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Necromancy Spells
The following is a new version of the Necromancy school of magic. Where appropriate, they assume the use of the Wound Points system for damage.
Spell List
Spell Level 0 (Cantrip):
Bleed; Detect Remains; Detect Undead; Disrupt Undead; Exterminate; Hands of the Dead; Touch of Fatigue
Spell Level 1:
Cause Fear; Chill Touch; Flesh Mask; Ghostly Servant; Invisibility to Undead; Lesser Totentanz; Ray of Enfeeblement; Sense Organ Link; Sepulchral Voice
Spell Level 2:
Animate Minor Dead; Blindness/Deafness; Command Undead; Consecrate; Death Knell; Desecrate; False Life; Ghoul Touch; Prevent Decay; Scare; Spectral Hand; Spectral Hound; Spirit Sending
Spell Level 3:
Blight; Gentle Repose; Halt Undead; Ray of Exhaustion; Speak With Dead; Totentanz; Vampiric Touch
Spell Level 4:
Animate Dead; Bestow Curse; Contagion; Death Ward; Disrupting Weapon; Enervation; Fear; Undeath to Death
Spell Level 5:
Graft; Magic Jar; Symbol of Pain; Waves of Fatigue
Spell Level 6:
Circle of Death; Create Undead; Eyebite; Symbol of Fear
Spell Level 7:
Control Undead; Finger of Death; Symbol of Weakness; Waves of Exhaustion
Spell Level 8:
Astral Projection; Clone; Create Greater Undead; Soul Bind; Symbol of Death
Spell Level 9:
Energy Drain; Raise Dead
Spell Descriptions
Where "As Spell Name" is indicated, refer to the spell of that name in the Pathfinder RPG CRB or PRD.
Animate Minor Dead
School: Necromancy; Level: 2
Casting Time: 1 Round
Components: V, S, M
Range: Touch
Targets: one or more corpses touched
Duration: instantaneous
Saving Throw: None; Spell Resistance: No
This spell turns a single corpse into a mindless undead skeleton or zombie to obey the caster's spoken commands. Such skeletons and zombies have half the normal number of HD for the type of undead created, and no undead with more HD than the caster's level may be created by this spell. The Desecrate spell allows the caster to create any number of undead, so long as the total of their HD does not exceed the caster's level.
The undead can be made to follow the caster, or it can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. It remains animated until it is destroyed. A destroyed skeleton or zombie cannot be animated again.
Regardless of the type of undead the caster creates with this spell, he can't create more HD of undead than his caster level with a single casting of Animate Minor Dead. The Desecrate spell doubles this limit.
The undead the caster creates remains under his control indefinitely. No matter how many times he uses this spell, however, he can control only 4HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under the caster's control, and any excess undead from previous castings become uncontrolled. The caster chooses which creatures are released. Undead he controls through the Command Undead feat do not count toward this limit.
Animate Dead
As Animate Dead
Astral Projection
As Astral Projection (except as noted)
School: Necromancy; Level: 8
Bestow Curse
As Bestow Curse
Bleed
School: Necromancy; Level: 0
Casting Time: 1 Standard Action
Components: V, S
Range: Close (25 ft. + 5 ft. per 2 levels)
Targets: one living creature
Duration: instantaneous
Saving Throw: Will negates; Spell Resistance: Yes
You cause a living creature that has more wound points than Constitution to begin bleeding from eyes, ears, and nostrils, as well as internally, taking one additional point of damage per round. The creature's bleeding can be healed normally. Unlike normal bleeding, if magical healing or a Heal check resuscitates the character, the bleeding effect from this spell is halted.
Blight
As Blight (except as noted)
School: Necromancy; Level: 2
Components: V, S, F
Blindness/Deafness
Cause Fear
As Cause Fear
Chill Touch
As Chill Touch
Circle of Death
As Circle of Death (except as noted)
Circle of death snuffs out the life force of living creatures within its area of effect. The spell causes 1d4 x 10 wound points of damage instantly, to a maximum of 20d4 x 10. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and WP that are not sufficient to slay a creature are wasted.
Clone
As Clone
Command Undead
Consecrate
As Consecrate (except as noted)
School: Necromancy; Level: 2
Any religious benefits of the spell as described for Clerics do not apply.
The material component is 25GP worth of silver dust.
Contagion
As Contagion
Control Undead
Create Greater Undead
Create Undead
Death Knell
As Death Knell (except as noted)
School: Necromancy; Level: 2
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has accumulated more wound points than its Constitution. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level, and you gain a +1 bonus on all spellcasting skill rolls. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.
