, F
    Casting Time: 1 full round
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 minute/level, until discharged

    Blacks vipers of death infiltrate the victim, corrupting even the most innocent touch.

    When the victim touches another creature as a non-combat action, begins a Heal check, makes a successful melee touch attack, or casts a spell with a range of touch the trap is sprung. The target of that action is instead hit with the effects of slay living (using the same DC and caster level from when this spell was first cast).

    If that target is slain, the target of this spell becomes staggered for 2d4 rounds. Otherwise both targets are stunned for one round if the target's target receives damage. If sprung on a non-living creature, the trap is wasted.

    Ashes to Ashes
    Necromancy
    Level:
    Clr 4
    Components:
    V, S, M
    Casting Time:
    1 minute
    Range: Touch
    Target: One corpse
    Duration: Instantaneous
    Saving Throw:
    No
    Spell Resistance:
    No

    Typically used in ceremonies and the destruction of horrific murderers, this incantation reduces a corpse to dust. The resulting pile of dust weighs about one-fourth of the original weight. This form blocks resurrection unless the ashes are reverted back into the body's original form.

    Material Component: A corpse.

    Avatar of Fear
    Necromancy [Fear]
    Level: Sor/Wiz 9
    Component: V, S, F
    Casting Time: 1 full round
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 round/level

    Through your studies of what makes your enemies afraid, you have identified one of the most potent beasts of fear. A phantasmal slayer (Heroes of Horror, page 152) appears in an empty square adjacent to the subject. It acts after you in the initiative order and goes after the subject of this spell. Slaying the phantasmal slayer ends this spell.

    Focus: A drawing or sketch of your deepest fear, placed on parchment with red and black ink, created with a successful DC 25 Profession (artist) check after spending 6 hours and 500 gp to complete.

    Beneth's Black Battle Bind
    Necromancy
    Level: Blackguard 2, Duskblade 2, Cleric 3, Dread Necromancer 3
    Component: S, F
    Casting Time: 1 standard action
    Range: Self
    Duration: 1 round/level, until dismissed

    As you hold a piece of bone to your chest, your ribs and shoulder blades expand to form a protective, and grotesque, defensive barrier.

    As this spell is cast, and at the beginning of the caster's turns, he chooses to take an amount of damage between one and five. He takes that much damage, which does not require a Concentration check, but gains a bonus to AC and damage reduction X/- equal to twice that damage until the beginning of his next turn.

    Any creature who strikes him with a melee attack from an adjacent location must succeed on a DC 10 + damage accepted this round + Constitution modifier Fortitude save or become staggered for 1 round.

    While in effect, the caster can only take one standard action or a move action each turn.

    Focus: A piece of the caster's bone, extracted with a DC 15 Heal check and 2d6 points of damage taking ten minutes to perform.

    Beneth's Black Blade
    Necromancy
    Level: Blackguard 3, Paladin 3
    Component: V, S, F, DF
    Casting Time: 1 move action
    Range: Self
    Duration: 1 round/level, until discharged

    Beneth, legendary Blackguard and Death's Chosen to Maerok, offers the deadly spirit of his sword to tame the living and the dead.

    A weapon the caster is wielding glows with a silver light. When they make an attack against a creature, they may expend some of their turn undead uses to add +1d4 positive or negative energy damage to the damage of the first attack they make with it.

    If positive energy is channeled, the caster gains a sacred bonus to the attack roll against undead. If negative, it is a profane bonus against the living. To determine the bonus, the caster makes a turning check (1d20 + Cha + uses expended).

    If the attack misses, another expended turning attempt allows the caster to maintain the charge. Otherwise it is lost.

    Special Focus: Caster must be able to turn or rebuke undead.

    Bestow Mind
    Necromancy
    Level: Sor/Wiz 6, Dread Necromancer 6
    Component: V, S, M
    Casting Time: 1 minute
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One mindless undead creature per level, no two of which can be more than 30 ft. apart
    Duration: 1 hour/level
    Saves: Fortitude negates
    Spell Resistance: Yes

    Upon expending the brain of another creature, the caster grants the affected undead an Intelligence score of 1. See awaken undead (Spell Compendium) for details on skills, abilities, and feats acquired. The total Intelligence gained cannot exceed half of the Intelligence score of the brain being used.

    Material Component: The brain of a living creature (see above).

    Betrayal of the Soul
    Necromancy
    Level: Clr 8, Dread Necromancer 8
    Component: V, S
    Casting Time: 1 full action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature with a soul
    Duration: One encounter (up to 1 hour)
    Saves: Will save (negates)
    Spell Resistance: Yes

    "You're probably right. The only person who can defeat you... is you."

    As waves of arcane power radiate out from the caster, it splits the soul of a nearby creature, creating a sort of cloned soul. This resulting presence manifests itself as a ghost (apply the ghost template to a copy of the target; it is permanently manifested onto whatever plane the spell was cast on). The remainder of the dark power is spent on coercing the opponent’s soul into aiding the caster. It has full loyalty to the caster and fights until destroyed or the duration ends. The effects of any magical items that the subject is wearing are not copied over to the ghost, but their appearance remains.

    Outsiders who can't be brought back to life cannot be affected by this spell.

    The maximum CR of creatures this spell can affect cannot exceed the caster's HD minus 2.

    Blacksand Bolt
    Necromancy
    Level:
    Clr 1, Dread Necromancer 1, Duskblade 1
    Components:
    V, S
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    Up to five creatures, no two of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw:
    None
    Spell Resistance:
    Yes

    You fire skulls of angry blacksand at your enemies.

    This spell works as per magic missile, but deals negative energy damage instead.

    [Now I've got the image of an Entropomancer of Blacksand sort of PrC.]

    Blacksand Decay
    Necromancy [Evil]
    Level:
    Sor/Wiz 6, Dread Necromancer 6
    Components:
    V, S, M/DF
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One living creature
    Duration: Instantaneous
    Saving Throw:
    Fortitude
    Spell Resistance:
    Yes

    Before her eyes, the barbarian dissolved into a splash of hideous sludge. But it wasn't just muck, it was something else... seething with death.

    This beam of blacksand is concentrated enough to reduce a creature into more of the sinister material. If the creature fails its Fortitude save, it is reduced to a 5 foot square of black sand (10 pounds). Any creature who moves through or waits on blacksand takes 1d4 negative energy damage per round. If killed by the dark effects, that creature is reduced to an adjacent pile of blacksand as well. The soul departs as normal and only its physical remains are destroyed (treat like a disintegrate). Its items fall into the pile of blacksand, unscathed.

    Constructs, elementals, undead, and oozes are unaffected by blacksand decay.

    Arcane Component Material: A pinch of onyx dust (1 gp).

    Bless These Hands, Curse Those Claws
    Necromancy [Sabotage]
    Level:
    Clr 1, Sor/Wiz 1
    Components:
    V, M
    Casting Time:
    1 standard action
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target:
    One creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance:
    Yes

    You are able to sap the healing prowess of others to empower your own. The target suffers a profane penalty to Heal checks equal to half your caster level, to a maximum of the victim's Heal ranks. You gain a sacred bonus to Heal checks equal to that penalty.

    Bloodwork Puppet
    Necromancy [Evil]
    Level: Sor/Wiz 5
    Component: V, S, F
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature with blood
    Duration: Concentration, up to 1 round/level (D)
    Saves: Fortitude negates
    Spell Resistance: Yes

    Thrusting the handle outwards, blackened strings lash out the subject and enter their body, fusing with their veins. With a second jolt, the caster winds up the black strings, leaving the veins as strings in their place. While the caster concentrates, he may spend his turns directing the actions of the subject. The subject is treated as paralyzed until directed by the caster to move or attack (skills and abilities cannot be used). Any creature along the path between the two creatures may sever the link with a slashing or piercing weapon as an attack action (the AC of the strings is equal to the DC of this spell). Severing the veins causes 1d3 Constitution damage and 6d6 damage to the subject, ending the spell.

    Focus: The handle to a marionette's strings, typically a H-shaped assembly of sticks, worth at least 5 gp.

    Bone Cycle
    Necromancy
    Level: Sor/Wiz 8, Dread Necromancer 8
    Component: V, S, F
    Casting Time: 1 minute
    Effect: 30-ft.-radius spread
    Duration: 1/minute level

    Upon jabbing a scythe into the ground blade-down, it unleashes a powerful evil into the air. Any mindless undead destroyed inside the 30-ft.-radius spread centered around the scythe will reassemble themselves and return to action in 1d6 rounds. If their remains are moved outside the area, they will not be brought back to unlife.

    To end this spell prematurely, the scythe must be sundered. It gains a number of extra hitpoints equal to twice the caster level.

    Focus: A scythe with a total enchantment bonus of at least +3.

    Brand of Evil
    Necromancy [Evil]
    Level: Clr 2, Duskblade 2
    Component: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: Permanent
    Saves: No
    Spell Resistance: Yes

    "You'll have a tough time explaining this to your boss!"

    With a touch, you bestow a hideous symbol of profane might across the hide of your opponent. They gain a +4 profane bonus to Intimidate checks as well as a -4 profane penalty to Diplomacy checks. The mark can be removed by sheer force of will. If the opponent is Good, doing so causes 3d6 negative energy damage and 1d3 Constitution damage. Leaving the Brand on will undoubtedly lead to complications with Good creatures as it is on par in severity with the Evil Brand feat.

    Buried Alive
    Necromancy
    Level: Clr 3, Sor/Wiz 3, Druid 3, Dread Necromancer 3
    Component: V, S, M
    Casting Time: 1 full-round action
    Range: Touch
    Target: One creature
    Duration: Instantaneous
    Saves: Reflex negates
    Spell Resistance: No

    As a melee touch attack, you drag a filthy hand across the body of your victim. The ground beneath them gives way to consume them in a death grip five feet below the ground. The victim begins to suffocate after a number of rounds equal to twice its Constitution modifier and spends each turn making a Strength check against the DC of this spell in order to escape, or roll a natural 20.

    They can take no other actions, unless using actions that don’t require movement; spells with somatic and verbal components are suppressed. The DC to hear the entombed creature is increased by 10. A DC 15 Spot check can find the burial site as well, which is a visible spot of disturbed soil or sand. It takes a full round action from those above to dig out the victim, thereby ending the effect. This spell cannot be used on solid rock or similar ground types that would prevent mundane digging.

    Material Component: Dirt or mud, which you must cover your hand with.

    Bury Body
    Necromancy
    Level: Clr 1, Sor/Wiz 1
    Component: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One corpse
    Duration: Instantaneous
    Saves: No
    Spell Resistance: No

    With a touch, the affected corpse sinks below the ground to a depth of five feet. The corpse is not damaged in the process and no evidence is left. This only works above five feet of loose soil, mud, sand or dirt.

    Call of Death
    Necromancy
    Level: Clr 4, Sor/Wiz 4, Dread Necromancer 4, Duskblade 4
    Component: V, S, M
    Casting Time: 1 minute
    Effect: 60’ burst
    Duration: See below
    Saves: None
    Spell Resistance: No

    The Call of Death brings about a horde of undead creatures to attack all within the given area, even the caster. 1d4 HD of undead creatures per caster level are commanded to travel to the afflicted area and attack any living creature they find. The maximum CR of any called creature can’t exceed half the caster level (the DM chooses which creatures to send forth). The undead arrive 10 minutes after the casting, and remain for 3d10 minutes at which time they disappear back to where they came from. Certain types of intelligent undead may wish to stay, if properly convinced.

    Many undead creatures consider this a form of the Calling (as discussed in the Book of Vile Deeds).

    Material Component: One corpse per two caster levels.

    Caress of Night
    Necromancy
    Level: Clr 2, Sor/Wiz 2, Duskblade 2
    Component: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: 1 round/level
    Saves: Will negates
    Spell Resistance: Yes

    While in areas untouched by light (where darkvision would be needed in order to see) or areas of magical darkness, the target of this spell gains a +4 profane bonus to Move Silently and Hide checks, as well as +2 profane bonus to AC. Spells with the Light subtype deal extra damage as if the creature were undead, or twice the damage if the creature is actually undead.

    Conscience Burn
    Necromancy (gains the alignment subtypes of the caster)
    Level: Clr 6
    Component: V, S, DF
    Casting Time: 1 full action
    Range: Medium (100 ft. + 10 ft. level)
    Target: One creature
    Duration: Instantaneous
    Saves: No
    Spell Resistance: None

    The subject takes 2d10 damage for every time its alignment axes have changed since it was last affected by atonement or conscience burn. For NPCs where this is unknown, it is up to the DM's discretion. A shift from TN to CE counts twice. A shift from CE to LG counts six times (C->N->L; E->N->G). Even if it does no damage (if the subject never changed their alignment), any acts in their life that they regret are immediately brought to mind, stunning them for 1d3 rounds.

    This spell has no effect on mindless creatures.

    Contagious Fear
    Necromancy [Fear, Mind-Affecting]

    Level: Sor/Wiz 5, Dread Necromancer 5
    Components:
    V, S, M
    Casting Time:
    1 standard action
    Range:
    30-foot cone-shaped burst
    Duration:
    Instantaneous
    Saving Throw:
    Will
    Spell Resistance:
    Yes

    Fear itself is manifested as a disease-like affliction and spread among those in the area. Unless they succeed on a Will save, the creatures become shaken. If they come into contact with another creature (without fear) while under the effect of this fear (attacks, touch attacks, etc.), that creature must make a Will save versus its effects or become shaken as well. Every minute, the afflicted creatures must make a Will save (+1 to the DC per level of fear they have acquired) or their fear advances to the next level (at the final stage of fear, they make a save versus a phantasmal killer effect instead). If they succeed in any of these Will saves, the effect ends for them and they may not be afflicted by contagious fear for the remainder of the week.

    Material Component: A handful of feathers.

    Corpsedance
    Necromancy
    Level:
    Sor/Wiz 5, Dread Necromancer 5
    Component: V, S
    Target: One corpse
    Saves: No
    Spell Resistance: None

    This spell works as per magic jar, but you possess the corpse of creature who has died 1 minute/level ago. Preservation, either mundane or magical, does not extend this time period.

    It does not need the intermediate gem as there is no other soul to displace.

    Cure Grave Wounds
    Necromancy [Healing]

    Level: Brd 5, Clr 5, Drd 6

    This spell functions like cure light wounds, except that it cures 5d8 points of damage +1 point per caster level (maximum +25).

    Cure Immortal Wounds
    Necromancy [Healing]

    Level: Clr 9

    This spell functions like cure light wounds, except that it cures 9d8 points of damage +1 point per caster level (maximum +45).

    Cure Legendary Wounds
    Necromancy [Healing]

    Level: Clr 8, Drd 9

    This spell functions like cure light wounds, except that it cures 8d8 points of damage +1 point per caster level (maximum +40).

    Cure Lethal Wounds
    Necromancy [Healing]

    Level: Brd 6, Clr 6, Drd 7

    This spell functions like cure light wounds, except that it cures 6d8 points of damage +1 point per caster level (maximum +30).

    Cure Mortal Wounds
    Necromancy [Healing]

    Level: Clr 7, Drd 8
    This spell functions like cure light wounds, except that it cures 7d8 points of damage +1 point per caster level (maximum +35).

    Darkened Caster
    Necromancy [Sabotage]

    Level: Sor/Wiz 5, Duskblade 5
    Components:
    V, S, DF
    Casting Time:
    1 full action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One spellcaster
    Duration: Instantaneous
    Saving Throw:
    Will negates
    Spell Resistance:
    Yes

    Eltark finished the spell and jumped as the king collapsed suddenly. Seeking to resurrect him, the cleric quickly executed another spell. His attempt was only answered by the thump of the queen falling out of her chair.

    With the completion of this spell, a beam of hellish light bursts from the caster's hands and strikes the intended spellcaster, burrowing into the foundation of their soul: specifically the piece which connects them to the source of their magics.

    If the spellcaster prepares their spells, two spells from each spell level (if available) are unknowingly converted into inflict wounds spells of the appropriate level which target the nearest creature (even that caster) when they go to cast that spell. The caster level of that spell is either the victim's or the caster's, whichever is higher.

    If the spellcaster doesn't prepare spells, there is a 20% chance that each spell they cast will be converted into an inflict wounds spell (targeted as previously described). This effect lasts until two spells from each spell level have been converted (spell levels that have already been converted twice no longer suffer from this effect).

    This spell persists until after the spellcaster chooses new spells for the day.

    Epic spells are not affected by this spell.

    Multiple castings of darken caster stack.

    A remove curse cast on the afflicted spellcaster will remove the effects of this spell, but each spell has a 10% chance of being used up (and the caster is made aware of it).

    Death to the Summons
    Necromancy [Sabotage]

    Level: Clr 5, Sor/Wiz 4, Dread Necromancer 4
    Components:
    V, S, M
    Casting Time:
    1 standard action
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target:
    One spellcaster
    Duration: 1 round/level
    Saving Throw:
    No
    Spell Resistance:
    No

    Any summoning spell the victim casts acquires the skeleton or zombie template (chosen at random; applied even if it usually couldn't be, unless already undead) and has a 50% chance (+2% per caster level, to a maximum of 90%) of following you as if you had summoned it. Any summoned creatures afflicted by this spell lose the template and resume their loyalties at the end of this spell. The initiative of any creature you take control of is changed so that it acts on your turn, as if you had been the one to summon it.

    Material Component: A handful of tomb or grave dust.

    Devour Self
    Necromancy [Evil]
    Level:
    Clr 5, Sor/Wiz 5, Dread Necromancer 5
    Components:
    V, S, M/DF
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One creature that can eat
    Duration: 1 round/level
    Saving Throw:
    Will negates
    Spell Resistance:
    Yes

    "It's the sort of hunger that eats at you."

    As the spellcaster finishes their incantation, the victim is suddenly possessed by both a demonic presence and the insatiable appetite for their own flesh. The victim is rendered helpless and begins to tear away at itself with its own hands, teeth, claws, or any other natural attacks it has. Each round, the victim spends its actions by attacking itself with its own natural weapons, dropping any weapons it carries immediately. Every 1d3 rounds, the victim may attempt a new Will save after it attacks itself.

