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New Spells

The spells listed below are either necromantic in nature or are mentioned in the previous sections.

Necromancy [[[SRD:Acid Effect|Acid]]]
Level: Sorcerer/Wizard 6
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: 1 HD of animated corporeal undead/level
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No


Undead creatures animated by you are imbued with a undulating sigil that floats just above their heads. The body of the creature drips with thick grayish slime, and acid oozes steadily from its eye sockets. The spell affects a number of hit dice of animated undead equal to your level.

Undead with the acid symbol inflict an extra 1d6 points of acid damage when they strike with a natural weapon. Creatures touching or striking the symbol-bearing undead with a natural weapon also suffer this damage. The creature’s acidic touch deals 20 points of damage per round to wood or metal objects.

Armor and clothing dissolves and becomes useless immediately unless it succeeds on a Reflex save (DC 19). The acid cannot harm stone. A wooden or metal weapon that strikes a symbol-bearing undead creature also dissolves immediately unless it succeeds on a Reflex save (DC 19). Additionally, undead under this spell have acid, cold, and fire immunity. This spell does not stack with other symbol spells.

Necromancy
Level: Druid 6, Sorcerer/Wizard 6
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes


This spell causes magical aging in the target. All of the normal effects of aging apply (e.g. ability score adjustments) as if the target had aged those years naturally. By means of this spell, the target ages 1d10 years. A successful saving throw negates the aging. A greater restoration reverses the aging effects of the spell.

Material Component: A lock of an elderly person's hair.

Necromancy
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One wounded living creature
Duration: Instantaneous
Saving Throw: Fortitude negates (later Will partial; see text)
Spell Resistance: Yes


You animate the dead tissue in the wound of a wounded living creature. This spell can affect any creature currently below its maximum hit points due to injury. Bits of animated flesh form a sickly tendril that reaches up and out of a single wound, attacking the living portion of the creature. The creature must make a Will save immediately or the sight of this horror stuns it for 1d3 rounds.

Whether the creature is stunned or not, the undead tendril of flesh makes attacks with a +15 bonus (Strength 20). It makes a grapple attack as a creature of the subject's size (even though it is actually smaller). If it achieves a hold, it immediately begins constricting and strangling the creature, inflicting 2d6 points of damage per round. The necrotic tendril has 2 hit points per Hit Die of the original creature, and AC 15 (+2 for size, +3 for natural armor). A single casting of this spell affects only one wound.

Material Component: A bit of string coated in animal fat.

Necromancy
Level: Sorcerer/Wizard 1
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes


You cause the target undead to approach within 5-ft. of you. If the undead is hostile, it attacks you or any other creature in range. If in order to reach you the undead would be harmed (such as fire, a pool of holy water, an enemy creature's square, etc.), the spell ends. Any attack upon the undead ends the spell immediately. A turn or rebuke attempt on the undead counts as an attack and breaks the spell.

Material Component: A carved U-shaped bone.

Necromancy
Level: Cleric 1, Sorcerer/Wizard 1
Components: V, S, M (see text)
Casting time: 1 standard action
Range: Touch
Target: One Small or Medium humanoid corpse or set of leg and hip bones
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No


You infuse a corpse or a set of leg and hipbones with a negative energy, creating a short-lived undead creature consisting of feet, legs, and a pelvis. The bones legs have a base speed of 30 feet and a Strength score of 10 + 1/caster level. The bone legs are normally used for carrying objects in the manner of a floating disk spell, though the weight is supported by the hipbones rather than a concave plane of force. Using a standard action, you can direct the bone legs to any location within close range, command them to follow you, or even ride them as if they were a mount. The legs follow your path exactly, at a distance you specify that is no greater than close range. If you pass beyond close range, the bone legs stand in place and wait for you to return.

When the spell expires, the bones collapse and become inert, but can be reanimated again with another use of the spell. The bones legs cannot Climb, but they can use Jump. They cannot make attacks. They otherwise are identical to a Small or Medium creature. The spell can be made permanent with the permanency spell at a minimum caster level of 9th and at a 500 XP cost. When the caster dies, the leg bones come under the command of the first person to touch them. Such bones are often one of the treasures to be found inside a necromancer's dungeon.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting time: 1 minute
Range: Touch
Target: One living creature
Duration: One minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes


This spell creates a bone-colored skull-and-bones tattoo pattern on the flesh of a living creature. As long as the tattoo lasts, the tattooed creature has spell resistance 10 + your level against cold, polymorph, and mind-affecting attacks. Further, mindless undead creatures react to the tattooed creature as if he were undead. However, any creatures with this tattoo can be turned as if he were undead with turn resistance +4.

Material Component: A bit of white ink and a needle.