Death Ward
As Death Ward
Desecrate
As Desecrate (except as noted)
School: Necromancy; Level: 2
Any religious benefits of the spell as described for Clerics do not apply.
The material component is 25GP worth of silver dust.
Detect Remains
As Detect Undead (except as noted)
School: Necromancy; Level: 0
This spell allows the caster to detect the physical remains of dead creatures within the area of effect. This allows the caster to easily detect buried corpses and corporeal undead (but not incorporeal undead), and to determine at a glance whether a body is actually dead. Unlike Detect Undead, there is only a first round effect to be had; additional information beyond the existence of the physical remains of a deceased creature will not be revealed.
Detect Undead
As Detect Undead (except as noted)
School: Necromancy; Level: 1
Disrupt Undead
Disrupting Weapon
As Disrupting Weapon (except as noted)
School: Necromancy; Level: 4
Energy Drain
School: Necromancy; Level: 9
Casting Time: 1 Standard Action
Components: V, S
Range: Close (25 ft. + 5ft./2 Levels)
Targets: Any Creatures Within Range
Duration: Instantaneous
Saving Throw: Fortitude (see description); Spell Resistance: Yes
You point your finger and fire an invisible ray of negative energy that drains the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 2d4 temporary negative levels (see Special Abilities). Negative levels stack.
Starting twenty-four hours after gaining those negative levels, once per hour for a number of hours equal to the negative levels, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC). If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.
An undead creature struck by the ray gains 2d4 x 5 temporary hit points for 1 hour.
Enervation
As Enervation (except as noted)
The ray is invisible.
Exterminate
School: Necromancy; Level: 1
Casting Time: 1 Standard Action
Components: V, S
Range: 10 ft.
Targets: Any Creatures Within Range
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
This spell causes one point of damage per caster level to every living creature of no greater than animal intelligence within range.
Eyebite
As Eyebite
False Life
As False Life (except as noted)
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary wound points equal to 1d6 + 1 per caster level (maximum +10) and temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Fear
As Fear
Finger of Death
As Finger of Death (except as noted)
This spell instantly delivers one point of Wound Point damage per Finger of Death skill level. If the target's Fortitude save succeeds, it takes half damage.
Flesh Mask
School: Necromancy; Level: 1
Casting Time: 1 Round
Components: V, S, M
Range: Touch
Targets: One Individual
Duration: 10 Minutes per Level + Special
Saving Throw: Will; Spell Resistance: Yes
With this spell, you can graft the flesh of another humanoid of the same size category over the subject's own. The flesh of the entire face must be used, and it magically bonds itself with the subject's face. The rest of the subject's skin will adjust its tone and texture to match, though the body does not otherwise change and no special abilities are gained.
Over this spell's 10 Minutes per Level duration, Disguise checks to pass as the subject are made at +20. Once that period ends, the flesh begins peeling and separating from the subject's own face, and begins an accelerated rotting process. The Disguise bonus drops by one point per minute that passes until it reaches -20, at which point the subject is considered to have no Disguise at all as far as this spell is concerned, because enough of the grafted flesh has fallen away that the subject's face no longer resembles that of the original owner of the grafted flesh at all.
At any time, the subject may make a Will roll vs. a DC equal to the current Disguise bonus to peel away the grafted flesh without damage in a single round. Otherwise, if the subject wishes to peel away the flesh, he or she must inflict one point of damage per current Disguise bonus to himself or herself to remove the grafted flesh.
The facial flesh in question must be physically removed from the humanoid creature whose features are to be grafted to the subject's face. This flesh is the sole material component. A successful Dispel Magic spell causes the grafted flesh to immediately slough away in a single round.
Gentle Repose
Ghostly Servant
As Unseen Servant (except as noted)
School: Necromancy; Level: 1
Casting Time: 1 Round
Components: V, S
The Ghostly Servant is created from errant spirit energy left behind by passing ghosts and other incorporeal undead, and takes a nearly invisible, indistinct form. A successful Perception roll vs. DC 20 allows an observer to see the ghostly servant; the caster can always see the servant when it is within line of sight.
Ghoul Touch
As Ghoul Touch
Graft
(details forthcoming; grafting flesh to a person or living creature)
Halt Undead
As Halt Undead
Hands of the Dead
School: Necromancy; Level: 0
Casting Time: V, S, M
Range: Close (25 ft. + 5 ft. / 2 Levels)
Duration: Concentration
Saving throw: None; Spell Resistance: No
The caster animates a pair of severed hands, whether skeletal or still fleshy, and controls them somatically. They float in the air and move as though they were still attached to the body where they originated, guided by the caster's will.