    The demon possessing the victim can be expelled automatically with two turning attempts (across two turns) or any spell that cancels possession. This ends the spell.

    Any effect that would secure the demon's stay, such as a spell or evil area, denies the effects of any spell below its caster level and any turning attempt must turn the twice demon as if it were an undead of HD equal to the caster level of the enforcing spell.

    Arcane Material Component: A fork, knife, or spoon, which is consumed by the force of the spell.

    Drag to Depths
    Necromancy [Evil]

    Level: Clr 5, Sor/Wiz 6
    Components:
    V, S, M
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One creature
    Duration: Instantaneous
    Saving Throw:
    Reflex negates
    Spell Resistance:
    Yes

    As the caster completes this insidious call to evil forces, she utters the name of a plane populated by demons or devils (such as the Nine Hells). Twenty feet behind the subject, a gateway to such a plane opens up and dark, intangible figures loom out, grabbing the victim if they fail to move out of the way. The victim must make several Strength checks to avoid being dragged into the maw of the portal (DC equal to caster level plus 10). For every three points the victim succeeds by, they move 5 feet away from the portal. For every three points the victim fails by, they move 5 feet towards the portal. This process continues until the victim has moved to a distance of 40 feet from the portal or they have been dragged in. If they are dragged in, the victim finds himself or herself in the plane the caster had intended them to be drawn to.

    The conflict between subject and portal is resolved in one round, instantaneously.

    Material Component: A chunk of flesh from an outsider innate to the destination (must be acquired personally).

    Draw Blood
    Necromancy
    Level: Clr 0, Sor/Wiz 0, Dread Necromancer 1, Duskblade 0
    Component: S, M
    Casting Time: 1 swift action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature with blood
    Duration: Instantaneous
    Saves: Fortitude negates
    Spell Resistance: Yes

    Pointing a needle towards the creature, you draw a drop of its blood into a perfectly preserved sphere in the palm of your hand. It is perfect for any spell component requiring a drop of blood. The creature is dealt 1 point of nonlethal damage.

    Material Component: A needle.

    Dread Shroud
    Necromancy
    Level: Clr 2, Sor/Wiz 1, Dread Necromancer 1, Duskblade 1
    Component: V, M
    Casting Time: 1 standard action
    Range: 30 ft.
    Target: Cone-shaped burst
    Duration: 1 round/level
    Saves: Fortitude negates
    Spell Resistance: Yes

    Those affected by a dread shroud spell become the victims of small swarms of mischievous spirits who fly above the head of the creature, incessantly mumbling and obscuring vision. The creatures receive a -1 penalty to Listen, Spot, and Search checks per two caster levels. Trip attempts against those affect gain a +2 circumstance bonus. Spellcasters gain a 25% spell failure chance, stacking with other sources of spell failure.

    Material Component: A small piece of a wedding veil or similar material.

    Dust to Dust
    Necromancy
    Level:
    Clr 9, Dread Necromancer 9
    Components:
    V, S, DF
    Casting Time:
    1 hour
    Range: Universal
    Target: One soul
    Duration: Instantaneous
    Saving Throw:
    No
    Spell Resistance:
    No

    Upon performing this spell over the place where a creature was killed, the caster attempts to make certain that the creature is never returned to life. By expending XP (see below), the caster sets a caster level required for any spell to bring the chosen creature back to life. Even divine intervention and high level spells are useless unless the deity's divine rank is greater than the level of reinforcement or the caster level of the spell is greater than the level of reinforcement. Creatures who regenerate from complete destruction, such as liches, may only return if their HD or CL exceeds this level.

    XP Cost: 250 XP per level of reinforcement

    Elemental Evil
    Necromancy
    Level: Clr 8, Sor/Wiz 7, Dread Necromancer 7
    Component: V, S, F, M
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 hour/level
    Saves: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    By raising your mace into air, you bestow your chosen undead with a specific element. Choose an elemental type for each undead creature. It gains that elemental's subtype and deals an additional 1d6 damage of the chosen type (earth->acid; water->cold; air->electricity; fire->fire; taint->1 point of taint instead; others at DM's discretion) with its natural weapons. It also gains immunity to that type of damage, and one extraordinary ability of the chosen elemental.

    They cannot be affected by this spell multiple times.

    You may create multiple types of elemental undead, depending on the focus.

    Focus: A mace that has killed at least one Elder elemental of the chosen subtype(s).

    Entropic Field
    Necromancy
    Level: Sor/Wiz 8, Dread Necromancer 8
    Component: V, S
    Casting Time: 1 full action
    Effect: 60-ft.-radius spread
    Duration: 1/round level

    Those who enter the area of effect must succeed on a Fortitude save. If they fail, the victim no longer benefits from any manner of fast healing, regeneration, or damage reduction. Spell resistance and energy resistance function normally. Nonlethal damage from any source is converted into lethal damage upon being inflicted upon a creature inside the spread who failed their save.

    A severe form of necromantic hemophilia manifests itself in creatures within the field who failed their Fortitude save. At the beginning of their turn, each creature will lose 1 hitpoint for every 5 hitpoints they have lost. Even unliving creatures are afflicted by the entropy present in the area; this damage manifests itself as rot, rust, or another form of damage specific to that creature.

    Corpses within the field cannot be brought back to life as long as the field persists.

    If a creature who failed their Fortitude save leaves the afflicted area, the effects of this spell persist until they receive magical healing (requiring an opposed caster level check) or a dispel-type effect. Reentering the area after being removed of its effects requires another Fortitude save.

    Exhume Memories
    Necromancy
    Level:
    Sor/Wiz 9
    Components:
    V, S, M, XP
    Casting Time:
    1 hour
    Range: Universal
    Target: One soul
    Duration: Instantaneous
    Saving Throw:
    No
    Spell Resistance:
    No

    "I can crush your body, I can shatter your soul. But you'll live on as an idea, for a while."

    Some say the most terrible death is to be forgotten. With this cursed incantation, the very existence of a dead creature is scoured from most memories. Creatures with less HD than the caster lose any memory of the subject, seeing them as a stranger. If they find evidence of the subject's existence (pictures, papers, memories from those who remember), they immediately regain their knowledge of the creature. The DC of Bardic lore checks and Gather Information checks about the subject are doubled unless specifically asking those who know about the subject. The caster retains any memories of the subject, despite the caster's HD; creatures with divine ranks of 0 or higher also retain memories of the subject, if any.

    Sometimes a subject will have this spell cast upon them willingly, in order to make a new life for themself or hide a dark secret.

    Material Component: One piece of non-magical evidence per HD of the subject. Pages of sets of papers count individually, as well as possesions or pieces of the subject.

    XP Cost: 2000 XP

    Flesh Formation
    Necromancy
    Level: Sor/Wiz 2, Dread Necromancer 2
    Component: V, S, M
    Casting Time: 1 minute
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature (see below) per three levels, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saves: Fortitude negates
    Spell Resistance: Yes

    "Flesh on. Flesh off."

    In some cases, zombies prove to be more useful than skeletons, or vice versa. This utility spell was designed for the necromancer who can never decide. Any zombie affected by this spell acquires the skeleton template instead, any skeleton acquires the zombie template, any bone creature acquires the corpse creature template, and any corpse creature acquires the bone creature template. (It is at the DM's discretion for other types of undead.)

    Material Component: A one-foot by one-foot square of flesh.

    Folly of Avor Ejir
    Necromancy
    Level:
    Clr 9, Dread Necromancer 8
    Components: V, S, F, DF
    Casting Time: 1 round/level of target
    Range: Medium (100 ft + 10 ft./level)
    Target: One spellcaster
    Duration: 1 day/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    Stories tell of a necromancer who forged a black army that swallowed nations, only to have his horde turn on him before the final battle.

    By focusing their's power against an enemy who controls many undead creatures, the caster can reduce that commander's ability to lead the undead.

    Once the spell is completed, the caster expends any number of turn undead uses. For every use spent, treat the caster level of the target and their effective class levels for rebuking as two lower. Another set of uses can be spent to increase the DC of this spell by an equal number.

    Undead that the target loses control of immediately attack the target and any remaining loyal undead.

    Special Focus: The caster must be able to turn or rebuke undead.

    Forever Flesh
    Necromancy
    Level: Sor/Wiz 4, Dread Necromancer 4
    Component: V, S, M
    Casting Time: 1 minute
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature per three levels, no two of which can be more than 30 ft. apart
    Duration: Permanent
    Saves: Fortitude negates
    Spell Resistance: Yes

    A spell-cousin to flesh formation, forever flesh bestows the effects of gentle repose on the chosen undead permanently. Upon the creature's destruction, the rot and decay catches up to the creature which may cause it to collapse into dust. Each creature also gains a +2 bonus on saves against effects that would automatically destroy it, such as a disruption weapon or disintegrate (based on effect; damage that would destroy it doesn't count).

    Material Component: A one-foot by one-foot square of flesh.

    Ghoul Beacon
    Necromancy [Sabotage]
    Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One living creature/level no more than 30 ft. apart
    Duration: 1 hour/level (D)
    Saves: No
    Spell Resistance: No

    "Shh. I don't think they know we're here... Nevermi-"

    The victims of this spell become marked and are made readily visible to undead creatures. Undead gain a +4 bonus to Listen, Spot, and Search checks against the victims. Hide from undead or similar effects no longer apply to those afflicted by ghoul beacon and undead can plainly see the victims even if they are invisible or have partial cover or partial concealment.

    Material Component: A pound of rotting flesh.

    Good Intent, Poor Execution

    Necromancy [Evil, Sabotage]
    Level: Clr 2
    Component: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: Until discharged, up to 1 hour/level
    Saves: Will negates
    Spell Resistance: Yes

    The next act the target takes within the duration of this spell is evil, given a choice. The creature’s alignment doesn’t change during or after this spell. The act is subconscious but isn't powerful enough to influence spell selection. Basic choices like leniency or mercy are most readily affected. It won't lead to murder unless there was originally an opportunity for it.

    Grim Embrace
    Necromancy
    Level: Clr 0, Sor/Wiz 0, Dread Necromancer 1, Duskblade 0
    Component: S
    Casting Time: 1 swift action
    Range: Melee touch attack
    Target: One creature
    Duration: Instantaneous
    Saves: Fortitude negates
    Spell Resistance: Yes

    With handshake or hug, you give the creature a feeling of sheer dread, informing them of your necromantic profession infallibly. Creatures of an alignment opposite to your own suffer 1 point of nonlethal damage (Neutral characters afflict others with extreme alignments: CE, CG, LE, LG).

    Hapless Soul
    Necromancy [Sabotage]
    Level:
    Clr 2, Sor/Wiz 1, Duskblade 1
    Components:
    V, S, M/DF
    Casting Time:
    1 standard action
    Range:
    Personal
    Target:
    Self
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance:
    Yes

    A flicker of a coin shines in your hand as your opponent's luck begins to fade. For the duration of this spell, a natural 2 counts as a natural 1 for your opponent (if there is an automatic failure on a natural 1, they fail on a natural 2, but the roll is still a 2).

    Arcane Material Component: A two-headed coin.

    Incorporeal Surgeon
    Necromancy
    Level:
    Clr 1
    Components:
    V, M
    Casting Time:
    1 minute
    Range:
    Personal
    Target:
    Self
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance:
    No

    With a flash, your hands glow with a eerie light and can pass through the body of those you plan on healing. When making Heal checks, you won't harm your patient from a bad roll except on a natural 1.

    Inflict Grave Wounds
    Necromancy

    Level: Clr 5, Dread Necromancer 5

    This spell functions like inflict light wounds, except that it deals 5d8 points of damage +1 point per caster level (maximum +25).

    Inflict Immortal Wounds
    Necromancy

    Level: Clr 9, Dread Necromancer 9

    This spell functions like inflict light wounds, except that it deals 9d8 points of damage +1 point per caster level (maximum +45).

    Inflict Legendary Wounds
    Necromancy

    Level: Clr 8, Dread Necromancer 8

    This spell functions like inflict light wounds, except that it deals 8d8 points of damage +1 point per caster level (maximum +40).

    Inflict Lethal Wounds
    Necromancy

    Level: Clr 6, Dread Necromancer 6

    This spell functions like inflict light wounds, except that it deals 6d8 points of damage +1 point per caster level (maximum +30).

    Inflict Mortal Wounds
    Necromancy

    Level: Clr 7, Dread Necromancer 7

    This spell functions like inflict light wounds, except that it deals 7d8 points of damage +1 point per caster level (maximum +35).

    Inner Maiden
    Necromancy [Evil, Sabotage]

    Level: Clr 4, Sor/Wiz 4, Duskblade 5
    Components:
    V, S, F
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One creature
    Duration: Until discharged, up to 1 round/level
    Saving Throw:
    Fortitude negates
    Spell Resistance:
    Yes

    The subject's bones begin to rearrange themselves ever so slightly and small fractures begin to sharpen the edges. If a creature moves adjacent to the subject or vice versa, the trap is sprung and the victim's bones explode outwards through their skin, dealing 1d10 damage to the victim per caster level and 1d6 damage to every creature in a 5 foot burst (a maximum of 20d10 or 20d6, respectively). The victim is staggered for one round per two caster level afterwards as the bones are reset.

    The trap might not be sprung by the time the duration runs out, in which case the effect ends.

    Focus: A doll riddled with needles (10 gp).

    Instill Fear
    Necromancy [Fear, Mind-Affecting]
    Level: Sor/Wiz 5
    Component: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One frightened, panicked, or cowering creature
    Duration: 1 round/level
    Saves: Will negates
    Spell Resistance: No

    The subject gains a phobia (its severity is based on the Fear section's chart). This phobia pertains to either the source of the fear or the closest situation that is prone to cause fear (heights, water, fire, magic, etc.; at the DM's discretion). See Heroes of Horror, page 61, for information on phobias. Adding two phobias of the same thing increases the severity of the phobia by one degree from the highest of the two.

    Lichbind
    Necromancy [Evil]
    Level: Clr 5, Sor/Wiz 5
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature with a soul
    Duration: Instantaneous
    Saves: Will negates
    Spell Resistance: Yes

    Upon striking your victim with the soul gem, their essence is ripped from them but not entirely. Their soul is removed, killing them instantly, but it does not flow into the vessel. Instead, their soul is half-bound to its corpse, preventing them from being resurrected or brought back to life in any manner without casting dispel on the body or destroying the corpse. Until that time, the corpse is preserved as per gentle repose and a visible, sentient spirit of the victim is left to wander within 20 feet of the corpse per HD.

    The spirit is inert, incapable of using any spells, and can only be seen by creatures capable of seeing invisible creatures. However, it may also be perceived via the Spirit Sense feat (after any amount of time the victim has died, rather than 1 minute/Wis modifier) or any similar effect. A creature may communicate with the spirit through speak with dead. While speak with dead persists, the spirit can freely talk with the creature (unrestricted by the normal limitations of speak with dead; you can talk or ask as long as you want during the duration of that spell) as if it were alive, if it wants to, and it cannot be forced into answering a question.

    Material Component: A flawed soul gem worth 100 gp per HD of the victim; it shatters and the spell fails otherwise.

    Life to Limb
    Necromancy
    Level: Sor/Wiz 2, Dread Necromancer 2
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: One severed limb
    Duration: Instantaneous
    Saves: No
    Spell Resistance: None

    By using a tiny spark of necromantic energy, you can animate the severed limb or body part of a living creature. Treat it as an undead creature with a size category, for the purpose of stats and material components, of three less than its owner's size (Medium creatures produce Diminutive limbs, receiving whatever bonuses and penalties apply from size) to a minimum of Fine. It has base attributes of 8 Strength, 8 Dexterity, no Constitution, 10 Wisdom, no Intelligence, and 1 Charisma. It gains a slam attack as a Zombie of its size. Its HD is 1/5 of the owner's, rounded down. If the owner's HD is below 5, use the following table to determine HD:
    {table=head]Original HD | New HD
    4 | 1/2
    3 | 1/2
    2 | 1/4
    1 | 1/4
    1/2 | 1/4
    1/4 | 0 (1 hp)
    [/table]
    For the purpose of undead controlled, animated limbs count towards your animate dead limit (generally 2 HD/CL). Treat fractional HD as 1 HD for the purpose of maximum HD controlled (for rebuking, spells, etc.). No creature can produce more than five limbs (arms, legs, head, tails), but the number of limbs is also limited by the actual amount of limbs the creature has.

    Material Component: A shard of black onyx worth 10 gp per size category of limb.

    Life's Gambit
    Necromancy
    Level:
    Clr 4, Sor/Wiz 4, Duskblade 4
    Components:
    V, S
    Casting Time:
    1 standard action
    Range:
    Melee touch attack
    Target: One living creature
    Duration: Instantaneous
    Saving Throw:
    Fortitude negates
    Spell Resistance:
    No

    By succeeding on a melee touch attack, you grab hold of the target gently and utter a few final words. With that, your opponent is allowed a Fortitude save (at a -2 penalty if their alignment is Good and yours is Evil or vice versa). If they fail, they are reduced to -10 hitpoints. In either case, you are reduced to -10 hitpoints as well.

    Life Ward
    Necromancy
    Level: Clr 4, Blackguard 4, Dread Necromancer 4, Duskblade 4
    Component: V, S, DF
    Casting Time: 1 minute
    Range: Touch
    Target: One undead creature touched
    Duration: 1 minute/level
    Saves: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The subject is immune to all spells of the light subtype, sunlight weaknesses, turning attempts, and any positive energy effects. Each turning attempt halves the remaining duration for that creature, if successful.

    Life Ward, Mass
    Necromancy
    Level: Clr 8, Dread Necromancer 8
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature per level, no two of which can be more than 30 ft. apart

    Mass life ward works like life ward, except that it affects multiple creatures.

    Mandate Healing
    Necromancy
    Level:
    Sor/Wiz 4, Dread Necromancer 4, Blackguard 2, Paladin 2
    Components: S, V, M
    Casting Time: 1 standard action
    Effect: 20 foot emanation centered on caster
    Duration: 1 round/level

    The passage of healing energy always includes you.