Necromancy
Level: Sorcerer/Wizard 4
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more
Duration: See text
Saving Throw: Reflex partial
Spell Resistance: Yes


By mean of this fiendish spell, you cause up to five skeletal fingers to streak forth and imbed themselves in the flesh of the targets. Each digit inflicts 1d6 points of damage upon striking its target. They do not stop there, though.

Any creature that fails its Reflex save is unable to extract the bony digit before it can lodge itself into the wound. A bony digit continues to penetrate the creature’s body for one round for every 3 caster levels, dealing 1d6 additional damage per round. Once the bony digit is lodged in the wound, it cannot be extracted. A creature can only be targeted by one finger at a time.

Material Component: Five humanoid fingers stripped of flesh and muscle. The individual finger bones must then be tied together with black thread.

Necromancy [Evil]
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting time: 1 full round
Range: Touch
Target: One zombie touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes


You touch a single zombie, which must then attempt a Will save to avoid the spell's effects. If the zombie fails its save, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller's command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.

Material Component: A bone from a ghoul and a black onyx gem worth at least 100 gp.

Necromancy
Level: Druid 6, Sorcerer/Wizard 6
Components: V, S, M
Casting time: 5 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes


You exhale a cone-shaped cloud of deadly spores. Those in the cloud's area of effect must make an immediate Fortitude save or permanently lose 1d3 points of Intelligence as the spores spread through their brains and nervous systems. Victims must make a Fortitude save each subsequent round up to the spell's maximum duration or continue to lose Intelligence. The cloud is only infectious on the round that it is discharged.

Material Component: A piece of flesh from a plague victim.

[[Summary::As contagion, but with multiple targets.| ]]

Necromancy [Evil]
Level: Cleric 5, Druid 5, Sorcerer/Wizard 6
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Targets: Living creatures touched
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes


You can infect any living creature with a disease by simply touching it. this effect works like contagion, and the victim must make a Fortitude save or be infected with a disease of your choice, which strikes immediately with no incubation period. The main difference between this spell and contagion is that you have the potential to infect many more creatures because of the spells duration (anyone you touch).

Material Component: A piece of putrid flesh and a drop of blood.

Necromancy
Level: Druid 8, Sorcerer/Wizard 8
Components: V, S, DF
Casting time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes


Continual wounds is a powerful curse that prevents all forms of healing, magical or otherwise. If the target fails its Will save, the spell prevents the recovery of hit points and ability damage by any means. All cure spells and spells with the healing descriptor automatically fail when directed at the target, and the target cannot recover hit points through natural healing, use of the Heal skill, or use of the fast healing or regeneration abilities.

Necromancy [Evil]
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All corpses and dying creatures in range
Duration: 1 hour/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes


When this spell is cast, all corpses and dying creatures (those below 0 hit points and disabled) in the spell's area are affected. Dying creatures are allowed a Fortitude save to avoid the spell's effects, but slain creatures are not. Those affected by the spell have all the blood drawn from their bodies (killing all those still alive), forming horrible tentacles of clotting, black blood.

These tentacles always remain in contact with the bodies from which they were drawn, lashing out and flailing at your foes. One tentacle is created per affected corpse, up to a maximum of 1 per caster level. No more than 20 tentacles can ever be created with this spell. Each tentacle is 10 feet long (large) and saves as the creature from which it was created. Each has AC 15, 1 hit point per HD of the creature from which it was drawn plus 1 hp/2 caster levels, half the attack bonus of its host creature, and a Strength score of 19. It is immune to spells that do not cause damage, save disintegrate, dispel magic, and those spells that can affect water or blood.

Each round that a tentacle is not already grappling someone, starting the round after it appears, it makes a slam attack against a foe within reach, dealing 1d6 points of damage and making a grapple attack as a free action. If the tentacle succeeds in its grapple attack, it deals no further damage but begins to drown the target (see SRD for water rules). As described in the rules, the target can hold its breath for a number of rounds equal to twice its Constitution score and may attempt to break the grapple every round. If the target fails, he must begin to make Constitution checks as described.

Material Component: A handful of dirt from a strangled man's grave.

Necromancy (Summoning)
Level: Bard 5, Death 6, Sorcerer/Wizard 6
Components: V, S, M/DF
Casting time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ship
Duration: 1 hour/level, Concentration discharge (D)
Saving Throw: None
Spell Resistance: No


This spell summons a crew of undead servitors to sail or row a ship for you. These undead automatically know how to crew the ship as long as you maintain concentration. If the concentration is broken, the undead simply fail to do anything until you resume concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties.

Up to 5 undead crewmen may be summoned per caster level. These crewmen are treated as Medium-size skeletons with the additional ability of Profession (sailor) +5. These crewmen do not fight or otherwise engage an enemy in combat, though they can and will operate ballistae or catapults, firing such machinery as 1st-level warriors.

