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New Spells[]

A necromancer has many spells in his dark tomes. Some of which are his own creations, while others are dark twists of more normal and well-known spells, made to serve various purposes. There is no end to what a truly evil and devious mind can brew, and these are just some of those, as well as minor necromancy magicks to spice up any setting involving necromancers, either as PC’s or NPC’s. The specialist wizard will lessen his magic in other schools, and so some of these spells may also serve that purpose, while focusing more on the powers of necromancy.

The observant reader will notice that not all of these spells are pure evil, and these are meant for the more scholarly necromancer, or caretaker of the dead as some would call him. These spells are widely known to the savants of the dead.

SMW::off

Necromancy
Level: Sorcerer/Wizard 6
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living humanoid
Duration: Instantaneous
Saving Throw: Fort negates; see text
Spell Resistance: Yes


The creator of this evil spell was a powerful necromancer named Akeltor. He lived in Fordrusil forest before he took up the arcane arts of the dead, and was renowed as a strong hunter. As a necromancer, he perfected this art. Among the goodfolk of Elderbridge, this necromancer was named Hunter of the Dead, and feared beyond measure.

The caster launches a deadly bolt at the target, made from bone with strange etchings on the sides, and surrounded by a strong aura of negative energy. Any humanoid creatures slain by this bolt are immediately animated as skeletons, no matter who they were in life or what level, as long as they were alive and humanoid.

The caster must succeed at a ranged touch attack, and if successful, the bolt delivers 1d6 points of negative energy damage per caster level (maximum 15d6). If and only if the creature is actually slain by one of these bolts, the corpse is animated. This means that the victim must go below -10 hit points; if he doesn’t, then the victim isn’t completely dead. Upon death, the target makes a Fortitude save, and if successful, the body resists the urge to become animated.

This skeleton is the creation of the caster and under his control, as if he had animated it with an animate dead spell.

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


With this spell the caster has become a veritable bird of prey and is ready to enter the hunt.

The caster is transformed into a true hunter and will find himself given a boost in abilities and knowlege. He gains 1d4+2 to Strength, Dexterity and Constitution, and for the duration of this spell, the caster is considered proficient with all weapons, and gain the following fighter feats temporarily: Power Attack, Weapon Focus (any weapon) and Weapon Specialization.

Necromancy
Level: Cleric 0, Sorcerer/Wizard 0
Components: V, F
Casting time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


With this spell, the caster is able to taste different things in the blood of his chosen target. This can be diseases, poisons, and even what race the creature is. There is no danger to the caster; he cannot be affected by the blood in any way, no matter how potent the poison or dangerous the disease.

By making a successful Heal skill check (DC 15), the caster will know what is wrong and what to do about it, if there is a cure to the disease or an antidote to the poison etc. If it is something rare and extremely dangerous, then the caster might know what is wrong, but have no idea what to do about it, by making a successful Heal skill check (DC 25), the caster will know what to do about the poison or the disease. This is not a healing spell, merely a diagnostic spell, but it might show a disease that is not obvious on the person or a poison that the target did not know he was affected by.

Arcane Focus: Blood of a human.

Necromancy
Level: Cleric 2, Sorcerer/Wizard 2
Components: V, S, M/DF
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes


The caster forms a deadly bolt of blue energy in the air, and sends it toward his target, which must be an incorporeal being. This bolt will only harm an incorporeal being, which includes any creature or character under influence of a spell making him or her incorporeal.

The caster must succeed at a ranged touch attack to strike his target, if successful, the bolt deals 1d6 points of damage per level of the caster (max 5d6).

Arcane Material Component: An iron bolt.

Necromancy
Level: Druid 6, Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Mist coming from the caster
Duration: 1 round/level (mist)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes


It is written in one of the oldest books to be found in the library at Elderbridge, that the necromancer who lived near Eraellon’s Tower in yonder days, let a dark mist roll over the kingdom, corrupting all life that it touched. Many people died, only to be reborn in the great army of Kragloth the Vile. A scroll was found, but none of the clerics at the temples could read it, and when it was taken out into the swamps, to the druid, Aeflyth, she vanished a day later, with the scroll. The scroll has been lost for hundreds of years.

A thick and dark mist seeps from the caster, directed by him to a certain degree, rolling up and down within the range of the spell, at the speed of 30 ft. This darkness has a corrupting effect which deals corruption damage to anyone who is unlucky and finds himself caught within the darkness. This damage is 2d6 +1 per 2 caster levels (max +10), every round that the victim is within the darkness.

The caster is immune to this corrupting darkness, and the damage cannot be healed by normal cure spells, but can be healed with cure corruption, heal, or mass heal. Alternatively, the damage can be healed as if it was vile damage. The effect of the corruption damage feels like an irritating itch that grows worse by the hour, and the body of the victim has a yellow sheen surrounding it, which looks as if something moves underneath the skin.