    Whenever a creature is healed through a spell with the [healing] descriptor or with a class feature like lay on hands, 2d4 points of healing are redirected to the caster. The energy can be seen flowing away into the caster.

    Material Component: A handful of silver dust worth 20 gp.

    Mandate Healing, Lesser
    Necromancy
    Level:
    Sor/Wiz 2, Dread Necromancer 2, Blackguard 1, Paladin 1
    Effect: 20 foot emanation centered on caster

    As mandate healing but with the above changes; it steals 1d4 points intstead.

    Material Component: A handful of silver dust worth 10 gp.

    Mandate Healing, Greater
    Necromancy
    Level:
    Sor/Wiz 6, Dread Necromancer 6, Blackguard 3, Paladin 3
    Effect: 20 foot emanation centered on caster

    As mandate healing but with the above changes; it steals 3d4 points intstead.

    Material Component: A handful of silver dust worth 30 gp.

    Mandate Healing, Vicious
    Necromancy
    Level:
    Sor/Wiz 8, Dread Necromancer 8, Blackguard 4, Paladin 4
    Effect: 20 foot emanation centered on caster

    As mandate healing but with the above changes; it steals 4d4 points intstead.

    Material Component: A handful of silver dust worth 40 gp.


    Continued onto another post...
    Last edited by Maerok; 2008-05-26 at 08:16 PM.

  13. - Top - End - #13
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    Default Re: Advanced Necromancy (50+ new spells, plus new mechanics!)

    Dread Spells of Maerok (part 2)
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    Mask of Forever
    Necromancy [Evil]
    Level:
    Sor/Wiz 3, Dread Necromancer 3, Duskblade 3
    Components:
    V, M, F
    Casting Time:
    1 standard action
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Targets:
    One evil creature per two levels, no two of which can be more than 30 ft. apart
    Duration: See below
    Saving Throw:
    No
    Spell Resistance:
    Optional (on those effected)

    "You wouldn't hurt a mere child, would you?"

    This dark spells binds the souls of the innocent onto the bodies of despicable creatures. Its intent is to lure the forces of good into letting their guard down, only to fall victim to an ambush. This spell acts as disguise self for each creature affected, but only fools Good creatures. Even during combat, this mask persists creating a horrific situation for the Good. They suffer a -2 morale penalty to attacks and damage against the disguised fiend and cannot use any ability (class, supernatural, or spell-like) that specifically targets Evil creatures. The DC of any spell cast on the creature suffers a -2 penalty. There is a 1% chance per caster level that the Good creature will be moderately familiar with this innocent soul, thereby doubling any penalties incurred; however, no specific soul can be called upon and very rarely do they appear as anything more than a distant acquaintance.

    The duration of this spell lasts until the end of a creature's next encounter (durations among multiple creatures are handled individually) or 3 hours, which ever comes first.

    Focus: A white mask, usually porcelain, costing no less than 250 gp.

    Open the Scars
    Necromancy [Evil]
    Level:
    Clr 4, Sor/Wiz 4, Duskblade 5
    Components:
    V, M, F
    Casting Time:
    1 standard action
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Targets:
    One living creature per two levels, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saving Throw:
    Fortitude (half)
    Spell Resistance:
    No

    "Every scar has a story, I'm told. Now let's see what they have to say!"

    The stoutest of warriors have the stoutest of wounds, and you'll prove it. Those affected by open the scars must roll dice as if they were rerolling their hitpoints (leave out the Constitution modifiers, feats, and other effects). That outcome is dealt as damage (a level 12 Barbarian would be dealt 12d12 damage; a level 12 Wizard would be dealt 12d4 damage), to a maximum of 6 damage per caster level (to a final maximum of 120 damage).

    Those who are left with less than half their hitpoints are staggered for three rounds, and could potentially be killed. Succeeding on the Fortitude save lets the subject resist the effects of becoming staggered.

    Focus: A bloody dagger.

    Pervert Healing
    Necromancy [Sabotage]

    Level: Clr 4, Sor/Wiz 4, Blackguard 4, Dread Necromancer 4, Duskblade 4
    Components:
    V, S
    Casting Time:
    1 standard action
    Range:
    20-foot burst
    Duration:
    1 minute/level

    The air around the caster begins to froth with dark energy, creating a zone of negative energy that interrupts positive energy spells intent on healing. Any spell of the healing subtype (cure wounds, heal, restoration, etc) cast from or to a space within the perverse area is affected as below:

    Cure Wounds spells: Deal negative energy instead of positive energy
    Restoration spells: If the subject would recover lost levels, they lose another instead. If the subject would recover from a status effect, the duration of that effect is increased by 1 round per spell level (unless permanent). If the subject would recover from ability damage or drain, the ability damage to each afflicted score is increased by 1 (as well as any ability drain).
    Heal spells: Works as the corresponding Harm spell.

    Consecrate, hallow, or a turning attempt within the zone will end pervert healing at the end of that round.

    Possess Trapper
    Necromancy [Sabotage]

    Level: Clr 2, Sor/Wiz 2
    Components:
    V, S
    Casting Time:
    1 standard action
    Range:
    Medium (100 ft. + 10 ft./level)
    Target:
    One creature
    Duration: 1 hour/level
    Saving Throw:
    No
    Spell Resistance:
    No

    A bane to kobolds and rogues, the caster calls forth malevolent spirits of dead pranksters that follow a potential trap setter. If the subject sets a trap during the duration of this spell, the spirits will intervene and it will immediately backfire. The victim might be pushed into the trap if trying to manipulate it from afar, or the spirits might flip a switch when the victim tries to set the final piece. The forces try their best to assure success, wielding their knowledge of traps to increase the DC of the trap by 1d4.

    Reckoning of Flesh
    Necromancy [Evil]
    Level:
    Clr 6, Sor/Wiz 6, Dread Necromancer 6
    Components:
    V, S, M/DF
    Casting Time:
    1 standard action
    Range:
    Touch
    Target:
    One living creature with flesh, up to one size larger than caster
    Duration: 1 round/level
    Saving Throw:
    Fortitude negates; see below
    Spell Resistance:
    Yes

    With a touch, the victim's skin begins to flay itself away from the point of contact upon failing a Fortitude save. This horrific effect causes 1d6 damage per round and suspends any natural healing properties of the creature (regeneration, fast healing), bypassing damage reduction as well. The creature is wracked with pain and becomes staggered unless it passes a Fortitude save at the beginning of its turn.

    A creature killed by Reckoning of the Flesh is stripped of all flesh, leaving gory ribbons of skin cascading around them. What remains is the skeleton and by the dark forces at work the creature's bones are animated as a skeleton (apply the skeleton template; apply the bone creature template instead if the caster level exceeds 20; either way, it has an Intelligence score of 0). This creature is neutral to the caster but will attack any of its friends who are enemies to the caster, defending itself from others as well.

    Material Component: A bow tied from a length of skin ribbon, which is wrapped around the fingers of the hand making the touch attack (if they have hands/fingers; otherwise, held as normal).

    Reverse Magic Jar
    Necromancy
    Level:
    At the same spell level as magic jar for any who have it on their spell list
    Target:
    One willing creature
    Duration: 1 hour/level or until you return to your body (D)

    This spell works as per magic jar, but the target possesses you instead. You may terminate the spell effect whenever, though.

    Shadow Eyes
    Necromancy
    Level: Clr 1, Sor/Wiz 1, Blackguard 1, Dread Necromancer 1, Duskblade 1
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One creature per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 minute/level
    Saves: Will negates
    Spell Resistance: Yes

    The subjects of this spell cannot be dazed or dazzled by light. They gain darkvision out to 10 feet (or keep their own, if higher), but receive a -4 penalty to Spot and Search checks.

    Material Component: A lens made of black onyx, so thin that it is almost translucent, worth 150 gp.

    Spirit Slaughter
    Necromancy

    Level: Clr 6,Dread Necromancer 7
    Components:
    V, S, F, DF
    Casting Time:
    1 full-round action
    Range:
    40-foot burst
    Duration:
    1 round/level

    The spirit of war can be swayed towards woe or weal, at the right price.

    The heat of battle flares up around the caster in a red aurora overhead. As any creature turns or rebukes undead within the range of this field, they may choose to expend a number of uses instead to choose one of the following effects to take place until another turner pays even more uses than the last: damage is maximized, or healing is maximized.

    The caster may choose the initial setting and price of uses, by expending his own uses (a minimum of one). Otherwise the effect does not occur until a turner chooses to affect it. All creatures able to turn undead are aware of the presence of this spell, its current setting, and the current price.

    Special Focus: The caster must be able to turn or rebuke undead.

    Throne of Bone
    Necromancy
    Level: Sor/Wiz 9, Dread Necromancer 9
    Component: V, S, F
    Casting Time: 1 hour
    Effect: 10-ft.-radius/level spread
    Duration: See below

    Upon seating on this throne of necromantic prowess, you exude an aura of undeath. You automatically gain a rebuking attempt against any undead who enters the area. You may rebuke as a Cleric equal to your character level or use your own rebuking ability, if any. If you succeed in rebuking the creature, it is automatically commanded. You may command twice as many HD of undead this way.

    You also gain the power to reanimate the dead. You may use animate dead once per round as a full round action, without the need for material components. The range is extended to the outermost extent of the area. You may control twice as many HD of undead this way (applied after any other modifications).

    All undead you control in this area gain the effects of desecrate as if it had been cast upon a permanent altar of evil (improved benefits). A constant unhallow effect permeates the area, and you may change the spell effect tied to it each round as a free action. Hallow has no effect on this area of unhallow unless you or the throne would be caught in the area of the hallow's effect, in which case the unhallow effect is negated for the time being.

    While seated, you cannot make any melee attacks other than with touch attack spells. You may cast spells, however.

    Once you leave your throne, the spell ends. When the spell ends, any extra HD of undead are released, but you get to choose which ones.

    Focus: An ornate throne or chair, worth at least 10,000 gp, anointed with grave dust and four units of holy or unholy water.

    Tome Choke
    Necromancy
    Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3
    Component: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: 30-ft.-radius spread
    Duration: 1 round/level
    Saves: Fortitude negates
    Spell Resistance: Yes

    You call upon the suffocating dust of crypts and mausoleums to choke out the living. All living creatures within the affected area take 1d2 points of Constitution damage and begin to suffocate if they fail their Fortitude save. They continue to suffocate each round until they leave the area, allowing them a Fortitude save at the end of each round to end the effect.

    Material Component: A handful of gravedust.

    Tomb Friends
    Necromancy [Summoning]
    Level:
    Clr 1, Sor/Wiz 1, Dread Necromancer 1
    Components:
    V, S, M
    Casting Time:
    1 minute
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned creature
    Duration: 3 minutes
    Saving Throw:
    None
    Spell Resistance:
    No

    With a bit of scraps from the tomb or crypt you now traverse, you create a couple of guides with intimate knowledge of your surroundings. You create one tomb mote (Libris Mortis) per four caster levels. Each has a +10 bonus to Know(Local) and Know(History), though its communication is limited. The tomb motes gain the bardic lore ability (gaining a bonus equal to the caster level) to unveil secrets of the tomb. The tomb motes last three minutes before collapsing back into dust, and cannot leave the tomb they were created in.

    Material Component: One handful of tomb dust or dirt (gathered from the tomb you cast this spell in).

    Transfer Touch
    Necromancy
    Level: Clr 3, Sor/Wiz 3, Dread Necromancer 2, Duskblade 3
    Component: S, M
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature you control per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 round/level
    Saves: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    For each undead affected by this spell, you may expend one of your spells per day to grant that undead creature a single use of that spell as a spell-like ability at your caster level. This only works on spells with a range of touch. Sentient creatures are aware of the spell and its effects and will employ them as they see fit. Mindless undead require being told when to use their ability, or else they will use it on their next turn of combat.

    At the end of the duration, you regain any spell uses that were not used. Spells given to creatures who were destroyed are lost.

    Material Component: A skeletal hand.

    Unleash Spirit
    Necromancy
    Level:
    Clr 7, Dread Necromancer 7
    Components:
    V, S, M, F
    Casting Time:
    2 hours
    Range: Personal
    Target: One soul gem (see material component)
    Duration: 1 hour/level
    Saving Throw:
    No
    Spell Resistance:
    No

    With a lengthy process, you unleash the soul of one who has been imprisoned into a soul gem for the purpose of serving you. The creature within acquires the ghost template and appears in a space adjacent to you, serving you for the duration of the spell (its loyalty is bound as per dominate, DC equal to the norm for a spell of this level, including metamagics). At the end of the duration, its soul departs with memory of what has transpired. A soul might later seek a vendetta against you. Casting this spell for another time ends any previous castings.

    Material Component: A soul gem of a creature with CR of up to two less than your character level, which is destroyed by smashing it with the tiny silver hammer at the end of the ceremony.

    Focus: A tiny silver hammer worth 500 gp, with various gemstones around its handle.

    Utterfear

    Necromancy [Fear*]
    Level:
    Sor/Wiz 7, Dread Necromancer 7
    Components:
    V, S
    Casting Time:
    1 standard action
    Range: 60 ft.
    Effect: Cone-shaped burst
    Duration: 1 minute/level
    Saving Throw:
    Will negates
    Spell Resistance:
    Yes

    (*Penetrates fear immunities.)

    The Utterfear is a technique strong enough to pierce the mental defenses of even the most courageous or apathetic of creatures.

    Subjects without immunity to fear become cowering; those already afraid suffer the effects of phantasmal killer. Subjects with immunity to fear become frightened and lose their immunity to fear for the duration of this spell.

    Waning Death
    Necromancy
    Level:
    Clr 6, Sor/Wiz 5, Dread Necromancer 5
    Components:
    V, S
    Casting Time:
    1 standard action
    Range: Touch
    Target: One living creature
    Duration: Permanent (D)
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    The Waning is a horrific curse which dooms a creature to death. Each round, the subject loses 1 hitpoint (which can only be healed by spells). To display the devastating effect of this curse: in a one hour period, the subject will lose 600 hitpoints without the intervention of healing to delay the inevitable. The subject's skin begins to rot, giving them the appearance of a zombie at 30-60% hitpoints, and finally a skeleton at 0%-30% hitpoints (a DC 20 Spot check to tell the difference in either case). While afflicted with the Waning, the subject feels as though they were water slowly flowing down a drain. Only a perfect skeleton remains from one afflicted with Waning.

    Remove curse will end waning death, but requires a successful opposed caster level check.

    Will of Vecna
    Necromancy
    Level:
    Clr 9, Dread Necromancer 9
    Components:
    V, F
    Casting Time:
    1 hour
    Range: 120 ft.
    Effect: 120-ft.-radius burst
    Duration: 1 hour/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    The caster utters forth a command of up to five words per level. Intelligent undead within the affected area must succeed on a Will save or follow the directions spoken by the caster. Mindless undead will automatically follow the command of the caster. They will do the task to the best of their intelligence; mindless undead will perform it quite literally while sentient undead will probably accomplish exactly what has been asked as it was intended. Sentient undead remember what was asked of them. Undead you control are not affected by this spell. If the caster encroaches on the undead of another, the caster must succeed on the opposed caster level check to take control. If the task is accomplished prior to the end of the spell's duration, the caster may utter another command of up to half the original amount of words. This proceeds until the spell runs out or no comprehensible message can be delivered.

    The true voice of undeath does not rely on language as living creatures would call it. Living creatures do not understand what is being said, except those with the Dark Speech feat who can understand the basics of the instructions.

    Focus: A severed left hand holding the left eye of its former owner.

    Willful Tomb Guardian
    Necromancy
    Level: Sor/Wiz 5, Dread Necromancer 5, Cleric 5
    Component: V, S, M
    Casting Time: 1 minute
    Range: Touch
    Target:One place of burial
    Duration: 1 week/level
    Saves: No
    Spell Resistance: None

    You invoke the power of the grave and all the residents of the chosen burial grounds in order to create a powerful entity to watch over the fallen. This spectral caretaker assumes the form of a flesh golem with the sole purpose of defending and maintaining the graveyard, independent of the caster's commands. Even the caster can be taken as an enemy if he or she defiles a grave or attempts to make it do otherwise. In addition to its basic abilities, the golem gains the granted power of the Destruction domain. Its cleric level is equal to your caster level, and it may use the ability once per day per three caster levels against intruders.

    Material Component: A handful of dust from ten graves, or all graves, if fewer.
    Last edited by Maerok; 2008-05-26 at 08:18 PM.

  14. - Top - End - #14
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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Dread Spells of Maerok (part 3)

    Reserved for overflow
    Last edited by Maerok; 2008-05-26 at 08:20 PM.

  15. - Top - End - #15
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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    I like most of them. Keep them coming, I love making necromancers! Oh, possibly some things for more... long-lasting undead control? Like say, long enough to establish control on what could qualify as say... a legion?

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Lords of Necromancy

    Black Archon

    "We necromancers have forgotten the old ways, dear friend. There is no one way to necromancy... The darkness of the fallen gods shall be our guiding light. Come, Beneth, there is much to be prepared. We must uncover the Ebony Scrolls, to unleash the Dread Spells as destiny has so written."
    -Maerok Leshara, Black Archon to Nerull

    Black Archons are a secret society of necromancers devoted to uprooting the fundamental laws of necromancy by searching back into the past and within the secret altars of the death gods.

    HD: d4

    Requirements:
    Alignment: Any nongood
    Spellcasting: Able to cast seventh level necromancy spells
    Skills: Know (arcane) 18 ranks, Know (religion) 18 ranks
    Feats: Dark Supplicant
    Deity: Any god with Death or Necromancy in its portfolio

    Class Notes: This class features several above average class abilities to balance out the steep feat requirements. The power of devotion to the Black Archon ideal pays in full.