Arcane Material Component: The bones or remains of 5 drowned men.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 animated skeleton per caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No


A skeleton enhanced by dangerous digits gains the ability to use its fingers as missile weapons. Each finger can only be used once. If the skeleton uses more than 3 fingers, it loses one of its claw attacks; if it uses more than 7, it has lost both claw attacks. A finger can be launched at an opponent (in a brilliant blue flash) within range and hits as a ranged touch attack. If a finger hits, it inflicts 1d6 points of piercing damage. Small skeletons do only 1d3 points of damage. Huge or Large skeletons do 1d8 points of piercing damage, and Colossal or Gargantuan skeletons deal 2d6 points of damage. Skeletons smaller than Small cannot be affected by this spell.

Necromancy
Level: Sorcerer/Wizard 8
Components: V, S, F
Casting time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target: You and one undead creature
Duration: 10 minutes/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes


With this powerful spell, you place your body in a state of suspension and project your psyche into any corporeal undead creature within range. If the undead creature is intelligent, it is entitled to a Will save to resist the dark channeling. If this saving throw is successful, the spell fails. The caster must have line of sight to the undead before casting the spell.

If the undead fails its save, you gain control of the undead target upon completion of the spell. You can use its body as if it were your own, including any special abilities of the undead. If you inhabit a vampire, for example, all of the vampire's special attacks and qualities are available for use. You retain your own intelligence, but lose the ability to cast spells unless the creature you are inhabiting is a spellcaster as well. If unable to do so normally, the dark channeling empowers the possessed undead to speak.

You cannot move beyond the range limit of this spell, counting your location when the spell was cast as the center point, without ending the spell immediately. You can vacate the one undead host in favor of another within range by concentrating for one round. As normal, if the new would-be undead host is intelligent, it is entitled to a Will save. If the undead host is destroyed before you can vacate it, you must succeed a Will save (DC 20). Failure means your disembodied spirit is unable to escape before being destroyed as well. Success immediately ends the spell and stuns you for 1d10 rounds.

Focus: A bronze brazier in which you must burn 1,000 gold pieces worth of incense. You must wear a cap made from the flesh of a sentient creature during the casting.

[[Summary::As darkvision, but can also see in magical darkness effects.| ]]

Transmutation
Level: Bard 3, Cleric 3, Sorcerer/Wizard 3
Components: V, S, M/DF
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)


This spell is similar to the spell darkvision except that it also conveys the ability to see in magical darkness effects of 2nd level and below, including the spell darkness.

Arcane Material Component: A pinch of dried carrot and an agate.

Necromancy
Level: Druid 2, Ranger 2
Components: V, S, M, XP
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes


Non-animated corpses that you touch are instantly turned into a fine dust. The corpse can then no longer be magically animated or otherwise become undead. Thus, such spells as animate dead, control undead, create greater undead, and raise dead have no effect upon the corpse affected by decay. This spell does not interfere with resurrection. A non-animated corpse gets no saving throw. The spell has no effect on living matter.

If the spell is cast upon a skeleton, zombie, ghoul, or any other corpse that has been raised as undead, the target must make a Will save. If it fails, it is instantly turned into dust, as detailed above. If it succeeds, it suffers 1d4+1/level (maximum +10) points of damage. If the spell inflicts enough damage to destroy the undead corpse, the corpse turns to a fine dust and can no longer be animated or raised again as detailed above. If the spell does not inflict enough damage to destroy the undead, the spell has no further effect.

Material Component: A fine powder made of dried seeds.

XP Cost: 50 XP.

Necromancy
Level: Bard 2, Cleric 3
Components: V
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


By means of this spell, you enable one living creature within range to continue to act normally even if its hit points have been reduced to 0 or below. If you are somehow rendered unable to sing (or pray for clerics), the spell is negated immediately.

When the spell is negated, the target does not suffer any additional damage, but immediately suffers the effects appropriate to its current hit point level (meaning, usually, that he is unconscious and slowly bleeding to death). If your target is reduced to -10 or fewer hit points, it dies immediately even if under the influence of this spell.

[[Summary::A more powerful magic missile that only affects undead creatures.| ]]

Evocation [Positive Energy]
Level: Sorcerer/Wizard 2
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes


A missile of positive energy darts forth from the palm of your hand and unerringly strikes its target. The missile is designed specifically to affect undead creatures only and deals 2d4+2 points of damage.

As magic missile, the disruption missile strikes true, even if the target is in the midst of melee or has anything less than total cover or concealment for protection. This spell has no effect on living creatures.

For every two levels of experience over three, the caster gains an additional missile: two at 5th level, three at 7th, four at 9th and so on. Multiple missiles can be directed at the caster’s choosing (one per target or all at one target) but must be targeted before rolling for any applicable spell resistance possessed by the target(s).