For every hour the victim has the corruption damage on his body, he must make a Fortitude save or take 1 point of Constitution drain. The corrupting darkness is so thick and dark that no light will ever shine through it, not even a daylight spell. When the duration ends, the mist dissipates, but the victims still have the corruption damage until healed by a powerful heal spell as noted above.

Material Component: Essence of a beast of chaos (worth 100gp).

Necromancy
Level: Sorcerer/Wizard 6
Components: S, M
Casting time: 1 standard action
Range: Touch
Target: One living creature
Duration: See text
Saving Throw: Fortitude and Will negates (see text)
Spell Resistance: Yes

The caster touches the chest of his victim, and darkness pours into the unlucky soul, eating away at his health and will, feeding this power into the caster.

The caster must succeed at a touch attack, and the target must be a humanoid of a size equal to one size smaller or larger than the caster. If the target fails a Fortitude save he is held in his square for 1 round per level of the caster. Each additional round past the first the victim can make a Will save to attempt to break the hold.

While held the target takes 1d8 points of Constitution damage and 1d8 points of Wisdom damage, which is temporarily transferred to the caster for as long as the target is held in his square. The target can attack, but cannot move. If the hold is broken, or the duration ends, the caster loses the extra Constitution and Wisdom but the target regains them as per normal ability damage rules.

Material Component: A piece of glass with blood from a virgin (worth 100 gp).

Transmutation
Level: Bard 4, Ranger 4, Sorcerer/Wizard 3
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: You
Duration: Until awakened
Saving Throw: None
Spell Resistance: No


The caster recites a verse that enables this spell just before he goes to sleep and, as he enters the dreamworld, his body becomes ethereal. He is now located somewhere between the two worlds and cannot be harmed by normal weapons, as he is now both invisible and incorporeal for as long as he sleeps. This spell is useful against assassins, though it does not make the caster invincible but merely incorporeal. Many adventurers find a good use for this spell when they are travelling, as it guards them when they sleep in the wild lands.

Note that this spell does not send the target to sleep. The spell takes effect when the target falls to sleep naturally. Despite the spell’s name, it does not send the caster to the Ethereal Plane.

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

Transmutation
Level: Bard 5, Sorcerer/Wizard 5
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Targets: One willing creature touched / 2 levels
Duration: Until awakened
Saving Throw: Will negates (harmless)
Spell Resistance: No


This spell works just like ethereal sleep, with the exception that it takes longer to cast and can affect more people than just the caster. The caster must touch the effected creatures, which are not necessarily humanoids.

When one person is awakened, the spell expires for just that person and continues for the others.

Material Component: Essence from a shadow (worth 100 gp)

Illusion
Level: Sorcerer/Wizard 2
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No


As this spell is cast, a shadow of death masks the caster. He is now detected as being an undead, though he is not. There is nothing different about the caster. He looks and smells just like he normally would, but any who tries to detect undead, will reveal the caster as being an undead. This would fool a cleric, who may try to turn him, but this could never work.

Note that the caster has none of the undead traits. There is also a 50% chance that another undead of lower HD than the caster would recognize the caster as being an undead and not attack him, unless the caster threatens them, thereby provoking an attack.

Necromancy
Level: Sorcerer/Wizard 1
Components: S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes


A strange force surrounds the caster, sort of a ghostly armor which shrouds the caster in shadows, making him more difficult to see when he tries to hide. This invisible armor provides the caster with a +4 deflection bonus to Armor Class and, at the same time, makes the caster partially invisible, giving him a +10 competence bonus to all Hide checks. This bonus does not vanish as the caster attacks another.

Material Component: A piece of leather smeared in blood.

Necromancy
Level: Cleric 9, Sorcerer/Wizard 9
Components: V, S, M
Casting time: 1 week
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

“I have seen the desolate waste of Maellôr, even wandered through the realm of the dead for days. My master was obsessed with this place and wanted to rule here. He learned too late, that no one rules all of the dead.”

The caster uses a week to build a gate from bones. Abyssal words are carved into these bones, and they are enchanted with negative energy and becomes the focus of this powerful spell. The gate can look pretty much like the caster wants it to, but can be no greater than 10 feet tall and 5 feet wide. This means that only creatures of large size and smaller can enter the Gate of Bone, though the caster could choose to make it smaller, accepting only medium-sized and smaller creatures. At the end of the casting, a vortex of darkness will begin to swirl within the gate. This vortex will eventually part the Veils of the realms, and show the realm of the dead on the other side.