    Class Skills:
    Skills: Concentration (Con), Craft (Int), Know (arcane), Know (the planes), Know (religion), Profession (Wis), Spellcraft (Int)
    Skill Points at Each Level: 2+Int modifier

    Code:
    Black Archon
    Level|BAB|Fort|Ref|Will|Special
    1    |+0 |+0  |+0 |+2  |Rebuke Undead; Forgotten Path, Step 1; +1 spellcasting level
    2    |+1 |+0  |+0 |+3  |Death Soul; +1 spellcasting level
    3    |+1 |+1  |+1 |+3  |Forgotten Path, Step 2; +1 spellcasting level
    4    |+2 |+1  |+1 |+4  |Bonus Feat; +1 spellcasting level
    5    |+2 |+1  |+1 |+4  |Forgotten Path, Step 3; Divine Apotheosis; +1 spellcasting level
    Class Features:
    Weapons and Armor Proficiencies: None

    Rebuke Undead
    A Black Archon rebukes undead as a cleric.

    Forgotten Path
    A Black Archon is privy to the lost ways of necromancy and evil magics. The Paths do not require him to worship that god, but generally should to some degree. There are three steps of the Black Archon's chosen path.

    • Chosen of Afflux
      Afflux promises the telling of ancient secrets through the exploration of the mortal coil.
      1:
      2:
      3:
    • Chosen of Doresain
      Divine hunger is the path to greater power, says the Lord of Ghouls.
      1: Gluttony (Ex): The Chosen gains a 1d4 bite attack and heals from any damage he deals with it. He also gains a profane bonus to attacks and damage with it equal to his current path steps.
      2: Devour Spells (Su): When the Chosen counters a spell, he regains the use of a spell slot or recovers a spent prepared spell of up to half the countered spell's level (maximum of 4th).
      3: Absolute Hunger (Su): Once per week, the Chosen may use destruction as a spell-like ability (CL equal to caster level). He regains 1 hitpoint for every 1000 gp of equipment destroyed, to a maximum of 100, as well as a number of temporary hitpoints equal to half the victim's HD that last the remainder of the week.
    • Chosen of Evening Glory
      In dead, eternal life can rise so that love may prevail.
      1:
      2: Sanctify Death (Su): Any creature slain within 60 feet of the Chosen gains a continuous gentle repose effect.
      3: Renew (Su): Once per month, the Chosen may spend one hour to use true resurrection as a spell-like ability. He takes a -2 penalty to caster level and loses 1 hp per character level for one week.
    • Chosen of Nerull
      The Reaper gives the power to bring all things to undeath.
      1:
      2:
      3:
    • Chosen of Orcus
      Demon and god of the undead, Orcus grants brutish control over deathly minions.
      1:
      2:
      3:
    • Chosen of Tenebrous
      A shadow of a god, darkness beckons the brave to uncover its secrets.
      1:
      2:
      3:
    • Chosen of Vecna
      The master of secrecy and madness offers conspiracies never to be unraveled.
      1:
      2:
      3:
    • Chosen of Wee Jas
      The goddess of death and magic strikes deals for the power to command both.
      1:
      2:
      3:


    Death Soul (Su)
    As a Black Archon develops, it can weave the threads of necromancy about itself. This works similarly to a Reserve feat, and each level grants a new ability. The a spell slot of a specific level or higher must be dedicated as the Black Archon prepares its daily spells; in dire emergencies, a full-round action will cancel the reservation on that spell slot, otherwise it cannot be used. The caster level of any spells are equal to twice your class level.

    Code:
    Level | SL Kept | Effect
      1         1     Deathwatch, continuous
      2         2     Death knell, once per encounter
      3         3     Speak with dead, continuous
      4         4     +1 caster level to necromancy and [evil] spells
      5         5     +1 DC to necromancy and [evil] spells
    Bonus Feat
    The Black Archon gains a bonus feat that it qualifies for.

    Divine Apotheosis
    At 5th level, a Dread Supplicant becomes a powerful undead servant to its necromantic patron. It gains the Undead type, DR 5/good and magic, and may prepare divine spells off the Cleric list. If it casts spontaneously, it may exchange any spell it knows for a spell of an equal level off the Cleric list by studying scrolls and prayer books.

    Channeler


    Channelers are those who blend divinatory magic with necromancy to explore the secrets of death and the realms that lie beyond. They can work with the spirits of those who have lived long before to gather strength from death.

    HD: d6

    Requirements:
    Spellcasting: Able to cast third level necromancy and divination spells
    Skills: Know (religion) 8 ranks
    Feats: Spell Focus (Divination), Spell Focus (Necromancy)

    Class Skills:
    Skills: Concentration (Con), Craft (Int), Know (arcane), Know (the planes), Know (religion), Profession (Wis), Spellcraft (Int)
    Skill Points at Each Level: 2+Int modifier

    Code:
    Channeler
    Level|BAB|Fort|Ref|Will|Special
    1    |+0 |+0  |+0 |+2  |Channel +1/+3; Repose Domain
    2    |+1 |+0  |+0 |+3  |Spirit Adept; +1 spellcasting level
    3    |+1 |+1  |+1 |+3  |Channel +2/+4
    4    |+2 |+1  |+1 |+4  |Midnight Commune; +1 spellcasting level
    5    |+2 |+1  |+1 |+4  |Channel +3/+5
    Class Features:
    Weapons and Armor Proficiencies: None

    Channel
    Once per day per class level, the channeler may call upon the souls of the lost to grant her strength in deathly situations. As a full-round action which provokes attacks of opportunity, she focuses to gain the first number as an insight bonus to her AC until the next time she needs AC (up to one minute per class level), the second number as an insight bonus to her next save (within one round per class level), or the first number to her next skill check (within one round per class level).

    Repose Domain
    The channeler gains access to the Repose domain, as a bonus domain. She does not gain the special ability, however.

    Spirit Adept
    The channeler adds her class levels to her caster level for divination and necromancy spells. She may use her caster level for necromancy spells in place of her divination caster level, and vice versa.

    Midnight Commune
    Once a month, during a full moon, the channeler may ask three questions to the spirits who preside over the 10 minute ritual. Their alignment is within one step of her own. She does not need to pay the XP, but may do so multiple times to ask extra questions (up to three extra times). The caster level for this ability is equal to her divination caster level (see Spirit Adept).

    Death's Hoof

    "Gorrin had a little horse, little horse, little horse.
    Gorrin had a little horse whose flesh was pale as death."

    -Children's folksong on the Alkera highlands

    The stories of Nerull have inspired may of his worshipers and even those with passing knowledge of his vile deeds to take up arms against the living. They are hailed as champions among the undead and the dark gods grant them and their mounts evil powers in order to sow heath and destruction. Death's Hooves mainly come from the religions of Orcus and Nerull, the mre chaotic of deathly divinities. Corrupt followers of Wee Jas are also prone to following the deathly tracks of past Death Hooves, as well as those who serve Vecna with less secrecy than their other brethren.

    HD: d8

    Requirements:
    Alignment: Any Evil
    Base Attack Bonus: +10
    Spellcasting: Able to cast divine spells
    Skills: Ride 13 ranks, Know (the planes) 8 ranks
    Feats and Abilities: Leadership, Undead Leadership, or a class feature that grants a mount.
    Special: Must have a mount.

    Class Skills:
    Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Know (the planes), Know (religion), Profession (Wis), Ride (Dex), Spellcraft (Int)
    Skill Points at Each Level: 2+Int modifier

    Code:
    Death's Hoof
    Level|BAB|Fort|Ref|Will|Special
    1    |+1 |+2  |+2 |+0  |Rebuke Undead; Death Domain; Dark Rider
    2    |+2 |+3  |+3 |+0  |Smite Living (1/day)
    3    |+3 |+3  |+3 |+1  |Hand of Death (d8); Superior Mount
    4    |+4 |+4  |+4 |+1  |Smite Living (2/day)
    5    |+5 |+4  |+4 |+1  |Hand of Death (d10); Baleful Mount
    Class Features:
    Weapons and Armor Proficiencies: None

    Rebuke Undead
    The Death's Hoof may rebuke undead as a cleric. Class levels stack to determine effective cleric level.

    Death Domain
    Death's Hooves gain access to the Death domain. Their class levels stack with their cleric levels; otherwise use half their class levels in the class that granted divine spells to qualify for this class and add their class level to the effective cleric level.

    Dark Rider
    A Death's Hoof gains an innate connection to its vile steed. When riding an evil mount, she gains a profane bonus to Ride checks equal to her class level. She may deliver touch attacks without impairment with a DC 10 Ride check. While on her mount, a Death's Hoof is immune to fear.

    Class levels stack for any class feature that grants a special mount.

    Smite Living
    Once per day, a Death's Hoof may attempt to smite a living creature with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per two character levels. If the Hoof accidentally smites a creature that is not living, the smite has no effect, but the ability is still used up for that day.

    At fourth level, the Hoof gains another use per day and may convert other smite abilities such as the blackguard smite good ability into uses of this ability. Smite abilities that have been lost due to alignment shifts to evil are automatically converted into daily uses of this ability.

    Hand of Death (Su)
    At 3rd and 5th level, the special domain ability of the Death domain improves. Instead of using d6, use the listed die instead per effective cleric level.

    Superior Mount
    The Death's Hoof's mount gains a +10 foot profane bonus to all movement speeds and gains Run as a bonus feat, even if undead (use Charisma modifier instead of Constitution for checks to keep running). The Death's Hoof may use a turn attempt as an immediate action once per round to grant her mount a +2 bonus to one saving throw until the beginning of her next turn.

    Baleful Mount
    A Death's Hoof's mount gains the fiendish template, as well as one spell-like ability chosen from her class spell list of up to 3rd level, usable two times per day (CL equals one-half character level); she may exchange the spell-like ability once per month, during the full moon. It cannot have any material components though a focus can be secured to the mount, if manageable.

    He of the Blacksands

    If you travel the Material Plane long enough, you'll find that the Negative Energy Plane occasionally crosses its planar borders and manifests itself as blacksand, blackwater, or blackfire. Of the three, blacksand is highly prized by disciples of evil for its durability and persistence. There are some who have come to be tainted by the Negative Energy of blacksand, and eventually become one with it. Their powerful magics and abilities are vital to any undead legion, serving as healers where they had originally become destroyers. As cohorts to great necromancers, Those of the Blacksands are powerful allies.

    A female is called a She of the Blacksands.

    HD: d6

    Requirements:
    Alignment: Any Evil
    Skills: Know (the planes) 13 ranks, Spellcraft 13 ranks
    Feats: Necrotrophic, Spell Focus (Necromancy), Spell Focus (Evocation)
    Spells: Can cast a spell with 'Blacksand' in its name, caster level 10
    Special: Must have come in contact with blacksand at least once, and must have visited the Negative Energy Plane once.

    Class Skills:
    Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Hide (Dex), Know (arcana), Know (the planes), Know (religion), Move Silently (Dex), Profession (Wis), Spellcraft (Int)
    Skill Points at Each Level: 2+Int modifier

    Code:
    He of the Blacksands
    Level|BAB|Fort|Ref|Will|Special
    1    |+0 |+2  |+0 |+2  |One with the Sands 10; Blacksand Bolt
    2    |+0 |+3  |+0 |+3  |+1 level of existing spellcasting class
    3    |+1 |+3  |+1 |+3  |One with the Sands 15; Gaseous Form
    4    |+1 |+4  |+1 |+4  |Dark Conversion; +1 level of existing spellcasting class
    5    |+1 |+4  |+1 |+4  |One with the Sands 20; Blacksand Wall
    6    |+2 |+5  |+2 |+5  |+1 level of existing spellcasting class
    7    |+2 |+5  |+2 |+5  |One with the Sands 25; Whirlwind
    8    |+2 |+6  |+2 |+6  |One with the Sands (Immunity); Blacksand Spells; Positive Energy Vulnerability; +1 level of existing spellcasting
    9    |+3 |+6  |+3 |+6  |Greater Blacksands
    10|+3 |+7  |+3 |+7  |Blacksand Transformation
    Class Features:
    Weapons and Armor Proficiencies: None

    One With the Sands (Ex)
    He of the Blacksands becomes increasing resilient. At level one, He of the Blacksands gain resistance 10 against negative energy. This increased by 5 at every odd level until level eight where He of the Blacksands gains immunity. At tenth level, He of the Blacksands heals from negative energy.

    Blacksand Bolt (Sp)
    At will, He of the Blacksands can use blacksand bolt as a spell-like ability (CL equal to his own caster level).

    Gaseous Form (Sp)
    He of the Blacksands may use gaseous form for up to one hour each day, traveling as blacksand across the surface of the ground. He deals no damage to others though.

    Dark Conversion (Su)
    At level four, He of the Blacksands may spontaneously convert any elemental damage of his spells or spell-like abilities into negative energy a number of times per day equal to his Charisma modifier (minimum 1). He may also convert the damage from inflict wounds spells into negative energy.

    Blacksand Wall (Sp)
    Once per day at fifth level and beyond, He of the Blacksands may create a wall of blacksand (as per wall of fire; CL equal to class level) that deals negative energy damage instead as a standard action. (Heals undead twice as much, rather than damaging them.) It lasts for a total of 10 rounds per day, spread out across the day as he chooses. In reaction to a charge, ranged attack, or similar effect, He of the Blacksands may expend two remaining uses of this ability to create the blacksand wall as an immediate action for one round.

    Blacksand Whirlwind (Sp)
    Once per day at level 7 and beyond, He of the Blacksands may use whirlwind as a spell-like ability (CL equal to class level). Any damage it deals is converted into negative energy damage.

    Blacksand Spells (Su)
    At level 8, enemies killed by negative energy from He of the Blacksands's spells also suffer the effects of blacksand decay after 2d10 rounds.

    Positive Energy Vulnerability (Su)
    At level 8, He of the Blacksand's increasing connection to the Negative Energy Plane results in his weakness to positive energy. He can no longer have any form of positive energy resistance. Positive energy deals an extra 50% damage. This includes heal and cure wounds.

    Greater Blacksand (Su)
    At level 9 and above, He of the Blacksands gains the ability to purify any blacksand they create, giving it a greater connection to the negative energy place. Any blacksand he creates deals 2d4 negative energy damage per round instead.

    Blacksand Transformation
    At level 10, with a consummate understanding of blacksand, He of the Blacksands becomes one with the sands. He changes in the following ways:
    -Healed by negative energy, as if undead, and damaged by positive energy. The Necrotrophic feat may also be used to heal.
    -Immunity to fear.
    -Type changes to Elemental (Evil, Extraplanar).
    -Greater Positive Energy Vulnerability: Positive energy deals 100% extra damage. He cannot gain the benefit of positive energy resistance. Includes heal and cure wounds.
    -Blacksand Combat Mastery: +1 to attacks and damage when he or his opponent stand in blacksand.
    -DR 10/good and bludgeoning.
    - +4 bonus to Hide, Move Silently, and Escape Artist checks; plus an additional +4 when doing so from within a spread of blacksand covering at least 5 squares.
    -Resembles a shifting figure made from a cloud of blacksand; has some semblance of its past looks in the way it is shaped but details are vague, except for the face.


    Hound of Orcus

    Hounds of Orcus are feared necromancers who have combined the art of enhancing the undead with the obsession for personal power. They draw on their necromantic studies to develop new capabilities for use against their enemies. A Hound is an officer of the undead and to Orcus's forces marshaled all over the planes. Some even follow Tenebrous, the shadow that was; this divine vestige was shed when Orcus resumed his title long ago. These followers are often shunned, however.

    Nevertheless, a Hound of Orcus is always in 'good' company. Once one has had their fill of personal modifications, they will turn to augmenting their legion; in a way the Hound is their own test subject, sparing the mindless soldiers until the improvement is perfected.

    HD: d6

    Requirements
    Alignment: Any evil
    Feats: Corpsecrafter and a Corpsecrafter feat
    Deity: Must worship Orcus, or Tenebrous
    Class Features: Charnel Touch, Negative Energy Burst
    Spellcasting: Able to spontaneously cast third level arcane spells
    (Intended Entry: Dread Necromancer, Level 6)

    Class Skills (2+Int modifier per level): Bluff, Concentration, Craft, Disguise, Knowledge (arcane), Knowledge (planes), Knowledge(religion), Profession, Spellcraft

    Weapon and Armor Proficiencies: A Hound gains no proficiencies with weapons or armor.

    Rebuke Undead: Each level of the Hound of Orcus progresses rebuking undead.

    Negative Energy Progression: Hound of Orcus levels stack with Dread Necromancer levels for determining Charnel Touch and Negative Energy Burst uses and effects.

    Embezzle (Su): As a Hound of Orcus progresses, he applies some of his own necromantic discoveries to his own body. At this level and later on, he chooses one of his Corpsecrafter feats to develop for his own personal use. If he has none left to choose, he waits until he has the proper feat before the effects are applied.

    Bolster Undead: He gains immunity to fear effects and may be bolstered, as if undead (receiving a +2 profane bonus to Will saves instead for one round per class level).

    Corpsecrafter: The Hound adds his class level to his hitpoints.

    Deadly Chill: Charnel Touch deals an extra CL/2 cold damage, if desired.

    Destructive Retribution: The Hound may either Maximize or Widen his Negative Energy Burst as he uses it, as if that metamagic had been applied to it. Only one effect can be applied at a time.

    Hardened Flesh: The Hound gains a +2 profane bonus to natural armor, which stacks with existing natural armor.

    Nimble Bones: The Hound gains a +2 bonus to initiative and gains a +10 enhancement bonus to his base land speed.

    Bonus Feat: The Hound gains a new Corpsecrafter feat he qualifies for. If none are left, he may choose Spell Focus, Skill Focus, or a Tomb Tainted feat instead.

    Dark Radiance (Su): The presence of a Hound on the battlefield diminishes the hope of defeating his legion and drains good energy. All creatures within 10 feet of the Hound, including himself, gain positive energy resistance equal to his class level.

    Pale Mount (Ex): A Hound adds his class level as a bonus to Ride checks on undead creatures. There is a normal -2 penalty to riding undead creatures.

    Demonic Enhancement (Su): A Hound gains the ability to enhance his corpsecrafting techniques with even more sinister knowledge. Alternatively, he may take another instance of Embezzle. If he has none left to choose, he waits until he has the proper feat before the effects are applied.

    Bolster Undead: Undead cannot be rebuked.