Evocation [Positive Energy]
Level: Cleric 7, Sorcerer/Wizard 7
Components: V, S, M/DF
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes


Disruption waves creates a cone of positive energy that originates from your hands and extends outward toward your opponents. The disruption waves harm only undead creatures as it fills them with positive energy, disrupting the negative energy which fuels them.

An undead creature struck by the disruption wave must succeed a Fortitude save or be destroyed. If the save is successful, a disruption wave still deals 1d8 points of damage per level (maximum 15d8) to any undead struck. This effect bypasses an undead creature's normal immunity to Fortitude saves.

Arcane Material Component: A small glass marble.

Necromancy
Level: Cleric 2
Components: V, S, DF
Casting time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)


This spell is prized by good-aligned clerics for its ability to protect against fear effects, allowing them to attempt even more heroic deeds. Divine heart makes the subject immune to all fear effects, both magical and mundane.

Necromancy
Level: Cleric 5, Sorcerer/Wizard 5
Components: V, S, M
Casting time: Standard action
Range: Touch
Target: Living creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes


The target of this spell has his natural aging magically increased to double the normal rate. All of the usual effects of aging apply as if the target had aged normally despite the aging being far from normal. A successful Fortitude save negates the accelerated aging (see the SRD for details on aging).

Material Component: A small vial of quicksilver.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes


A charnel stench arises from the ground in the affected area, causing a powerful life-sapping effect that robs all within the area of 1 point of temporary Strength damage for every two levels of the caster (to a maximum of -10). Any who resist successfully suffer only half of the ability damage. In either case, the lost Strength points return at an accelerated rate of one point/hour.

Material Component: Ash from the body of a sentient creature consumed by fire.

Necromancy [Evil]
Level: Cleric 9, Sorcerer/Wizard 9
Components: V, S, M/DF
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes


You create a dagger of dark, shimmering energy that instantly speeds toward its target. You must make a ranged touch attack. If successful, the target takes 1d4 points of damage per caster level (to a maximum 20d4). Those slain by this spell must make a Will save or immediately be transformed into an undead creature. The victim immediately gains the undead type: immune to poison, sleep, paralysis, stunning, disease, death effect, and necromantic effects; ignore mind-affecting powers such as charm or feeblemind; not subject to critical hits, subdual damage, ability damage, or death by massive damage. The newly created undead has no Intelligence or Constitution score. Its alignment is neutral, and it takes no action unless it is controlled by you.

Arcane Material Component: A dagger that has drawn a paladin’s blood.

Necromancy [Varies]
Level: Sorcerer/Wizard 5
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one animate dead creature/level
Duration: Permanent
Saving Throw: None
Spell Resistance: No


You cover undead creature you have animated with a shroud of energy. This energy can be whatever type you wish: acid, cold, electricity, fire, or sonic. Acid shrouds drip with dark, bubbling effluvium; cold shrouds are icy blue and glistening; electricity shrouds crackle with lightning; fire shrouds appear to be molten and burning; and sonic shrouds appear as distortions in the air accompanied by a shrill shriek. The undead is granted +2 turn resistance, +2 natural armor. It inflicts an additional 1d6 points of elemental damage (whatever type is appropriate to the shroud) when it strikes a foe. It also inflicts 1d6 points of damage when touched or when struck by natural weapons. An undead creature may have only one elemental shroud cast upon it at a time.

Necromancy
Level: Sorcerer/Wizard 4
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Skeletons with total HD equal to 1 HD/level
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)


One or more skeletons within range with total HD equal to 1 HD/caster level gain damage reduction of 10/magic. Damage from piercing and slashing weapons is halved prior to subtracting from the skeletons' DR.

Material Component: 1 pound of iron per skeleton.

Necromancy
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Skeletons with total HD equal to 1 HD/level
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)


One or more skeletons within range with total HD equal to 1 HD/caster level gain damage reduction of 20/magic. Damage from piercing and slashing weapons is halved prior to subtracting from the skeletons’ DR.

Material Component: 1 pound of adamantine per skeleton.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Skeletons with total HD equal to 1 HD/level, no two
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)


One or more skeletons within range with total HD equal to 1 HD/caster level gain damage reduction of 5/silver. Damage from piercing and slashing weapons is halved prior to subtracting from the skeletons' DR.

Material Component: 10 silver pieces per skeleton.

[[Summary::Animated undead creatures gain the [Fire] subtype, inflict extra damage.| ]]

Necromancy [Fire]
Level: Sorcerer/Wizard 5
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: 1 HD of animated corporeal undead/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


Undead creatures animated by you are imbued with a burning sigil that floats just above their heads. The body of the creature radiates heat, and its eye sockets smoke and burn with orange flame. The spell affects a number of hit dice of animated undead equal to your level.