Note that the caster must have succeed at a Fortitude check of DC 35 to avoid a physical collapse which will end the spell. This is due to the many days in which the caster gains no sleep and rest; this is also the limitation of the spell, and what makes it rare. The realm of the dead can be many things, and must be defined by the DM, but it is the place where spirits, ghosts and wraiths roam. This is a hellish plane, where the gods of death live and rule. Be aware that this is a very dangerous place, though different campaign settings may have their own view on this realm, this is the common view of the realm of the dead.

When the gate has been opened, it is permanent and can only be closed or destroyed using two wish spells. There is no end to what can come through this gate, or what can enter the realm of the dead, and this must be considered a highly dangerous and powerful spell to be avoided at all cost.

This spell merely opens the Gate of Bone, but it gives no assurance to the caster that he will be able to control the beings who walks through the gate and enters the prime material plane. It gives no powers of controlling who enters and when, and can only be closed as mentioned above.

Material Components: This spell needs bones from at least five different magical beasts (worth 10,000 gp).

Necromancy
Level: Cleric 3, Druid 3, Sorcerer/Wizard 4
Components: V, S
Casting time: 1 full round
Range: Touch
Targets: Caster and one willing living creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No


With this spell, the caster gives some of his life force to another, or receives the gift of life himself. The caster must touch the target for this spell to work, and if the target is the one giving the gift of life to the caster, they must do so willingly.

The number of hit points transferred can be no greater than the caster’s level, but the exact number is chosen by the one giving the gift of life. This is a permanent effect, and can only be undone with a limited wish or a wish spell. This spell can also be used to bring back someone who has already died, but the gift of life must be given to someone below -10 hit points within 5 rounds of their demise.

Necromancy
Level: Sorcerer/Wizard 2
Components: V, S
Casting time: 1 minute
Range: Touch
Target: One willing living creature
Duration: 60 days
Saving Throw: None
Spell Resistance: No

“The Mark of Life was created by the notorious wizards of Highwatch. Created so that they would know that their apprentices or servants were alive whenever they went out into the world, or if they died, that that was what had happened to them. It could also be named the Mark of Death, as the caster feels the death of the marked as it happens.”

The Mark of Life is a small bond between the caster and his target, but there are two possible ways of using this spell. The first use is where the wizard marks himself with the mark of someone else’s life, so that the wizard will know if and when the other person dies. The other use is to mark someone else with the wizard’s own life, so that this other person will know if the wizard is alive or dead.

The spell lasts for 60 days; after that the spell must be cast again, but if the wizard casts the spell before the 60 days has ended he does not need to touch the recipient of the Mark of Life, he merely needs to touch the mark on his own body. The mark can be anything the caster wishes, but the mark is on both the caster’s body and the target; they look much like a tattoo and are the same on both creatures. This mark can be removed with a dispel magic or similar spell; if this happens, the mark on both wizard and target will vanish.

[[Summary::As ilnioth’s mark of life, but tells one side how the other died.| ]]

Necromancy
Level: Sorcerer/Wizard 5
Components: V, S, F
Casting time: 30 minutes
Range: Touch
Target: One willing living creature
Duration: One year
Saving Throw: None
Spell Resistance: No


This spell works the same way as ilnioth’s mark of life, but it has longer duration and takes a longer time to cast. This spell has one more property that the mark of life spell does not: the power to tell the caster, or the marked, how the other one died.

The death is shown to the other person much like a dream, even if he is awake, which can be an odd experience if he is in a social gathering. This experience is only visual, and does not necessarily tell the other party where the death happened, unless they recognize the area.

Focus: Something personal from the one who is the target of the spell, perhaps a lock of hair or a special piece of cloth.

Necromancy
Level: Bard 5, Sorcerer/Wizard 4
Components: V, S, M
Casting time: 1 minute
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The knowledge that is compiled in the minds of man is not lost when a person dies. Although many believe it is, the souls keep this knowledge hidden away in dark vaulted chambers. This spell was once created by a great necromancer, and it is said that he would call on his dead master’s spirit when he researched new spells. With this spell, the caster is able to summon ancient knowledge to himself or to a target of his choice, by touching him.

For the duration of the spell, the target receives a +20 competence bonus to a chosen skill, e.g. a thief receives the knowledge of a long dead master thief and gains a +20 competence bonus to his Move Silently check. Although the wizard can have this spell memorised more than once, a target can only be influenced by one of these spells at a time, meaning that a person can only be possessed by one spirit at a time.

Necromancy
Level: Sorcerer/Wizard 9
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature/level within 60 ft. radius of the caster
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

As the chanting rises, a dark sphere of negative energy encloses the caster, and at his command, a thin mist spreads out to the creatures of his choice. The dark energy wraps around the faces of the targets, a tight mask, and then the pain begins. Unbearable pain which threatens to kill or at the very least, make the faces of the chosen deform and twisted by the dark magic of this spell.