    Corpsecrafter: Undead gain a +6 enhancement bonus to Strength or Dexterity instead; chosen on an individual basis.

    Deadly Chill: On a critical hit, an extra 1d6 cold damage is dealt.

    Destructive Retribution: When an undead explodes, all living creatures that move through that area until the end of the next round suffer 1d6 negative energy damage per 4 HD on a failed save (use same DC, but reduced by 1).

    Hardened Flesh: Undead with damage reduction add "good" to the highest DR; DR 5/bludgeoning becomes DR 5/bludgeoning and good.

    Nimble Bones: Undead gain a climb speed of 5 feet per 4 HD.

    Centurion of Orcus (Su): The most powerful Hounds of Orcus lead armies that devastate both mortal and mystic battlefields. Undead he creates gain a +2 bonus to attacks, saves, and AC while within 60 feet of him; undead he commands or controls through spells or rebuking gain a +1 bonus instead while within 60 feet. Any spell of first level or lower he or an ally casts on himself are granted to all undead he has created within 60 feet as long as they are within that range; spells of second level apply within 30 feet. Despite the spell's actual duration, only the first round per caster level of the effect apply; only the following spells apply:
    1st - divine favor, endure elements, entropic shield, expeditious retreat, feather fall, hide from animals, jump, mage armor, magic fang, pass without trace, protection from *alignment*, resist energy, sanctuary, shield, shield of faith, undetectable alignment
    2nd - barkskin, blur, bull's strength, cat's grace, false life, pass without trace, protection from arrows, protection from energy, see invisibility, status, spider climb, undetectable alignment

    For example, a level 13 wizard casts cat's grace on the Hound; for 13 rounds his undead gain the +4 enhancement bonus while within 30 feet. The spell continues to affect him for 13 minutes.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Rebuke; Negative Energy Progression|+1 level of existing spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Embezzle|+1 level of existing spellcasting class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Bonus Feat|+1 level of existing spellcasting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Demonic Enhancement|+1 level of existing spellcasting class

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Dark Radiance; Pale Mount|+1 level of existing spellcasting class

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Embezzle|+1 level of existing spellcasting class

    7th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Demonic Enhancement|+1 level of existing spellcasting class

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Embezzle|+1 level of existing spellcasting class

    9th|
    +5
    |
    +3
    |
    +3
    |
    +6
    |Demonic Enhancement|+1 level of existing spellcasting class

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Centurion of Orcus|+1 level of existing spellcasting class[/table]



    New Corpsecrafter Feats:
    Funeral Shrouds [Corpsecrafter]
    Your undead are proof against some forms of magical detection.
    Benefits: Undead cannot be detected by detect undead or detect *alignment* spells of a caster level less that their HD. All Disguise checks applied to the undead are increased by 4.
    Embezzle -> You gain a +4 bonus to your own Disguise checks, and may take 10 to disguise yourself or others even in stressful or rushed situations.
    Diabolic Enhancement -> Undead created are automatically disguised (the check is automatically 1d20 + your Disguise ranks + all other modifiers) when created, if you wish. They appear as their former selves. You maky take 10 if this feat was Embezzled.

    Shadowborn [Corpsecrafter]
    Your undead do not falter in the extreme dark.
    Benefits: Undead can see in magical darkness out to 5 feet, plus 5 feet per 4 HD.
    Embezzle -> You may see five feet into magical darkness.
    Diabolic Enhancement -> Undead gain uncanny dodge and evasion (or the improved version at HD 15) while in magical darkness. They aren't caught off guard by attacks against them inside it.


    Skull Knight


    "If you can't kill it, re-strategize. If you can, make something useful out of it. What? Don't give me that look." ~Delrol Ithen

    Skull Knights are an elite organization of holy or unholy warriors who pursue an existence that draws energy from undeath. Good knights tend to utilize the power to halt the spread of undeath while evil ones try to embrace it for personal power. Most skull knights serve the side of the light despite their uneasy sources of power. Skull knights are best suited to combating the undead, but their self-enhancements for the glory of the hunt find uses beyond the crypts and vaults of undeath.

    Paladins make the most obvious choice for this prestige class, though an adequate hatred of the undead can enlist a multiclassed ranger.

    HD: d10

    Prerequisites:
    Base attack bonus +7
    Any lawful alignment
    Special Mount class ability or Favored Enemy (Undead) twice
    Able to turn or rebuke undead
    Graft Undead feat (Libris Mortis)
    <<Intended: ECL 7, LG Paladin or LE Paladin or Paladin/Ranger>>

    Skills:
    Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (arcane), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
    Skill Points: 2 + Int

    Class Abilities:
    Weapon and Armor Proficiencies: Skull Knights gain no additional weapon or armor proficiencies.

    Detect Undead: A skull knight may detect undead as a paladin detects evil.

    Skeletal Carapace: Whenever a Skull Knight slays a corporeal undead creature, he may liberate essential pieces of that creature to weave a defensive mesh and augment his armor; this is the namesake to all Skull Knights. For 1 day per 2 HD of the undead creature (minimum 1), he can add the listed bonus to his armor bonus from a suit of armor he wears. It adds 5 pounds per additional point to the total weight. Anyone but a Skull Knight wearing this grim armor has their speed reduced by half and is non-proficient with the armor.

    Ghastly Power: At every even level, the skull knight acquires a new way to manipulate the ambient energies of the undead. He may use each of these powers once per encounter, unless otherwise noted. The caster level of effects is equal to his character level and the DC is equal to 10 + spell level + Cha. He may use any ability despite his alignment, but it may only be used against creatures of an opposing alignment (LE affects good, LN affects chaotic, LG affects evil).
    • 2nd level: Death knell
    • 4th level: Vampiric touch
    • 6th level: Eyebite
    • 8th level: Finger of death


    Deathly Companion: An experienced skull knight can bestow the rituals and powers of his art into his closest ally. His special mount or animal companion gains the following changes:
    • +10 foot bonus to movement speed
    • Gains the Diehard feat
    • +3 to saves against necromancy or [evil] effects and spells, or the special attacks of undead
    • Immunity to death effects


    Smite Undead: When a skull knight attacks a creature, he may choose to make a powerful strike on the creature if it is actually undead. If it isn't, the attempt is wasted. Otherwise, the attack roll is increased by the knight's Charisma bonus and the undead creature must succeed on a Will save if the attack hits, DC 10 + class level + Cha, or become paralyzed for 2d6 rounds. The knight adds his class level to the damage of the attack as well. A skull knight who has smite uses from another class may convert them into smite undead uses.

    Necrotic Adaptation: A skull knight can draw in the power of death to full his own life. Once per day per class level, or by spending a turning or rebuking attempt, as an immediate action he may choose to:
    • Heal from negative energy rather than take damage from it.
    • Maximize a necromancy or evil spell or effect that affects himself.
    • Turn an ability drain or negative energy effect into one which undoes an equal yet opposite amount of damage or drain.

    He must succeed on his save against such an effect, if the origin is not an ally.

    Favored Enemy (Undead): The skull knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against undead creatures. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. This stacks with that of the ranger class ability.

    Shared Carapace: The skeletal mesh of a skull knight can also be integrated into the barding of an animal companion or mount. As he would with Skeletal Carapace, he can improve his animal companion's or mount's armor.

    Pragmatic Channeling: A seasoned skull knight can channel both positive and negative energy with equal skill. A 10th level skull knight can both turn and rebuke undead despite his alignment; he may also spontaneously convert spells into cure and inflict spells of an equal or lower spell level. The lay of hands class feature may be used to inflict harm, and vice versa in the case of the paladin of tyranny.

    Shadow of Death: As an immediate action, a skull knight may expend two daily turning attempts to reroll his saving throw against necromancy, evil, or negative energy effects and spells, or the special attacks of undead (before the outcome is known; once per instance of an effect). As a secondary effect, the skull knight is immune to rising as the spawn of an undead creature if slain.

    Graft Apotheosis: The DC of any effect of a skull knight's undead grafts are increased by 2. He gains a bonus to his saves equal to the number of undead grafts he has. A skull knight can also draw out some of the power of those grafts, as long as he has at least one, to grant himself immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

    Skull Knight
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Skeletal Carapace +1; Detect Undead

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Deathly Companion; Ghastly Power (Death Knell)

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Skeletal Carapace +2; Smite Undead 1/day

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Necrotic Adaptation; Ghastly Power (Vampiric Touch)

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Skeletal Carapace +3; Favored Enemy (Undead)


    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Shared Carapace; Ghastly Power (Eyebite)

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Skeletal Carapace +4; Smite Enemy 2/day

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Pragmatic Channeling; Ghastly Power (Finger of Death)

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Skeletal Carapace +5; Favored Enemy (Undead)

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Shadow of Death; Graft Apotheosis

    [/table]


    Stalwart Consumer


    Prerequisites:
    Alignment:
    Any nongood.
    Feats: Iron Fortitude, Skill Focus ( Profession[Cook or Competitive Eater])
    Saves: Fortitude +5
    Special: Must have consumed an entire 12-course meal or at least 50 pounds of food in one sitting.
    Special: Must have a discernible anatomy and be capable of consuming food for nutrients.

    HD: d8
    Skills: Concentration, Craft, Intimidate, Profession (Cook or Competitive Eater), and Survival.
    Skill Points: 2 + Int

    Code:
    Level|BAB|Fort|Ref|Will|Special
    1    |+1 |+2  |+0 |+0  |Iron Gut; Not Picky; Efficient Digestion
    2    |+2 |+3  |+0 |+0  |Just Desserts; Maw of Hunger
    3    |+3 |+3  |+1 |+1  |The Discerning Palate; Doresain's Favor
    Class Features:
    [U]Iron Gut:[/I]
    A Stalwart Consumer gains a bonus to all saving throws against ingested poisons, intoxication, nausea, becoming sickened, potions, and other ingestion-based effects equal to twice his class level.

    Not Picky:
    A Stalwart Consumer can consume one-fourth of its body-weight in organic matter instead of eating normal food. He never becomes 'full'.

    Efficient Digestion:
    The amount of days it takes for a Stalwart Consumer to begin thirsting or starving is increased by his class level. He also gains the Endurance feat.

    Just Desserts:
    By devouring a creature of equal or greater HD than his own, the Stalwart Consumer regains 2 hitpoints per HD of the creature consumed. Upon passing up the opportunity, the Stalwart Consumer must succeed on a DC 18 Will save or fall victim to temptation and devour it. The DC is increased by one for every successful save that week, this value being reset after a failed save. This cannot be used on nonliving creatures and requires 5 minutes, provoking attacks of opportunity.

    Maw of Hunger:
    At level 2, the Stalwart Consumer gains a bite attack that deals damage as if he were one size category larger. He may add it to a full-attack action with a -5 penalty to attack, or employ it once each round while grappling in addition to any attack actions. For every successful attack that deals damage, the Stalwart Consumer regains 1 hitpoint. If he already has a bite attack, use the one with the higher size category (applying the additional benefits of this ability).

    The Discerning Palate:
    By using his heightened taste and smell, a Stalwart Consumer gains the Track feat and a +4 bonus to Sense Motive checks through subtle changes in sweat. By studying someone's scent for a minute, he gains a +4 bonus to checks to uncover someone's disguise. He also gains a +4 bonus to checks related to cooking, including Craft, Profession, Perform, and Knowledge, in specific cases.

    Doresain's Favor:
    Having honored the god of ghouls, the Stalwart Consumer chooses one of the following benefits:
    -Gains the Hunger domain (any caster).
    -Double the benefits of Endurance.
    -Gain a Ghoul, Ghast, or Lacedon cohort whose CR is 2 less than your HD. This cohort advances by class levels.
    Last edited by Maerok; 2008-09-20 at 11:21 PM.

  17. - Top - End - #17
    Firbolg in the Playground
     
    Mewtarthio's Avatar

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    A couple of questions about Exhume Memories:

    Why is the HD of those who forget based on the subject's HD? From what I can tell, casting this spell on a first-level commoner with no importance to anyone will have no effect. Casting it on a seventeenth-level hero will wipe his existence from everyone except high-level characters. Cast this on the Tarrasque, and all but the gods forget its existence. Cast it on a Xixecal (a powerful monstrosity of ice, the bastard child of ice gods), and even the most powerful of deities will lose their memories of it. The stronger and more influential the creature, the more people forget it. Not to mention that it seems strange that any Wizard capable of casting seventh-level spells can purge the existence of a dead god from history if he only spends an hour working on it and acquires seventy holy symbols or somesuch.
    Quote Originally Posted by Winterwind View Post
    Mewtarthio, you have scared my brain into hiding, a trembling, broken shadow of a thing, cowering somewhere in the soothing darkness and singing nursery rhymes in the hope of obscuring the Lovecraftian facts you so boldly brought into daylight.
    Currently doing a blind LP of Higurashi

  18. - Top - End - #18
    Halfling in the Playground
     
    Kobold

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    I'm glad I found this thread and I'm thankful for all that your putting into it . I'm only about halfway through reading everything you have so far, but I have a quick question/suggestion:
    I agree that Spell Casters should definitely be hindered by fear, but what made you decide to do Spell Failure over a Concentration Check/Penalty or something else.

    Edit: Looking back over Panicked in the Player's Handbook glossary, I found it odd that it states "[The subject] can't take any other actions" but then states that they "can use special abilities, including spells, to flee." I don't like that (and, thus, like your adjustment a lot better) because that means the wizard can just whip up a teleportation spell and get away easily .

    I also might recommend spoilers for the Spells/spell lists.
    Last edited by Calver; 2007-02-20 at 08:10 AM.
    Spoiler
    Show

    My Stuffs:

    Races and Monsters:
    Kobork | Diverion | Tori | Zodiacal Hydra | Grecklerot | [Unnamed] | Faddle | Träumen


    Feats:

    Expand Wild Shape | Psionic Void | Quick Grab


    Spells:

    Ethereal Anchor | Twist Fate | Ghost Instrument


  19. - Top - End - #19
    Ogre in the Playground
     
    Maerok's Avatar

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Artifacts


    Moil Spelledge (major artifact weapon)

    While not for sale, this treasure is on display in the Damn Good Shop of the Damned (see the post below), guarded by a wealth of traps and undead guardians
    25 lb
    ---
    This +3 unholy vorpal (on a 18-20) large scythe is a feared remnant of the Moil necromancers. It may be wielded by a Medium creature with the Black Lore of Moil metamagic feat and proficieny in the use of martial scythes. In addition to its impressive combat prowess, the wicked edge of this weapon boasts powerful necromantic effects. The scythe also has a mind of its own, born from the dark powers that forged it. It is treated as an intelligent item (Wis 23, Int 23, Cha 10; has no communication or special abilities) and has an ego score of 32. It gives the wielder the overwhelming urge to kill any Good creature it comes across (Divine spellcasters and do-gooders are a priority), manifesting itself as if it were second nature to the wielder.

    Any creature threatened by the wielder receives a -6 penalty on saves against fear effects. A creature struck by the scythe must make a Will save with DC equal to the damage dealt or else they become

    Any creature cut down by the Moil Spelledge (without the Vorpal ability) has their soul bound to the blade of the scythe until the next victim's life is taken. The effect is as per Soul Bind, but with no save. While a soul is captured, the wielder receives a stacking profane bonus equal to the highest ability modifier of the captured soul to their own ability score (ex: an 18 Cha rogue provides a +4 profane bonus to Cha). A spellcaster using the scythe with a spellcaster's soul in the blade may use one of the trapped soul's spells (up to spell level 6) per day as a SLA (if they still have some left for the day), using the wielder's CL. Any XP costs are paid by the wielder and any costly materials cost 10 times the item price in XP. The wielder may take a negative level instead, to forego any focus/material/XP requirements and cast the spell as a free action. Even if two victims are trapped in a single day, only a single spell may be used in that day.

    If the creature is killed by the scythe's vorpal ability, the creature's soul is destroyed. Only a wish or miracle may undo its destruction. The wielder must then succeed a DC 12+creature's HD Will save or lose 1d4 ability points split between their Wisdom, Intelligence, and/or Charisma scores (to a minimum of 5).

    Attempting to let go or get rid of the Moil Spelledge requires a Will save against the scythe's Ego score (DC 32). It will allow itself to be released if necessary, but can sense whether or not the wielder intends to pick it up again. If the user does plan to abandon it, they must make the Will save after moving 10 feet away from it.

    Good creatures who willing take up the scythe receive 6 negative levels. Neutral characters take 4 negative levels.

    The Staff of Slaughter [Major Artifact]
    This staff is always found sticking up from a pile of bodies and rubble. It's spikes and bladed edges make finding a place to hold the staff a difficult task. Across some of the larger blades are inscriptions, which if read off, power the staff's insidious effects. Rumors say that this devious creation is the work of demons, created for the Blood War. How such an artifact reached the Material Plane is still a mystery.

    Command words (in Abyssal) must be read off the staff while held. So long as the staff is held, the wielder is immune to any damaging effect of the staff.

    While held, the wielder is considered to be a demon for all effects and receives a +8 bonus to all Charisma-based checks when dealing with demons.