Undead with the flame symbol gain the fire subtype as an extraordinary ability, granting them fire immunity and exposing them to double damage from cold except on a successful save. Additionally, undead affected by the flame symbol inflict an extra 1d6 points of fire damage when they strike with a natural weapon. Creatures touching or striking the symbol-bearing undead with a natural weapon also suffer this damage. This spell does not stack with other symbol spells.

[[Summary::Creates Flying Abominations.| ]]

Necromancy [Evil]
Level: Cleric 5, Evil 5, Sorcerer/Wizard 7
Components: V, S, M/DF
Casting time: 1 standard action
Range: 10 ft.
Targets: One or more body parts within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell.

You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting.

The characteristics of a flying abomination are determined by the creature's original size. See the Flying Abomination monster entry above for each creature's characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon's head could bite but could not breathe fire. A dragon's breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained.

Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally.

Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting.

Abjuration
Level: Cleric 2, Paladin 2
Components: V, S, DF
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes


One target incorporeal creature becomes corporeal. It loses all the benefits normally associated with its incorporeal state. The creature's other abilities are unaffected. A creature that is partially or entirely inside of a solid object when affected by this spell is moved to the nearest open space, taking 1d6 points of damage in the process for every 5 feet it must travel to get out of the object. The creature remains substantial for the duration of the spell, at which time it returns to its incorporeal state.

[[Summary::Animated undead creatures gain the [Cold] subtype, inflict extra damage.| ]]

Necromancy [Cold]
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: 1 HD of animated corporeal undead/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


Undead creatures animated by you are imbued with a icy sigil that floats just above their heads. The body of the creature radiates cold, and its eye sockets glow with blue energy. The spell affects a number of hit dice of animated undead equal to your level.

Undead with the frost symbol gain the cold subtype as an extraordinary ability, granting them cold immunity and exposing them to double damage from fire except on a successful save. Additionally, undead affected by the frost symbol inflict an extra 1d6 points of cold damage when they strike with a natural weapon. Creatures touching or striking the symbol-bearing undead with a natural weapon also suffer this damage. This spell does not stack with other symbol spells.

[[Summary::As spectral hand, but deliver 6th-level or lower spells.| ]]

Necromancy
Level: Sorcerer/Wizard 4
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One ghostly hand
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No


This spell functions in all ways like spectral hand, with the following exceptions. Upon casting the spell, you lose 1d8 hit points that return when the spell ends, but not if the hand is destroyed. Any touch spell of 6th-level or lower that can be cast by you can be delivered by ghostly deliverer. The hand has your save bonuses +2, AC 24, plus your Intelligence modifier. The hand has as many hit points as are lost during the spell’s casting.

Necromancy
Level: Cleric 5, Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Effect: Living creature touched
Duration: Permanent
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)


The target of this spell has her natural aging magically reduced to half the normal rate. Additionally, any magical aging, such as that from an age other spell, is affected by halve aging. Affected years reduce the duration of this spell by one year for every two years of magical aging. A Fortitude save avoids the effects of this spell (see the SRD for details on aging).

Material Component: A drop of molasses.

Necromancy
Level: Cleric 7, Sorcerer/Wizard 7
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Effect: Living creature touched
Duration: 1d10 years
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)


This spell temporarily stops all aging in the target. For 1d10 years, the target does not grow physically older. Additionally, any magical aging, such as that from an age other spell, is absorbed by halt aging. Absorbed years shorten the duration of the spell by the number of years absorbed. A Fortitude save prevents the pause in aging. (See the SRD for details on aging.)

Material Component: A handful of sand from an hourglass.

Necromancy
Level: Cleric 3, Sorcerer/Wizard 4
Components: V, S
Casting time: 1 standard action
Range: Touch
Targets: One or more skeletons or zombies touched
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)


With heal undead, you instantly repair one animated skeleton or zombie per caster level, up to a maximum of 20. Animated skeletons and zombies are instantly repaired and restored to full hit points. Destroyed skeletons and zombies are not healed, only those that have been damaged.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S, F
Casting time: 1 standard action
Range: Touch
Target: One touched weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes


You touch a weapon while casting this spell, imprinting the draining power of a vampire upon it. Half the damage inflicted by the touched weapon against a living opponent is then gained as temporary hit points by the wielder. These temporary hit points disappear 1 hour after being gained.

Focus: The weapon.

Necromancy
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes


You must make a successful touch attack against the intended victim. If the touch attack is successful, the target is allowed a Will save to avoid all negative effects. A failed Will save results in 3 points of permanent Wisdom damage per 4 caster levels. You can intentionally lessen the damage dealt but must declare your intention to do so before the attack is rolled.