They can be used to manipulate light objects, such as carrying candlesticks or turning locks, or to grasp things. Their strength and fine motor control are not sufficient to wield weapons or pick locks. Each hand can carry about five pounds, and both hands can work together to carry about fifteen pounds.
If the caster has only one hand available as a component for the spell, it can still be animated through use of Hands of the Dead, with the same limitations as a single hand when two are animated.
Invisibility to Undead
As Hide from Undead (except as noted)
School: Necromancy; Level: 1
Components: V, S
Lesser Totentanz
(like Totentanz, but lesser; probably limited to animal intelligence creatures, and limited in HD as well)
Magic Jar
As Magic Jar
Prevent Decay
School: Necromancy; Level: 2
Casting Time: 2 Rounds
Components: V, S, M
Range: Touch
Duration: Permanent
Saving Throw: None; Spell Resistance: No
This spell eliminates the putrefaction of a decaying cadaver indefinitely, though a Dispel Magic spell may be used to end this effect. A corpse affected by this spell that is animated as a zombie or other corporeal undead, so long as it still has most of its flesh and has not rotted significantly before Prevent Decay is cast, or a construct affected by this spell that is assembled from dead flesh, gains +2 HP per HD as a one-time bonus. Casting the spell multiple times does not result in cumulative bonuses.
The exact same state of decay for the object of this spell, including smell and appearance, remains constant thereafter. Any decay that has already occurred is not reversed. This spell does not aid any attempt at resurrection, including any reduction the effective time that a cadaver has been dead for resurrection attempts.
If cast on a living creature that has been afflicted with a magical curse whose primary effect is a form of decay, such as Mummy Rot, this spell can act as a Remove Curse spell. If cast on someone with a natural disease that causes decay, such as leprosy, the decaying effect is arrested but any other effects of the affliction will proceed normally.
The material component is a bit of vinegar, salt, or another preservative, sprinkled over the flesh to be preserved.
Raise Dead
As Raise Dead (except as noted)
School: Necromancy; Level: 9
Ray of Enfeeblement
As Ray of Enfeeblement (except as noted)
The ray is invisible.
Ray of Exhaustion
As Ray of Exhaustion (except as noted)
The ray is invisible.
Scare
As Scare
Sense Organ Link
School: Necromancy; Level: 1
Casting Time: 1 Round
Components: V, S, M
Range: Close (25 ft. + 5 ft. / 2 Levels)
Targets: one corpse or corporeal undead
Duration: 1 Minute per Level
Saving Throw: Will; Spell Resistance: Yes
By way of this spell, the caster can establish a link between himself and the sense organs of a single corpse or animated corporeal undead, allowing him to see, hear, and smell what the cadaver's sense organs would be able to see, hear, and feel, as if it were a living creature. This does not allow the caster to in any way animate a corpse or control an undead creature, though -- not even so far as to open its eyes. The corpse or undead must have the appropriate sense organs for the spell to grant the caster the ability to use their senses.
While the spell is in effect, the caster can still see, hear, and smell through his own sense organs as normal.
Inanimate corpses and mindless undead do not receive saving throws to resist, and spell resistance only applies to mindless undead who possess some level of spell resistance.
Sepulchral Voice
As Ventriloquism (except as noted)
School: Necromancy; Level: 1
Components: V, S
Targets: one corpse or mindless corporeal undead
Saving Throw: None; Spell Resistance: No
The voice issues from the mouth of the target corpse or mindless corporeal undead.
Soul Bind
As Soul Bind (except as noted)
School: Necromancy; Level: 8
Speak With Dead
As Speak With Dead (except as noted)
School: Necromancy; Level: 3
Spectral Hand
Spectral Hound
As Mage's Faithful Hound (except as noted)
School: Necromancy; Level: 2
The spectral hound is visible to others on a successful Perception roll vs. caster's spell DC.
Spirit Sending
As Sending (except as noted)
School: Necromancy; Level: 2
Components: V, S
The message is delivered by an invisible, incorporeal undead that whispers in the recipient's ear.
Symbol of Death
Symbol of Fear
Symbol of Pain
Symbol of Weakness
Totentanz
(detail yet to come; essentially, raise a dead body as undead, but requires control via concentration, and the spell ends with the body returning to being inert, inanimate dead when concentration ends; puppeteer of an undead body)
Touch of Fatigue
Vampiric Touch
Undeath to Death
Waves of Exhaustion
Waves of Fatigue
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