    Using the staff turns the wielder Chaotic Evil, with immunity to the Atonement spell. They are automatically detected on the first round of using Detect Evil or Chaos, and by paladins with such abilities instantly (whether the paladin is using the ability already or not).
    • And So It Rained Blades (15 charges): Within a 40' radius around the staff, red clouds form 80' overhead. In the next moment, hundreds of blades fall from the cloud to impale those below it. Anyone within the radius of the effect must make a DC 23 Reflex save or receive 6d6 slashing damage. Once the blades have fallen, creatures move through the area as if there were caltrops (BAB is +10, instead of +0) for 2d3 rounds.
    • Raze the Heavens (10 charges): Upon reading out the inscription and thrusting the staff into the ground, the staff emits a cloud of suffocating gas in a 80' high cylinder with a radius of 40'. Creatures who must breathe have to succeed a DC 23 Will save each round or begin to suffocate so long as the cloud is in effect. The cloud lasts 2d4 rounds and the wielder may half one dimension of the cloud to double the other once each round as a free action.
    • Reap the Stars (15 charges): A meteor strikes a 30' radius within sight of the wielder. Anything in that area must make a DC 25 Reflex save to move outside but adjacent to the impact area. Failing the save kills the creature. Any creature within 30' of the impact zone (even those that pass the save) are knocked prone and take 2d6 bludgeoning damage.
    • Let Loose the Inner Fury (15 charges): Within a 60' ray, all creatures must choose to become Chaotic Evil and suffer from Berserk for a year and a day, or resist the effect. If they choose to resist, they must pass a DC 25 Will save. If failed, each creature is rendered helpless for the next 1d4 rounds as their bodies convulse from some inner force. On the last round, a Vrock (HD is equal to the victim's) explodes from within them and serves the wielder for 1d3 day so long as they hold the staff) before going off on their own.
    • Call Forth the Judgment (35 charges): The wielder must also speak the name of any Balor, if they wish. Throwing the staff into the air, it rockets into the sky and explodes in a flash of black and red lightning. The lightning reshapes itself and becomes the chosen Balor or a generic Balor at HD 20 for 1 hour. It knows no loyalties, and the wielder is at its mercy as the Staff of Slaughter is within the creature. After 1 hour or its destruction/death, the creature reforms back into the staff, which spears itself into a pile of bodies once more.
    Whenever an effect of the Staff of Slaughter kills or destroys a creature, the staff gains a charge (to a maximum of 50).

    Chaotic Evil, Strong Evocation

    The Mask of Amsh [Cursed Major Artifact]
    Carved from the bone of a black dragon, this mask was forged into a masterpiece by a demilich known as Amsh. It proudly wore the mask throughout its many years of existence before the undead wizard was cut down by paladins. Since then, this delicate mask, polished down to an almost porcelain quality, has traveled the world, bringing the madness of its creator to others.

    This simple but elegant white mask has almost no weight to it, as if it would float if dropped. Any attempt to discern its magical properties fails, as if it weren't magical, unless it is brought into contact with a lich or demilich. In such a case, the mask radiates a black energy from the eye sockets and has Overwhelming Necromancy and Overwhelming Chaotic Evil auras. The mask itself is an intelligent item: CE, Int 21, Wis 21, Cha 10. It seeks to wreak havoc upon the most people possible.

    When worn, the wearer suffers the effects of Insanity if they fail a DC 27 Will save (even if the mask is removed). Attempting to remove the mask fails unless Remove Curse is cast upon it at CL 25 or higher. Every day at sunset, the mask tries to drain the wearer of their mind. The wearer takes 1d3 points of Intelligence, Charisma, and Wisdom damage (rolled independently). The mask's own ability scores are increased by 1 (improving its Ego score with which it can alter the wearer's mind). Once removed, the mask loses any ability score increases. If any of the wearer's mental ability scores goes to zero, the mask takes over their mind and no longer drains their scores. Removing the mask in this state leaves them to suffer from the zero ability score(s) as normal.

    Quests

    The Fist of Undeath, and Quest
    Pivotal Artifact: The Fist of Undeath
    The Fist of Undeath is a small orb, about 1 foot in diameter, and made of bone with a highly polished black surface. It levitates 5 feet off the ground at all times when at rest.

    As a continous effect, the Fist is imbued with Unhallow at CL 20. Within the range of this effect, the Fist may cast Animate Dead (CL 20) as a ranged touch spell. This is cast on anyone who dies within the spell's radius (centered on the sphere) instantly. It may animate skeletons past 20 HD and zombies past 10 HD, unlike the actual spell. Roll a 1d2 to determine which is created. The resulting dead are under the control of this artifact, seeking to protect it from all intruders no matter what their intent may be.

    The Fist may also cast Animate Dead (CL 20) on any remains within range once per round.

    Its Animate Dead spell cannot penetrate more than 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Its effects may pass freely through items or things associated with death: gravedirt, coffins, tomb walls, tombstones, altars to death gods, bones, etc. Its effects will radiate further than its normal 40 feet if placed within a place of death, taking up the entire tomb/crypt/mausoleum as long as it is not purposefully hidden from sight.

    It may control up to 120 HD of undead minions. Undead bound to the Fist may not leave the range of its Animate Dead effect; if they are moved outside that range, they revert back to whatever remains spawned them.

    If any undead are within the spell's radius but were not created by the Fist, the Fist makes a Rebuking attempt each turn (as a level 20 Cleric) to assume control of that creature (no matter how HD the creature has).

    Any intelligent undead within range must make a Will Save or lose their intelligence for as long as they are within the Fist's range (the range of its Animate Dead effect, that is).

    Any living creature that in willing contact with the Fist benefits from the spell Hide from Undead as a continous effect but also suffers from Bestow Curse (no Will save, 1d3 to determine either one of the three effects in the spell description). Neither of these effects can be removed until contact is broken or the Fist is destroyed

    A Sunder attempt (or any other attack on the Fist) automatically fails, and results in the Fist casting Circle of Death (CL 20). Any attacker is made a priority of the Fist's minions.

    Destroying the Fist releases any undead it commanded and instantly destroys all of its animate dead.

    The Fist of Undeath cannot be moved by any means except by the will of the one who created it. Using a command word unlocks the Fist from its position and it moves as per the Floating Disc spell (5 feet from ground). Saying the command word again locks it into place.

    The Quest Plot:
    The Fist of Undeath is an artifact forged by a forgotten necromancer sect hundreds of years ago. The sphere is forged from the bones of a thousand executed necromancers, melted down into a molten liquid and cast in a mold formed from the skull of the sect's demilich leader. With the sphere formed, the necromancers sought extraplanar beings to assist them in enchanting the artifact that would grant them power beyond their wildest nightmares.

    Aware of the Blood War between demons and devils (and preferring the trust the side they believed to be less treacherous and chaotic), the group contacted a devil by the name of Grygadorim. He, along with a devil from each of the Nine Hells of Baator, bestowed the sect with the knowledge and rituals required to imbue the orb with the dark powers they sought.

    The group proceeded as planned, successfully creating the device as Grygadorim instructed. With the artifact at hand, they activated the Fist and its dark powers animated a horde of undead minions. But they had been deceived. The devil tricked them into building his phylactery*, and with its creation, he became a powerful lichfiend. His soul, encased within the sphere, controlled the dead for his own benefit and he killed off the necromancers. As the last few met their demises, he animated them as the first of his dark minions on the Material Plane. If victory in the Blood War was uncertain, he would take another plane for his own.

    (*= If Grygadorim dies outside of the plane containing the Fist, he may reform his body from remains anywhere within 10 miles of an altar bound to the Fist, more on that later. He cannot reform from his phlactery unless he died in the plane containing the Fist, or there are no more altars remaining.)

    Grygadorim, however, was betrayed as well. The demons learned of his new-found change and bought the secrets to his undoing from his nine devil allies. A demon messenger named Ivorak bound the secrets within a tome and plane shifted away to his masters, but he was ambushed while preparing the shift and dropped the tome. It was caught in the riptide of the spell and materialized in the Material Plane. Ivorak is still being tortured for his inability to deliver the secrets.

    As per the instructions of the Tome, the Fist can only be destroyed as follows:

    The Fist is bound to each plane of the Nine Hells, at nine altars rising up from the land (or anything that passes for land), by nine interplanar string (sort of like Astral Projection). Through these strings, the Fist draws its necromantic powers from the nine layers of Baator. These nine tethers to its fuel sources must be severed by destroying each altar. Only one from outside of the Nine Hells may see or interact with these altars (even True Seeing won't work for demons/devils, and a demon/devil blindly casting spells [even if they know where it is] won't work).

    Once the Nine Threads of Death have been severed, the orb's death magic and necromancy effects cease to work. But the artifact is still empowered by its owner's soul. Only a single blow from Grygadorim's own hammer will destroy the remaining sphere of bone (and the demonic soul within). His phlactery is broken and he can no longer remain 'immortal' as a lich.

    His soul will try to possess the nearest person (within 500 feet) as per Magic Jar (CL 20) (unless Soul Bind is cast on it, no save). Killing the possessed person allows the soul to jump to the next victim (within 150 feet). If successful, the 2d4 pieces of the sphere must have Atonement cast on them seperately to finally destroy Grygadorim's soul (and anyone it possesses is freed).

    If his soul fails to possess someone either the first time or after the person he possessed was killed, the soul is destroyed.

    In either case, once his soul is destroyed, Grygadorim may finally be killed once and for all (unless he is already dead and was waiting to be reformed) in a dramatic and vengeful battle.

    Reward:
    The DM may give a reward of their choice (perhaps a Wish, granted by the thousands of souls displaced by the Fist's dark magic) when the remains of the sphere are picked up.

    Sample Story Arcs:
    -Ivorak escapes and wants to recapture the book.
    -Killing the nine 'allies' of Gryagorim.
    Last edited by Maerok; 2008-09-20 at 11:25 PM.

  20. - Top - End - #20
    Ogre in the Playground
     
    Maerok's Avatar

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Bestiary
    Corpsekin

    The spindly little creature strides slowly across the room, standing a little taller than a dwarf. For its stature, the thing had fought you well enough. Now you lie on your back as the atrocity skitters your way. You try to roll over; to get to your feet and escape. But your attempts meet resistance and you realize you're strapped down to a table. The creature hops up onto the table and sits on your stomach. Its dark, soulless eyes peer into your own before its three weak arms reach behind it to remove a small tattered package. It lays out the package across your chest and unrolls it. You look down past your chin to the canvas pouch and its contents: a scalpel, a saw, and some cruel looking blades. Your gaze returns hesistantly to the face of the beast, but its eyes are fixated on the tools, which it picks up one by one. A small chitter rings out from scrapping its tools across one another before it begins...

    Size/Type: Medium Undead
    Hit Dice: 8d12 (52 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +4/+8
    Attack: Slam +4 melee (1d8)
    Full Attack: Slam +4 melee (1d8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak attack 4d6
    Special Qualities: Undead traits, Spider Climb, Autopsy
    Saves: Fort +2, Ref +6, Will +9
    Abilities: Str 10, Dex 19, Con Ø, Int 21, Wis 18, Cha 15
    Skills: Heal +15, Know(anatomy) +16, Hide +15, Use Rope +15, Spot +15, Move Silently +14, Sleight of Hand +14, Profession(surgeon) +16, Search +15
    Feats: Improved Grapple
    Environment: Places of the dead and dying
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always lawful evil
    Advancement: 9-15 (Medium)

    Corpsekin do not speak and don't know any languages.

    Autopsy (Ex): A corpsekin is a master of surgery and anatomy of humanoids and monstrous humanoids. With the tools they carry on their backs, they harvest the organs of both the living and the dead. A corpsekin who has pinned an opponent may choose to begin a living autopsy on the next round (or with a helpless opponent). Performing the autopsy requires is a full round action that provokes attacks of opportunity. As long as it maintains its pin, the corpsekin begins to cut away at the opponent from wherever it is holding on. Each round, the opponent loses 1d20% of their maximum HP and must succeed on a Fortitude save opposed by the corpsekin's Heal check or become staggered and suffer 1d4 points of Constitution damage. The corpsekin cannot take 10 on this check unless the opponent is not fighting back (unconscious, paralyzed, helpless, sleeping, etc.). If an opponent fails their save by 3 or more, the corpsekin severs an extremity. If an opponent fails by 5 or more, the corpsekin removes a limb instead. If they fail by 10 or more, the corpsekin takes an organ instead. When a corpsekin kills an opponent during one of its autopsies, the corpsekin gains 1 HD.

    Corpse Sphere

    Huge Construct

    Hit Dice: 15d10+40 (122 hp)
    Initiative: +5
    Speed: 50 ft., climb 30 ft.
    Armor Class: 19 (-2 size, +5 Dex, +6 natural), touch 13, flat-footed (immune)
    Base Attack/Grapple: +11/+26
    Attack: +16 Spines (2d8+11 piercing; 18-20/x3, possible poison)
    Full Attack: +16 Spines (2d8+11 piercing; 18-20/x3, possible poison)
    Space/Reach: 15 ft./0 ft.
    Special Attacks: Rolling Death, Spike Flicker, Poisonous, Death Barrage
    Special Qualities: Construct traits, blind-sight 60 ft., spherical, dynamic spines, DR 10/adamantine
    Saves: Fort +5, Ref +10, Will +0
    Abilities: Str 25 , Dex 21 , Con - , Int - , Wis 1 , Cha 1
    Skills: None
    Feats: None
    Environment: Dungeons and ruins
    Organization: Solitary
    Challenge Rating: 12
    Treasure: Per corpses attached (see below)
    Alignment: Always Neutral
    Advancement: 15-20 HD (Gargantuan)
    Level Adjustment: -

    Like a sea urchin with spines in every direction, this horrific devise is a 15 feet in diameter from spine tip to spine tip, built around a 5-foot diameter 'core' that houses the mechanical components. A Corpse Sphere is a deadly machine created to patrol derelict ruins and other tight areas where few can evade their attacks. Those slain by its gruesome spikes become grim trophies to others who seek to plunder the lost areas of ancient civilizations. Poison is usually applied to the tips of their spines for an added bonus. Many necromancers employ these deathbringers to harvest the corpses of fallen adventurers, though they cannot create them for themselves as the ancient processes to build a Corpse Sphere have been lost. Most attempts to recreate the design fail, and the core breaks into a hopeless mess of pieces when opened and examined.

    Poisonous (Ex): One in four Corpse Spheres contain poison (at DM's discretion for type). Whenever it damages a creature with its spines, the creature must make its saves against the poison or fall victim to it. A Corpse Sphere generally contains enough poison in its reserves for 4d6 poisonings per hour.

    Spherical (Ex): A Corpse Sphere 'sees' from all directions, making it immune to being flanked or being flat-footed.

    Rolling Death (Ex): Due to its nature, a Corpse Sphere receives the benefit of Improved Overrun. It automatically gains a free overrun attempt whenever it moves through a space occupied by a creature (allowing it multiple attacks per turn). The Corpse Sphere performs its spines attack on each victim it knocks down. It also gets a free spines attack against any creature already prone. The Corpse Sphere cannot attack in any other way (except by its special attacks) and does not make attacks of opportunity. This ability may be used with a charge. Creatures slain by this attack are impaled across its spines and remain there until removed by force, rotted to bone (usually), or dropped off due to the shifting lengths of the spines. Creatures grappling a Corpse Sphere automatically take damage from its spine attack each round.

    Hard to Reach (Ex): Melee weapons that are less than 5 feet long cannot damage the vital parts of the Corpse Sphere, unless the wielder is already within the Sphere's space. Ranged weapons are unaffected.

    Spike Flicker (Ex): Once every 1d6 rounds, the Corpse Sphere spines will extend an extra 5 feet to impale its prey. It gets an attack against each creature within this range.

    Dynamic Spines (Ex): A Corpse Sphere's spines will resize to allow it to fit into any corridor of the ruins it patrols. It may squeeze into spaces 5 feet wide, while still maintaining its size and speed. Its spines also help it to climb almost any type of material or terrain that it might encounter in its area (its climb speed is listed). Corpses impaled on the Sphere may fall off due to the resizing.

    Death Barrage (Ex): Upon its destruction, the Corpse Sphere's spines are fired out in all directions. Each creature within 45 feet with a clear line to the core of the Corpse Sphere is attacked by 1d3-1 spines (BAB +16, as a ranged attack; roll seperately for each spine). If any poison is left in the Corpse Sphere for this hour, each spike has a 20% chance to be poisonous. A Corpse Sphere can attempt to trigger this ability (as a free action) in dire circumstances but it only works in 40% of its attempts and must retry on the next round.

    Marauder of the Flesh

    It's been a long day trying to clean the barricades the kobolds built around the city gates. You weren't sure why, but you were sure they weren't up to any good. The last kobold falls as your blade arcs back up high overhead. You sheath your sword, surrounded by a pile of the little nuisances. Their barricade across the city gates is easy enough to take down with a combination of fire and brute force. With the obstruction cleared, you push the massive wooden doors open to behold the remains of the city. Every structure looks as if it had been ravenged by a pack of ogres. Storefronts smashed open, their contents bleeding out like entrails from a wound. Homes were partially collapsed under a weight no longer there. No trace of blood or human life is anywhere to be seen as you walk up and down the strangely empty road to the center of town. As you look around, you notice a little girl sitting on the edge of a well. She has her hands over her eyes, crying inconsolably. You approach her, putting your sword down to one side as you take a knee by her. You ask her name, what happened, and where is everyone. Her only response is more crying. You wipe your face in exhaustion, and amazement as you survey the wreckage from beside the little girl. She suddenly stops, and gently grabs you by the shoulders holding you towards her. Her eyes bore into your as she looks up at you from her place on the well. "They're gone. All of them..." The little girl begins to smile, a grin too big for that face. "Except me." The child vaults upwards, held aloft by a monstrous tentacle that had been hidden in the well. Her form changes into a mural of human faces and limbs, with four creeping tentacles. You reach to your side for your sword, but it is on the ground. As you bend to pick it up, three of the tentacles ensnare your arms and legs. The last thing you see, before it drags you into a deep, suffocating embrace, is the setting sun.

    Medium Aberration (Evil, Shapechanger)
    Hit Dice: 8d8+8 (44)
    Initiative: +7
    Speed: 40 ft (8 squares)
    Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
    Base Attack/Grapple: +6/+18
    Attack: 2 +10 Tendrils (1d6+4)
    Full attack: 4 +10 Tendrils (1d6+4)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Improved Grab
    Special Qualities: Take Form, Wield Form, Hide in Plain, Immunity to Fear and Sleep effects, Sight, Blindsight 60'
    Saves: Fort +3, Ref +5, Will +10
    Abilities: Str 18, Dex 16, Con 12, Int 21, Wis 18, Cha 16
    Skills: Hide +14, Move Silently +14, Bluff +14, Listen +15, Spot +15
    Feats: Improved Initiative, Improved Natural, Multiattack, Ability Focus (Take Form)
    Environment: Any, migratory across the Material Plane
    Organization: Solitary
    Challenge Rating: 11
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 9-12 (Medium), 13-16 (Large), 17-20 (Huge), 21-24 (Gargantuan), 25-28 (Colossal)

    It is widely unknown where the Marauders of the Flesh originated from. The most probable guess is in some far off cesspool of the Nine Hells, but no one is certain. The smallest Marauder stands about five feet tall, as an upright-worm-like mass atop four spindly legs. Along what could be called a torso are four whip-like tentacles that flail about in its search for hosts. Any living creature is subject to merge with the sickening abomination, giving it their most essential traits to be wielded by the creature in search for more victims. They infiltrate the ranks of a small society and will eventually consume that entire society, one by one. They are tactical and devious, especially when using the form of those it has assimilated. There is no line between host and Marauder, an advantage the creature plays to its eternal hunt. A seasoned Marauder, laden with hosts, appears to be a hellish amalgram of creature and abomination; a puzzle of faces, limbs, hides, and wings. They pride themselves on the most grotesque appearance achievable.