Damage dealt to the mind by instill foolishness can be healed by normal means (i.e. restoration, wish, miracle, etc.), although if the damage is not healed within 24 hours of the infliction it is permanent and incurable.

Material Component: A bit of bone from a dead man’s skull and a live maggot.

Necromancy [Evil]
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.)

If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails.

Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.

Necromancy
Level: Sorcerer/Wizard 5
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes


Necrocone drains negative energy in a cone-shaped area that extends outward from your hand, inflicting 1d6 points of damage per caster level against all corporeal and incorporeal undead (maximum 20d6). This area is also partially drained of heat, inflicting 1d6 points of cold damage per 2 caster levels against living creatures.

Necromancy
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No


This spell surrounds you in wisps of dark flame, providing immunity against energy drain and ability drain attacks. These flames also drain negative energy from the undead, inflicting 1d6 points of damage +1 point per caster level (maximum +10) upon corporeal and incorporeal undead that attack you in melee. Living creatures that attack you are similarly drained of heat and suffer half this damage as cold damage.

Material Component: A fingernail from a wight or piece of cloth torn from the robe of a wraith.

Necromancy
Level: Sorcerer/Wizard 2
Components: V, S
Casting time: 1 standard action
Range: Personal
Effect: Swordlike beam
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes


Necrosword creates a 3-foot longsword of swirling energy that springs forth from your hand. The blade strikes as a melee touch attack and drains negative energy, inflicting 1d8 points of damage +1 point per 2 caster levels (maximum +10) against corporeal and incorporeal undead opponents. The blade is also bone-chillingly cold and inflicts half this damage as cold damage against living opponents.

Necromancy [Evil]
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes


This spell taps into the dark energies generated in fresh corpses as the creature's soul leaves its material prison. In order to cast this spell, there must be fresh humanoid corpses (no more than a week old) within range of the spell. During the casting, the necrotic energies in the corpses are drawn into a ball between your hands. You then hurl the ball at your target, causing damage to all living creatures within a 20-ft.-radius.

Each corpse provides 1d6 damage (maximum 10d6). The necrotic blast also automatically spoils food and water and corrupts holy water within the blast radius. One pound of food, one gallon of water, or one vial of holy water is ruined for each die of damage the necrotic blast possesses. Negative energy protection provides protection from this spell. Undead caught within the blast radius are healed, gaining a number of hit points equal to the damage rolled.

Material Component: Translucent gemstone of any sort worth at least 50 gp.

Necromancy
Level: Sorcerer/Wizard 1
Components: V, S, F
Casting time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes


A weapon touched by you glows with pale blue energy. If a weapon so endowed successfully hits a foe, it causes 1 points of temporary Strength damage on a failed Fortitude save, in addition to normal weapon damage. Undead suffer no Strength loss but must make a successful Will save or flee directly away from the wielder for 1d4+1 rounds per caster level. The weapon remains charged with this spell for 1 round per caster level.

Focus: The weapon.

Necromancy (Summoning) [Evil]
Level: Cleric 4
Components: V, S, DF
Casting time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3d4 summoned ghouls, no two of which can be more
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No


You summon a pack of ghouls to defend you and your allies. The ghoul pack appears where you designate and acts immediately on your turn. They follow your commands to the best of their ability — attacking or performing other actions — as long as you can communicate with them.

Necromancy [Evil]
Level: Cleric 7, Druid 7, Sorcerer/Wizard 8
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes


The subject contracts 1d3 diseases, which strike immediately (no incubation period). You infect the subject with any disease allowed by the GM, though a Fortitude save is allowed for each one. For the next day, if uncured, all living creatures that come within 20 feet of the plague carrier must save against each disease he carries. The individual disease, not the spell, affects those failing their saves in this case. In order to rid the victim of this curse, each disease must be individually cured by magical means.

Necromancy [Evil]
Level: Death 8, Sorcerer/Wizard 8
Components: V, S
Casting time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: 5 ft., and 30-ft. emanation
Duration: 2 rounds (see text)
Saving Throw: Fortitude, Reflex, and Will half
Spell Resistance: Yes


You select a 5-foot square area within range that acts as the center of the spell. A small gate to an evil alternate plane opens, expelling pure negative energy in a fountain of darkness, damaging anyone in its area of effect. On the first round of the spell, the eruption's energy deals 1d6 points of negative energy damage per caster level (maximum 20d6) to everything within 5 feet of the spell's center. On the second round, the eruption's area of effect grows to a 30-foot radius, after which it collapses and the gate vanishes. Undead affected by the eruption are healed of 1d6 points of damage per caster level (maximum 20d6), but cannot receive more hit points than their maximum.

Necromancy
Level: Sorcerer/Wizard 2
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes


Upon casting this spell, you exhale toward the target, sweeping it with a gust of foul-smelling wind and draining the strength from its limbs. This is considered a ray attack and requires a ranged touch attack to strike. A target that fails its Fortitude save is considered exhausted for the spell's duration. A target that successfully saves instead suffers the effects of fatigue. Unlike normal exhaustion or fatigue, once the spell's duration expires, the subject is restored to full vigor. This effect does not stack with any other source of fatigue or exhaustion.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes


Seek the soulless creates a cone of strange magical energy. Within its area, living mortal creatures with souls (all creatures other than undead, constructs, plants, or outsiders) find themselves surrounded by a momentary nimbus of light that protects them from the spell's influence. All those not protected suffer 1d6 points of damage per caster level (maximum 10d6).

Inanimate objects suffer full damage from this blast of energy. This spell proves useful for fighting undead or other creatures without worrying about harming your friends.

Material Component: A feather dipped in lacquer.

Necromancy
Level: Druid 5, Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes (harmless)


The target of this spell sprouts long, sharp spurs of bone all over his body. The target deals 2d6 points of piercing damage (critical x2) with a successful grapple attack. Anyone who successfully grapples the subject takes the same amount of damage.

Material Component: A small piece of bone whittled into a blade.

Necromancy [Death, Evil]
Level: Sorcerer/Wizard 6
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude half and Will half; see text
Spell Resistance: No


When you invoke this spell, you instantly summon a horde of dozens of wrathful, screaming spirits—gray and incorporeal shades driven to slay the living. You shape these spirits into a cone, which is then directed at foes. Every creature in the area of effect must make a Fortitude save or take 1d6 points of damage per caster level (maximum 10d6). Those who fail their save must make an additional Will save or acquire 1d4 negative levels. A successful Will save completely negates this effect. Oddly enough, this spell is also effective against undead, who are vulnerable to the wrath of angry spirits.

Necromancy [Death]
Level: Cleric 7, Sorcerer/Wizard 7
Components: V, S, F
Casting time: 1 standard action
Range: 0 ft.
Effect: One knife
Duration: 1 round/5 levels
Saving Throw: Fortitude partial
Spell Resistance: Yes


This spell creates a knife of crackling necromantic energy that you use to slay or severely injure your opponents. You must succeed at a melee attack against an opponent, at which time the target must make a Fortitude save or die. Success means the target still receives 1d6 points of temporary Constitution damage.

Necromancy
Level: Sorcerer/Wizard 4
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 20-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes


You summon a burst of energy that harms all living creatures that have a soul. Thus, inanimate objects suffer no damage, but neither do undead, constructs, plants, or outsiders. Those affected take 1d6 points of damage per level (to a maximum of 10d6). This spell was developed by mages in charge of defending the citadel of their king against invaders—they did not want to damage their own defenses or the structure itself. Soul burst is also favored among necromancers who wish to damage their enemies but not their own undead guardians.

Material Component: A crushed feather.

Necromancy
Level: Sorcerer/Wizard 7
Components: V, S
Casting time: 1 round
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No


The heart of a dead creature (or portion of the creature's body with similar symbolic importance) is torn from the corpse and placed in the caster's hand, whereupon the caster must eat it. Thereafter, the dead creature cannot be brought back to life until the caster dies.

Conjuration (Creation) [Positive Energy]
Level: Bard 1, Sorcerer/Wizard 1
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes (harmless)


This spell creates a glowing barrier of positive energy that surrounds the subject, making it dangerous for undead to come into contact with him. When an undead creature touches the subject, it must make a successful Fortitude save or the armor inflicts 1d8 points of damage. Syron's energy armor also damages incorporeal undead that strike the subject. The armor imposes no armor check penalty, arcane spell failure, or speed reduction.

Evocation [Cold]
Level: Sorcerer/Wizard 1
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes


An icy blue ray fires from your open palm. You must succeed at a ranged touch attack to strike your target. The struck target suffers a -1d3 penalty to Dexterity, with an additional -1 per two caster level (maximum additional penalty of -5). The subject's Dexterity cannot drop below 1.

Necromancy
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: One undead creature that is subject to turning
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)


Toughen undead grants a single undead creature turn resistance of +3 for the spell's duration. This effect stacks with any existing turn resistance. It cannot be cast on a target already under the effect of any other toughen undead spell.

Material Component: Three drops of your blood.

[[Summary::As Lesser Toughen Undead, but grants turn resistance +5.| ]]

Necromancy
Level: Sorcerer/Wizard 7
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: One undead creature that is subject to turning
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)


This spell functions as lesser toughen undead and toughen undead, but gives its target a turn resistance of +5. This effect stacks with any existing turn resistance. It cannot be cast on a target already under the effect of any above-mentioned spell.