    Marauders do not eat or breath, though it is thought that they eat through melding with their hosts. They do not speak in their native forms, but may create a mouth of one who speaks a language or take the form of a host to communicate.

    Hide in Plain Sight(Su):
    A Marauder can use the Hide skill even while being observed. As long as its is within 10 feet of some sort of shadow, a Marauder can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

    Improved Grab (Ex):
    To use this ability, a Marauder must hit a creature of its size category or smaller with its tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to take the form of its opponent in the each of the following rounds (with Take Form). If the Marauder is unsuccessful, it may try again in 1d3 rounds. A Marauder adds its HD to its base grapple.

    Take Form (Su):
    With a living opponent ensnared in its tendrils, a Marauder can meld with that creature to improve its own abilities. The opponent must succeed on a DC 20 Fortitude save. The DC of the save is Intelligence-based. If failed, the living opponent is rendered helpless and is drawn into the hideous bulk of the Marauder. Various parts of the victim may be exposed, but in effect, the victim is now part of the Marauder. The Marauder then gains 1 HD and a stacking AC bonus of 1. It heals a number of hitpoints equal to twice the victim's HD. As an immediate once per each round, except where stated, a Marauder can use one of the following from those stored in it:
    • A natural attack in place of one of its own. (in an attack action)
    • A non-base land movement, such as flight, climb, burrow, etc. in place of its own. (in a move action)
    • A prior memory or known fact. Such as language, familiar friends, etc. (The Marauder automatically keeps the highest of Knowledge skills among its victims.)
    • An attribute in place of its own, for making a single check (including attacks[use for each attack] and saves).
    • Use the ranks in a skill of one of its victims for a single check that takes a round to resolve.
    • Use the natural AC of a victim.
    • Use a spell-like ability of the victim, only if it is inherent to that victim's race (still abides by use limitations).
    • A feat (is only active for that one turn).
    • A supernatural or extraordinary ability.
    While contained in a Marauder, the victim is rendered senseless and inert. It is kept alive until the Marauder is killed, in which case the victim is killed as well and their soul is released. Victims cannot be targeted by magic, any attempt to do so only affects the Marauder. Familiars and animal companions lose their bounds as if they had been killed, yet are sustained by the Marauder and provide the Marauder unstacking benefits (between familiars and animal companions, choose the best for each benefit) as if it belonged to the abomination.

    Oozes, as well as unliving creatures, are not affected by Take Form.

    Wield Form(Su):
    As a full round action, a Marauder may assume the form of one of its victims for up to 8 hours. This is merely a physical transformation, packing that vast bulk and hideous form into the shape of a single victim. The Marauder has instantaneous access to all the form's memories and knowledge, and skills. It emulates all the habits and personal traits of the form. While in this form, the Marauder may still use parts of other victims from its Take Form ability. Its size changes to that of the victim's, to a minimum of two categories below its own. Friends of the victim, even if aware of its true nature now, still hesistate to attack it and take a -1 morale penalty to attacks and saves against the Marauder for every 4 HD it has.

    Combat:
    A Marauder will never attack openly until is has assumed enough forms to give it an open advantage. They usually prey on those incapable of defending themselves, especially ones that would serve as the most unexpected vessels. This usually encompasses children and familiars, putting it in the position to ambush much more suitable targets. Leadership positions are the most desired among Marauders. They are aware of other Marauders, and despite their rarity, have been found competing with one another for the best of hosts. When attacking a party, the Marauder will seek out a stray member and take their form. Once they meet back up with the group, it will usually ambush during the night while they sleep or during early morning preparations, taking them one by one.

    If in danger of death, a Marauder will escape and seek to heal itself before resuming the hunt or simply cutting its loses.

    Tikelen

    The beast stands at your height, but its four arms are spread towering over you. Its patchwork skin seems almost as surreal as the manic grin the thing wears upon its face. A four-pointed hat sits upon its head at an angle, its bells jingle over the sound of its deep breaths. At first glimpse, the creature looked like some sort of jester, but now you know it is much more. With those long arms, it rushes out at you. Two arms pick you up, and begin clawing away at your sides as you writhe in... laughter?

    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 8d10 (44 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +11/+11
    Attack: +11 melee (1d3+3)
    Full Attack: 4 claws +11 melee (1d3+3)
    Space/Reach: 5 ft./10 ft.
    Special Attacks: Tickle, Improved Grab
    Special Qualities: Darkvision 60 ft., Comic Distraction, Madness
    Saves: Fort +6, Ref +4, Will +7
    Abilities: Str 16, Dex 15, Con 10, Int 13, Wis 12, Cha 6
    Skills: Hide +13, Move Silently +13, Perform(comedy) +9
    Feats: Improved Grapple, Improved Feint
    Environment: Migratory
    Organization: Solitary or pairs
    Challenge Rating: 7
    Treasure: None
    Alignment: Usually chaotic evil
    Advancement: 9-15 (Medium)

    These former jesters once used dire magics to force their audiences into horrific bouts of laughter. Death by suffocation was frequent at their shows. Eventually the insane performers were tracked down and punished. The wizard son of a slain king polymorphed them into the terrible forms they now live as, forever tortured by their insanity and need to cause laughter at any price.

    A tikelen speaks a combination of gibberish and insane laughter, both are incomprehensible.

    SLA - 1/1d3 rounds: Tasha's Hideous Laughter. CL HD. DC 16, save DC is Dexterity-based.

    Improved Grab (Ex): To use this ability, a tikelen must hit a creature with at least two of its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to tickle the opponent in the following round. It uses two of its claws to maintain a pin.

    Tickle (Ex): Using the two claws pinning an opponent, a tikelen can tickle the opponent until its grip is broken. It may move during this, but dragging the victim around reduces its base land speed by half. The tikelen's full attack is then reduced to two claw attacks, with which it can take another victim. While being tickled, an opponent must make a DC 16 Fortitude save each round or submit to the frantic tickling of the tikelen. The save DC is Dexterity-based. A victim who fails their save is rendered paralyzed and begins to suffocate each round as their laughter prevents any breathing. The victim still continues to make grapple checks to break free due to their violent spasms. Creatures who don't breath are only paralyzed by a tikelen's tickling prowess. Undead, oozes, constructs, and creatures with an Intelligence score below 2 are not affected by this ability.

    Comic Distraction (Su): A tikelen may use a Perform(comedy) check in place of a Bluff check when feinting.

    Madness (Su): Any attempt at reading a tikelen's thoughts or making contact with its tortured mind causes 2 points of permanent Wisdom damage. A tikelen cannot be cured of its insanity, even by a miracle or wish
    Last edited by Maerok; 2007-03-31 at 03:35 PM.

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    I've actually thought for a while that Healing spells should be necromantic.

    Anyway, I like what I see here. Other than the above comment though, I can't say much at the moment, I've only briefly glanced at it.
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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Wow, Maerok. I love some of those dread spell and wish that you had this list earlier so my character in "Throne of the Lich King Onok" pbp game could use them. This is also making me want to play a full out necromancer (although I am already playing a boneblade reaper, and a druid dressed in black leather who worships Nerull).

    And a question: If you have the Blood domain and reduce someone to negative points through blood drain, do they turn into a vampire under your rule?
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    Damn Good Shop of the Damned

    As you make your way across the desert town, you peer at the signs, looking for that shop. You had heard about it years ago but never had a need for it until just a while back. After what seems like a few hours, you come across a tent in the alleyways and backstreets of the city. It's ghostly form sways hypnotically in the breeze, but it suddenly dawns on you that there is no wind tonight. Shrugging, you peel open the door flap and step inside... The inside of the tent is truly massive, with more room than could ever seemingly fit in the tent. Over at the far corner of the place is a counter with an odd little man standing behind it. He beckons you to take a look around, smiling with too many teeth for such a small person.
    <hr>
    Implementing the DGSotD:
    The ship itself looks as if it is a normal 15x15 tent from outside, but on the inside it is an expansive 75x75 tent. The tent is treated as 20 feet of lead, and blocks any aura or traces of magic that are inside the structure. A lingering aura resulting from an item coming out of the structure or person who left the tent is suppressed for 50 feet. Scrying to find the tent or sense inside it is impossible. Teleportation into or out of the tent is suppressed.

    Almost any kind of necromantic item (especially from LM or BoVD). Kieron Lethar, shopkeeper, says &quot;If it ticks off them do-gooders and you want it, we've got it.&quot;. Lethar is a LE Gnome Wizard 5/Pale Master 10/Archmage 5 [Arcane Reach x2; SLA Finger of Death, Disintegrate, Wail of the Banshee]. In the defense of his shop, he will use Necromancy touch spells to devastating effect from all the way across his shop. There is also an effect in which everyone in the shop except Lethar must pass a DC 28 Will save or assist in the apprehension of the robber/attacker. Any criminal/attacker taken down is animated by Lethar himself and is stood against one of the walls as a sign to would-be robbers.

    Casting, fighting, or turning/rebuking inside the tent is strictly forbidden.

    Common customers include True/Dread/Wizard Necromancers, Clerics, and many undead or cursed creatures. Any Good character entering the shop is immediately kicked out unless they have good reason or enough money (Chaotic Good are far more likely, however, to be allowed to stay than Lawful Good). There is also the chance that a death god or god in disguise will visit the shop, the chances are 0.5% per visit (roll 1 on a 1d100 and 1d2), though not even Lethar truly knows who it is.

    To find the DGSotD, one must be specifically looking for it in the desert. The shop travels across the world, and in some cases, so fast that it seems like it is more than one place at once. Once a member of the party has expressed their wish to go to the shop, roll a d100 at each town they come across or re-enter (if it has been a week since they last were there). An outcome of 1 to 2 will place the shop in that city for 1d4+1 days. Only those specifically looking for the shop notice it, the common person seems to not even notice it.

    The following can improve the chances of finding the building (adding +1 for each to the maximum outcome required, normally 1 to 2). Only one case for each bonus can apply (two Nyoptic Manuscripts yield +1, not +2):
    A party member carries the Nyoptic Manuscripts
    A party member carries an item bought from the shop
    A party member has Knowledge(local, arcana, or history) 15
    A party member is CE, NE, or LE
    A party member is a Necromancer/True Necromancer/Dread Necromancer/Pale Master/Master of Shrouds or of a similar class dedicated to dark magic
    A party member is undead or cursed with vampirism (vampire or vampire spawn template) or lycanthropy (natural or afflicted template)

    For every hour a non-Evil creature browses through the items in the shop, they must pass a DC 18 Will save or their alignment moves one step towards evil.

    Lethar's apprentice, Vayen Odar, offers enchanting services. She is glad to put on enchantments like Unholy, Unholy Burst, Bane[non-Undead], Vorpal, etc. and does so at base price with a 150 gp per total enhancement bonus (including previous enhancement bonuses, includes non +X things like Vorpal or Returning) surcharge. She is a NE Elven Cleric 12/Hierophant 1 [Mastery of Energy], and is a master rebuker, retrieving guards for the shop from across the world. She carries a +3 ghost touch whip.

    Notable items on sale, that might not be realized are sold here:
    Arrows of Slaying (non-Undead)
    Black Onyx and other Necromancy focuses
    Bones of nearly any race and species
    Occupied Soul Gems (1500 gp per HD for Black onyx soul jar gems)
    Blood: 15 gp/gallon, 10 pounds/gallon*
    Flesh: 30 gp/meal*
    *hard to 'acquire', subject to price gouging of 1d10 gp

    Other Services:
    There is a good chance you will run into a vampire and/or a lycanthrope here, so if you want, they may be interested in giving you their blessing/curse for your blood, or some money.

    Cursed Items:
    The chances of an item purchased at the store being cursed (effects determined by DM) are 5%.
    <hr>
    With exception of items labeled not for sale, expect that there are enough of the item[/it is restocked often enough] to suit the needs of any number of characters.
    <hr>
    Sarcophagus of Anubis
    95,000 gp, previously used, one for sale (restocks every 1d10 years)
    2000 pounds
    ---
    This ancient coffin is infused with special properties that are said to granted by the God of the Funeral himself. Along the side of the lid is hieroglyphics you can barely begin to comprehend. It is wreathed in gold and the figure of Anubis is set into the top of it. His eyes are inlaid with white gemstones that shine from within.
    ---
    When an undead creature rests within the Sarcophagus of Anubis for 8 or more hours, it grants a +4 inherent bonus to all DC's of the creature's supernatural abilities, if any. The sarcophagus also bestows the effects of Gentle Repose to any dead material or creatures within it. The box locks from the inside and can be forced open with a DC 20 Strength check or a CL 16 Knock effect. As an added bonus for security, an occupant can effectively 'see through' the walls of the sarcophagus up to 10' as per blindsight and cast touch spells through it (so, for example, an intruder in contact with the sarcophagus will be affected). A sleeping occupant is automatically awakened if anyone comes within 10' of the sarcophagus. Living creatures receive no benefits and suffocate in 5 minutes if the lid is shut.
    Aura: Lawful Evil, Strong Necromancy
    <hr>
    Shackles of the Beast
    25,000 gp for a set
    3 pounds
    ---
    These manacles were designed to resist the feral nature of lycanthropes. They are made from strands of silver wire and wolfsbane, intertwined into two conjoined armlets. While apparently frail, they are more than adequate at restraining a were-creature when it desires to be restrained.
    ---
    When worn by a were-creature (refered to as the wearer) in its original form, the shackles are mundane. But as the creature changes into its animal form, the shackles glow a dull green. The wearer's alignment is not changed during their transformation, nor does this transformation count in the DC to permanently change their alignment. They are also rendered helpless (even if they are immune to such an effect) until they change back. The shackles cannot be removed from the wearer while activated, but the hands may be severed to free the wearer. If removed, the ex-wearer is no longer helpess and it's alignement changes instantly as if it had just transformed. It also makes the necessary check to see if its alignment changes permanently, this transformation counts against them.
    Aura: Neutral, Faint Enchantment
    <hr>
    Cloak of Lasting Night
    50,000 gp
    2 pounds
    ---
    This tattered, gray cloak was crafted for use by vampires so that they could travel in broad daylight. However, such cloaks rely on the energy of the wearer to fuel their magical enchantments.
    ---
    While worn, the user is treated as not having a sunlight vulnerability. But the DC of any supernatural attacks the user uses during the day is reduced by 3, to a minimum of 10. The wearer may forego this penalty by taking 1 point of Charisma damage, negating the penalty for 4 hours.
    Aura: Neutral Evil, Moderate Necromancy
    <hr>
    Blackhand Talons
    60,000 gp for both
    2 pounds
    ---
    These long gauntlets/bracers take up the wearer's glove and bracer slots. They corrupt the very claw attacks of the wearer, making them feared items indeed.
    ---
    While worn, any claw attacks made by the wearer deal half Vile damage and half Negative energy damage instead of normal damage.
    Any Smite Good attempts made on the wearer receive a +4 sacred bonus to attack and damage rolls.
    Any good creature wearing Blackhand Talons receives 3 negative levels while they are worn. A neutral creature receives 2 negative levels.
    Aura: Chaotic Evil, Strong Necromancy
    <hr>
    Moil Spelledge (major artifact weapon)
    While not for sale, this treasure is on display, guarded by a wealth of traps and undead guardians
    25 lb
    ---
    This +3 unholy vorpal (on a 18-20) large scythe is a feared remnant of the Moil necromancers. It may be wielded by a Medium creature with the Black Lore of Moil metamagic feat and proficieny in the use of martial scythes. In addition to its impressive combat prowess, the wicked edge of this weapon boasts powerful necromantic effects. The scythe also has a mind of its own, born from the dark powers that forged it. It is treated as an intelligent item (Wis 23, Int 23, Cha 10; has no communication or special abilities) and has an ego score of 32. It gives the wielder the overwhelming urge to kill any Good creature it comes across (Divine spellcasters and do-gooders are a priority), manifesting itself as if it were second nature to the wielder.

    Any creature threatened by the wielder receives a -6 penalty on saves against fear effects. A creature struck by the scythe must make a Will save with DC equal to the damage dealt or else they become panicked for 2d4 rounds.

    Any creature cut down by the Moil Spelledge (without the Vorpal ability) has their soul bound to the blade of the scythe until the next victim's life is taken. The effect is as per Soul Bind, but with no save. While a soul is captured, the wielder receives a stacking profane bonus equal to the highest ability modifier of the captured soul to their own ability score (ex: an 18 Cha rogue provides a +4 profane bonus to Cha). A spellcaster using the scythe with a spellcaster's soul in the blade may use one of the trapped soul's spells (up to spell level 6) per day as a SLA (if they still have some left for the day), using the wielder's CL. Any XP costs are paid by the wielder and any costly materials cost 10 times the item price in XP. The wielder may take a negative level instead, to forego any focus/material/XP requirements and cast the spell as a free action. Even if two victims are trapped in a single day, only a single spell may be used in that day.

    If the creature is killed by the scythe's vorpal ability, the creature's soul is destroyed. Only a wish or miracle may undo its destruction. The wielder must then succeed a DC 12+creature's HD Will save or lose 1d4 ability points split between their Wisdom, Intelligence, and/or Charisma scores (to a minimum of 5).