Material Component: Five drops of your blood.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: One undead creature that is subject to turning
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)


Lesser toughen undead grants a single undead creature turn resistance of +1 for the spell's duration. This effect stacks with any existing turn resistance. It cannot be cast on a target already under the effect of any other spell (like Greater Toughen Undead).

Material Component: A drop of your blood.

Necromancy
Level: Sorcerer/Wizard 1
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One and one undead creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes


You link yourself to the target undead with an invisible bond of negative energy. As long as you remain within range and maintain a line of effect form yourself to the undead, this bond makes the undead perceive you as an allied undead creature. A non-intelligent undead target ignores you, while an intelligent undead creature assumes you are either some type of undead that appears living or are disguised as living. If used in conjunction with a disguise or illusion to appear undead, this spell gives you a +5 bonus on Disguise checks to fool the undead target. If you attack the target while this spell is in effect, the spell immediately ends.

Material Component: Dust or bone fragments from any destroyed undead creature.

Conjuration (Summoning) [Evil]
Level: Sorcerer/Wizard 8
Components: V, S, F, M
Casting time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned undead creatures, no two of which can be more than 30 ft. apart
Duration: See below
Saving Throw: None
Spell Resistance: No


By means of this spell, you enchant any normal portal (doorway, archway, window, etc.) to act as a gate for undead monsters. The portal need not be large enough to allow the undead to pass through it, as the magic of the spell causes the undead to appear within range of the portal.

Once the undead gate has been placed, it cannot be moved. Furthermore, no more than one undead gate can exist in any given square mile area. Any attempt to create more than one in such an area destroys both gates. An undead gate remains enchanted indefinitely until used once per level of the caster.

Thus, a 16th-level wizard could use her undead gate 16 times, after which the enchantment would vanish. An undead gate registers to detect magic, although this may not reveal the portal’s nature. A successful dispel magic rids the portal of its enchantment (although any undead produced before this remain).

Once the undead gate is in place, you can use it so long as you are within range of the portal. Upon command, the undead gate summons a random number of the desired type of undead monster. Summoned undead appear anywhere within range of the portal, as designated you. They behave in a manner consistent with creatures called forth by the various summon monster spells, remaining until destroyed or dismissed, for up to one round per level of the caster. The magic of this spell imbues the undead with the ability to understand your spoken commands.

You may only summon one group of undead at a time. So once the gate is activated, no additional undead may be summoned by that particular gate until the first group was slain or dismissed. Undead that are turned, but not destroyed, count against this limit. As soon as the last of the group is destroyed or disappears, the gate may be used again. To determine the number and type of undead summoned, choose from the following table:

1 Zombie, Colossal
1d3 Skeletons, Colossal
1d3 Zombies, Gargantuan
1d6+1 Skeletons, Gargantuan
1d6+1 Zombies, Huge

Undead summoned via an undead gate are standard representatives of their type. They have all the normal strengths and weaknesses, conforming to their entries in the SRD.

Material Component: Nineteen teeth extracted from a fresh human corpse (no more than a week old) that must be crushed in the bone mortar bowl. The resulting powder is blown at the frame of the portal, thus completing the spell.

Focus: A mortar and pestle made from human bone.

Necromancy
Level: Sorcerer/Wizard 4
Components: V, S
Casting time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels) or unlimited; see text
Target: One incorporeal undead
Duration: 1 minute/level
Saving Throw: Will negates; see text
Spell Resistance: Yes


You attempt to trap an incorporeal undead within your own body. If you know the undead creature’s birth name, the spell has unlimited range and the undead suffers a -2 penalty on its saving throws. Otherwise, you must be able to see the creature, and the spell is countered if the undead is protected by protection from good or a similar effect.

Once inside you, the undead gains control of the body. The undead keeps its Intelligence, Wisdom, and Charisma, Hit Dice, class, base attack bonus, base save bonuses, alignment, spells, skills, feats, and spell resistance. The body retains its type, subtypes, Strength, Dexterity, Constitution, hit points, natural abilities, extraordinary abilities, supernatural abilities, and automatic abilities. The undead cannot leave your body voluntarily, but can otherwise act freely in its new body. When the spell’s duration ends, the undead reappears wherever it was when the spell was cast. If you die while the spell is active, both you and the undead are slain.

Voice of the grave can be combined with magic circle against evil and similar spells as if it were a calling spell. Doing so extends voice of the grave’s duration so long as the undead does not break free of the circle.

A number of times per day equal to your Charisma modifier (minimum of 1), you can try to take control of the undead in your body. The undead must make another Will save or act as you desire for 1 round. As this is the only action you can take while possessed, treat it as a perpetually readied action that can respond to anything the undead attempts.



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