    Attempting to let go or get rid of the Moil Spelledge requires a Will save against the scythe's Ego score (DC 32). It will allow itself to be released if necessary, but can sense whether or not the wielder intends to pick it up again. If the user does plan to abandon it, they must make the Will save after moving 10 feet away from it.

    Good creatures who willing take up the scythe receive 6 negative levels. Neutral characters take 4 negative levels.
    Aura: Chaotic Evil, Overwhelming Necromancy
    <hr>
    Fear Charm
    12,000 gp
    1 pound
    ---
    This little necklace is shaped like a horned skull, in the forehead is an empty hole that a black onyx can be placed in. Depending on the value of the black onyx, the charm has different effects:
    None- no effect
    25gp - 100 gp: +1 DC to all fear-causing spells, Cause Fear 3/day as a spell-like ability
    101 gp - 500 gp: +2 DC to all fear causing spells, Scare 3/day as a spell-like ability
    501 gp - 1000 gp: +3 DC to all fear causing spells, Fear 3/day as a spell-like ability
    Aura: Neutral Evil, Faint Necromancy
    <hr>
    Collar of the Waking Dead
    50,000 gp
    2 pounds
    ---
    This rather plain choker necklace is designed for any necromancy seeking capable undead followers. When worn around the neck of a mindless undead, the creature is affected by a continuous Awaken Undead effect. It gains maximum Intelligence for the spell. The undead creature becomes vulnerable to mind-affecting effects, such as spells or bardic music. The wearer is completely loyal to its creator, if any (not the one who puts the collar on), otherwise it fufills its own desires. The collar burns out after 2 months of use (which may not all at one continuous time if it is used between many undead).
    Aura: Neutral Evil, Moderate Necromancy
    <hr>
    Nethershard (gem)
    30,000 gp
    1 pound
    ---
    This large black crystal draws in light from the surrounding area, creating something like a small aurora borealis of darkness around it. A Nethershard may be used as the focus of Magic Jar, Soul Bind, and other spells requiring a gem to contain a soul. These crystals can hold up to 40 HD of souls. If, for example, there are 33 HD of souls, only souls of 7 HD or less could be affected by the spell a Nethershard is used in unless room is made. A Nethershard cannot release the souls it holds on its own, but using them for item creation is an option (a complete soul is used, not partial ones).
    Aura: Neutral Evil, Necromancy. Treat the aura when using Detect Magic, as having a CL of 1/2 the total HD of souls it holds plus 1.
    <hr>
    Talisman of (death god)
    30,000 gp
    1 pound
    ---
    These holy symbols are very uncommon but not completely rare among the high priests of death gods. They resemble and function as a masterwork unholy symbol to a specific god, yet carry a few extra abilities.

    Each Talisman allows for the user to cast Gate once per month to summon a herald of your death god to assist you (if no such herald is listed, the DM may choose a suitable one). They will do a deed in the service of your god for the remainder of the day, or until the deed is complete. Misusing the herald's help can bring about grim circumstances.

    +4 to turn/rebuke attempts. You may control an extra HD of undead creatures (through Animate Dead, rebuking, etc.) for every cleric level you possess. This is added after any multipliers to the number of undead you may control (such as from the Rod of Undead Mastery).
    Aura: same as deity, Faint Necromancy (if carried, it uses the possessors aura strength if greater)
    <hr>
    Lich Roulette Coin
    25,000 gp
    ---
    This coin is engraved with a skull on one side and two crossed swords on the other. These ancient, evil playthings have been used by bored liches for centuries in an attempt to past the time. Two or more characters (now referred to as players) must agree to play. The players stand in a circle and take turns flipping the coin, starting with the one who brought the coin and going to the left. The actual order within the circle is random. In an outcome of 1 from a 1d2, the skull side is up, the flipper is killed instantly as if by Finger of Death (no save, no SR, no immunity). Then the coin is passed on. The game continues until only one is left, at which point they keep the coin. Anyone killed by the coin collapses into dust and comes back in 1d8 days (as if they were a lich, there reanimation is from the coin's magic) at the very point they were standing. No levels are lost and no body is needed to reform themself. Their equipment may be stolen as it is left behind when they fall to dust. The coin cannot be used to circumvent a battle or upcoming event, the coin can sense such a misuse and will drop to the ground and land on its side until all scheduled events or current ones are resolved.

    Players cannot be forced into playing the game. If so, the coin drops to the ground upon flipping as if made of lead and lands on its side. The person who tried to make them flip is then subject to Finger of Death (CL 20, as per the spell).
    Aura: Neutral Evil, Faint Necromancy
    <hr>
    Bone Strand Spellbook
    25 gp per 100 bones (+100 gp for optional kit)
    3 pounds per 100 bones
    ---
    This grisly trophy is a popular item among necromancers and sells very well. These stands of silk rope are beaded with the finger bones of various &quot;animals&quot; and tied at the ends. See Complete Arcane for Alternate Spellbooks, including details into how to carve spells into the bones. A 100 gp kit can be added to the purchase, lowering the DC to carve the bones by 5. Multiple strands can be connected into a single strand. Many necromancers have taken to draping them around their neck or using them as a belt.

    For 2000 gp/100 bones, Lethar will enchant the strand with a special effect. Any Necromancy spell cast from a spell carved into the bones receives a +1 bonus to caster level (up to a maximum of +2).
    <hr>
    Clock of Fate (cursed major artifact)
    Not for sale, locked in a see-through box of crystal to prevent the foolish from activating it (it was almost daily that a customer pushed it to see what it did).
    100 pounds
    ---
    This large timepiece is in the shape of a large dragon skull, its maw wide open, holding the face of a clock between its teeth. Where the hands of the clock connect to the face is a button marked with a skull. The three hands of the clock never move, and are labeled in years(smallest hand), months, days(largest hand). Upon pushing the button at the center, the user is told when they will die, the clock's hands rotating to tell them the precise day from that moment (3d10 days, 1d12 months, 1d100 years).

    The user tends to use that knowledge to perform risky acts such as attempting duels and such, believing that they can't die until that day. However, the clock doesn't work like that. Instead, it tells them when they are to naturally die. On that day, they die instantly, even if they are much younger than their life expectancy. Nothing can prevent that fate so long as they have seen/heard the outcome of the clock (they can press it and look away with no effects). Ironically, the false bravado the clock grants usually brings about a swifter death than it predicts, a grim reality that the creator jokingly implemented in its creation.

    For every day of the week before they die, they must pass a DC 23+days passed in that week or suffer the effects of Insanity (no save, no SR) due to their impending doom.

    Races or conditions (undead, Timeless Body, etc.) granting immunity to aging are not affected by this. The clock's hands will spin at different speeds for a minute, as if it were confused, before coming to a rest at the very top (its starting place).
    Aura: Neutral, Overwhelming Divination
    <hr>
    Eye of the Unseen (cursed item)
    60,000 gp
    ---
    These false eyes were crafted for the use of a long dead king of a long forgotten empire. His paranoia of invisible threats led him to order the creation of an all seeing device, which he and his guards wore until his death. However, in additon to the intended True Seeing effect, the Eyes granted more than he had bargained for. Only a single Eye is worn by the wearer. The shop holds a generous supply of them, liberated from the castle of the dead king.

    While worn, the wearer is affected by a continuous True Seeing effect. But the wearer also sees things that aren't there. Every 1d6 minutes for 1d6 minutes, the wearer sees 1d6 images produced by an effect akin to Major Image. Only the wearer can see the images and is unable to distinguish them from actual threats. It acts as any NPC would. Attacking the image causes it to react as appropriate, even seeming to die but it is not negated when interacted with. Trying to pass through an image triggers an impulse in the wearer to cease moving into the image, seeming that the image is solid. A successful DC 45 Will save upon seeing the images will dispel them all. Images will personify any fear, anxiety, suspicion, or paranoia of the wearer to a degree of realism that they automatically believe. They will always be images of creatures. Examples: A halfling rogue trying to sneak up on you, zombies coming down the throneroom, bats flying down from the rafters. Images may even act together and are aware of each other and the wearer.

    Many times, the Eyes lead their wearers to insanity or to attack those the wearer has begun to suspect from seeing an image committing a crime.
    Aura: Neutral Evil, Strong Divination
    <hr>
    Ghost in a Bottle
    15,000 gp
    2 pounds
    ---
    These decorative flasks are covered in simple depictions of skeletons and zombies. Inside the bottle is a restless spirit, trapped by necromantic powers. The bottle can be opened to release the ghost or it can be drank (up to 3 rounds after opening it). If drank, the one who drank the ghost is subject to possession as per the example session of the Necromantic Vault in the Libris Mortis supplement.

    If released, roll a 1d4.
    1 - the user may bargain with the ghost (offering a quest, temporary alliance, or various services) ***
    2 - the ghost attacks
    3 - the ghost tries to possess a member of the group
    4 - the ghost flees

    The ghost's HD is 1d20 and its alignment is based on the roll of two 1d3's.
    Outcome - First roll/Second Roll:
    1 - Evil/Chaotic
    2 - Neutral/Neutral
    3 - Good/Lawful

    *** An excellent hook for a story arc.
    Aura: same as ghost, Faint Necromancy
    <hr>
    Skull Rattle
    12,000 gp
    3 pounds
    ---
    This rod is created from the connected skull and backbone of a small humanoid. When shaken in one hand as a free action, its teeth chatter together sofltly for the remainder of the round. However, unbeknownst to the wielder, the skull is actually speaking the words of undeath. This allows the wielder to communicate with all undead they control in 60' without speaking verbally. Treat this effect as telepathy. The skull is quiet enough, as a whisper, to be heard on a DC 15 Listen check.
    Aura: Weak Necromancy, Neutral Evil
    To make: Craft Rod, CL 15th, speak with undead, animate dead
    Last edited by Maerok; 2008-09-20 at 11:23 PM.

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    I would say instead of a spell failure chance for fear effects I think it should be a concentration check. After all they say courage is being able to act in spite of fear and I figure that would take concentration to ignore how afraid you are. I might even go so far to say it should require a concentration check to perform any complex action (say even removing something from your pack) while under the effects of fear

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Quote Originally Posted by Gerry Sezzler View Post
    I would say instead of a spell failure chance for fear effects I think it should be a concentration check. After all they say courage is being able to act in spite of fear and I figure that would take concentration to ignore how afraid you are. I might even go so far to say it should require a concentration check to perform any complex action (say even removing something from your pack) while under the effects of fear
    That's what the Will save is for. Suffering a fear effect means you can't ignore your fear. Otherwise, you could make a Concentration check to ignore penalties while shaken.
    Quote Originally Posted by Winterwind View Post
    Mewtarthio, you have scared my brain into hiding, a trembling, broken shadow of a thing, cowering somewhere in the soothing darkness and singing nursery rhymes in the hope of obscuring the Lovecraftian facts you so boldly brought into daylight.
    Currently doing a blind LP of Higurashi

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Quote Originally Posted by Fax_Celestis View Post
    ...what, no love for the Duskblade spell list?
    Just for you. In a bit at least...

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Great Work Maerok!

    We are of the same mind you and I.
    Necromancy suffered from so many ills I wanted to cure them (pun intended).
    In 1994 I was struggling with (2nd ed.'s) irreconciliable paradox between the horrible reputation people had about necromancy and it's rather weak list of spells.
    I wanted to put the fear back into the school but also, like you, expand on it's too-often forgotten domains related to healing, spirits, the soul and the flesh.

    So I wrote 150 new necromantic spells...

    There was sub-domaines about fear, darkness, flesh, the soul etc and included the healing spells (as in 2ed still included them into that school).

    Heck, I even included some funny ones like "Corpse's smell" and "Summon dancing zombie horde" (if anyone remembers Jackson's Thriller video) ;p

    I really enjoy seeing what you did. Kudos!
    Just my 2 CP oo

    They prefer the term "living-impaired" Lisa!
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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Thanks .

    @Fax: Duskblade spell list on the way. :P

    When giving a good look at the RAW fear system, I'm going to redo fear entirely. But I don't think Concentration is a fair check for fear as not all the classes. But if a character could use Concentration (by sheer force of blocking it out) or Intimidate (by bolstering yourself against fear through your own dealings in it), most classes have either Concentration or Intimidate. Hmm, I'll have to ponder on all this. There will also be feats for most types of classes to handle fear a little better, and even draw from it (Dreadnaut feat added).

    And I've addressed the Dread-Necro-animate dead-lockdown-when-multiclassing-at-level-8+ issue in Class Fixes at the original post.

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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Rough Draft: Fear v2.0

    This a revamp of the four fear categories themselves; these will be combined with my previous modifications once these basics are worked out. Check above for new [Fear] feats!

    Immunity?
    Many prestige classes or races grant immunity to fear. In general, this will defend against almost all mundane cases of fear. However, there is always the chance that even the most stoutest of warriors or vilest of necromancers will fall victim to it. The only creatures who can never become afraid are those that lack Intelligence scores.

    Bonuses against fear effects do not apply in any case mentioned below except the initial save against the fear effect(s), when trying to calm yourself down, and the save against terrors when trying to rest.

    Creatures in the middle of a rage have their fear put on hold. Once they have returned from their rage, the fear effects them as usual.

    Terms:
    Fear Modifier - This is magnitude of the penalty you take on various rolls. If your natural roll on any of those saves or checks is equal to or below this, you fail completely. This supercedes any effect that says otherwise.

    Fear DC - The highest DC of fear effects you've experienced during this situation of being afraid. If you are ever targeted by a fear effect with a greater DC, the Fear DC is changed to the new one. When your fear ends, the Fear DC becomes nonexistent.

    Highest Fear DC - The highest DC of fear effects you've experienced in 24 hours.

    Highest Fear Modifier - The highest fear modifier you've experienced in 24 hours.

    Source of fear - The source of the Fear DC (highest DC for a fear effect). This can be a creature, an obstacle, or whatever but needs a CR.

    Categories of Fear:
    Any: You cannot take 10 or take 20 while afraid unless you have gained the ability to do so under stressful situations. When frightened or more, you can't take 20. At levels of fear past frightened, you cannot take 10 at all. The change in natural failures supercedes any other modification to natural failure (typically on a natural 1), unless the original natural failure is higher, in which case it is preserved until the fear-modified natural failure beats it.

    Shaken (Fear Modifier 1): You take a -1 penalty on all attack rolls, saving throws, skill checks, caster checks, and ability checks. You fail such rolls on a natural 1, even if you wouldn't otherwise (due to various effects). You may still take 10 or take 20 if stressful situations don't affect you for such skills. Casters gain a +10% spell failure chance.

    Frightened (Fear Modifier 2):
    You take a -2 penalty on all attack rolls, saving throws, skill checks, caster checks, and ability checks. You fail such rolls on a natural 2 or lower, even if you wouldn't otherwise (due to various effects). You may still take 10 if stressful situations don't affect you for such skills. Casters gain a +25% spell failure chance, and may not cast any spell with a duration longer than one minute.

    Panicked (Fear Modifier 4): You take a -4 penalty on all attack rolls, saving throws, skill checks, caster checks, and ability checks. You fail such rolls on a natural 4 or lower, even if you wouldn't otherwise (due to various effects). You can't take 10 or take 20. You lose all morale bonuses. Casters gain a +50% spell failure chance, and may not cast any spell with a duration longer than one standard action.

    Cowering (Fear Modifier 8):
    You take a -8 penalty on all attack rolls, saving throws, skill checks, caster checks, and ability checks. You fail such rolls on a natural 8 or lower, even if you wouldn't otherwise (due to various effects). You cannot take any actions other than calming down (once, or if, the source of fear has moved to the proper distance). You lose your Dexterity bonus to AC and gain a -2 penalty to your AC as well.

    Calming Down:
    Naturally recovering from fear begins on the victim's first turn after the change in category (either up or down). After a number of rounds equal to the CR of the source of the fear plus twice the current fear modifier, you may reattempt your Will save (without factoring in any fear effects; add your bonuses or penalties against fear that aren't caused by fear) against your Fear DC. If successful, your fear category is reduced by one. If you fail by more than 5, your fear category increases by one for every five points failed.

    As a full round action, one who has become afraid may try to calm down. If the source of the fear is out of the character's line of sight or is 5 feet away per CR of the source, the character can attempt to calm down by making an effective character level check (ECL + 1d20) at DC 10 + CR of source. Exclude the effects of fear from this save. If this is successful, the character's fear category is lowered by one automatically.

    You may try to assist another (as a full round action) in losing their fear by being adjacent to them and making a successful Diplomacy, Bluff (apply any modifiers to DC), Handle Animal (where appropriate), Perform, or empathy check against a DC of 10 + CR of their fears' source. If successful, their fear category is lowered by one as if they had succeeded in calming down. You may aid another who is attempting to lower someone's fears. You cannot assist someone if you have an equal or higher fear category than they do (apply any fear effects to your attempt).

    Lasting Effects:
    When you try to rest or regain spells up to 24 hours after acquiring fear, you may have terrors which interrupt your actions halfway in. You make a Will save against your Highest Fear DC. Upon failure, you waste half the time you had planned to take and receive no benefit. After this (when successful or not), you do not suffer from terrors until another fear effect is set upon you. You are completely cleansed of fear (your Fear DC is reset to zero). You cannot attempt to rest, regain spells, or perform any similar task if you are frightened or above. Having calm emotions cast on you will remove any chance of terrors (even beyond its duration), unless you become afraid again.

    If you roll a natural 1 on a save against a fear effect that you bring your fear beyond shaken, you might gain a phobia. Roll a d100; if the outcome is less than or equal to your new Fear Modifier, you gain a phobia whose level is based on your fear category. This phobia is based on your source of fear (at DM's discretion).
    Frightened (2%): Mild phobia
    Panicked (4%): Moderate phobia
    Cowering (8%): Severe phobia
    See Heroes of Horror, page 61, for more information on phobias.

    DM Note!!! Kings of Fear
    Apply the Object of Fear feat to any creature based around inducing fear, such as:
    -Phantasmal Slayer
    -Eye of Fear and Flame
    They don't need to have the Ability Focus feat to qualify for this update.
    Last edited by Maerok; 2007-02-22 at 10:09 AM.

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