The targets make a Will save for half damage, but even those who save are still highly affected by this spell. Every victim takes 1d8 points of negative energy damage per caster level (no maximum). Besides the damage, if the targets survive, they are reduced to Charisma 1. This is not ability damage or drain, and only a wish or miracle spell can undo the effects of this spell. To describe their faces would be impossible, but one who sees these creatures after this spell will have a hard time imagining how the victims will be able to eat, see and hear.

Transmutation
Level: Sorcerer/Wizard 1
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several creatures within a 20-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes


When this spell is cast, all those targeted are affected by the speech of the mad. The affected talk as they usually would, believing in their own speech, but to others they sound completely mad. Those affected cannot communicate with each other for the duration of the spell, and any spellcasters affected will not be able to cast spells with verbal components.

This spell affects up to 1d4 hit dice of creatures, +1/3 per caster level. The caster chooses the initial target, and from there it affects creatures in the spell's area beyond the first target. Creatures with the fewest hit dice are affected first; among creatures with equal HD, those who are closest to the original target are affected first.

Necromancy
Level: Cleric 0, Sorcerer/Wizard 0
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

When this spell is cast, a ray of dark and sizzling negative energy shoots from the caster’s finger. A stench of decay emanates from the wound created on impact.

The caster must succeed at a ranged touch attack, and if succesful, this ray deals 1d3 points of negative energy damage.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude partial
Spell Resistance: Yes


“This spell was created by the great necromancer, Ruul Tharox, who had a large army of undeads, and a fierce commander to lead them. As they laid siege to the great City of the Ancients, Tâl Vorgath, the wizard and his commander flew high above the ground and directed the armies. From that vantage point they could see the greater picture, and had little trouble winning the day.”

This spell gives the touched creature large skeletal wings which grow from the spine. It is a painful experience to grow these skeletal wings, and the target creature takes 1d10+2 points of subdual damage if they fail their Fortitude save.

Every hour the recipient has these wings attached to his spine, whether he uses them to fly or not, he must make a new Fortitude save to avoid the pain; if this save fails, they take another 1d10+2 points of subdual damage. These wings enable flight with speed of 60 ft. (average maneuverability). They cannot be used for attack.

Necromancy
Level: Sorcerer/Wizard 7
Components: V, S
Casting time: One minute
Range: Touch
Target: One living creature
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes

“They say, that when the King of the North was about to execute the great necromancer, Afaistos the Infested, he grabbed hold of the king and forced him to his knees as the wizard began his strained chanting. It saved the life of the necromancer for a short while, but eventually the spell wore off, and this time, the king had a construct execute the powerful wizard.”

The wizard must make a successful touch attack, and trace a powerful necromantic sigil on the body of the target, for this spell to work. It does not matter if the target has clothes or even armor on, the sigil will pass through and mark the target’s skin.

This spell binds the target to the caster, and should the caster die first, the target of this spell will die as well, a painful and terrible death. When the duration ends, the sigil vanishes, and the target will know that he is free of this necromantic spell. The wizard can mark no more than one creature at a time with this deadly sigil, but it has often been known to turn enemies into powerful allies who will fight to protect the necromancers...

Abjuration
Level: Bard 5, Cleric 4, Sorcerer/Wizard 4
Components: V, S
Casting time: See text
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


This spell can be cast as a bonus action with another spell as that spell is cast. Any such spell cast with spellbreaker bypasses spell resistance.

Necromancy
Level: Cleric 6, Sorcerer/Wizard 6
Components: V, S, M
Casting time: 1 hour
Range: See text
Targets: All unborn creatures within a 1 mile radius of the caster
Duration: 1 day
Saving Throw: None
Spell Resistance: No

“The Year of the Plague was a bad year for the King of Elderbridge. His wife had a violent and bloody miscarriage, and many unborn children died that year, but they never did find out what had happened or who had done it. Though, there was one person who knew what had happened.”

This spell is a ritual which requires some preparation from the caster and expensive materials, which the caster scatters in a circle around him. This ritual takes one hour to perform and, during this time, the caster must not be disturbed. If he fails a concentration check (DC 15) during this hour, the spell is broken and the materials are lost.

When this spell is cast, a ring of negative energy emanates from the caster and extends for one mile in radius, centered around the caster and the place where he is performing the ritual. He must not move out of the ring of scattered components until the ritual is complete. All unborn creatures within the area of effect are stillborn within one day after the spell has been cast. Only a wish or miracle can counter this powerful necromantic spell. There is a 50% chance that the mothers (commoners) will also die during this bloody ordeal, though if they have any character levels they are too resilient and are in no such danger.

Material Component: The fetus from a zombie female (worth 1000 gp).

Necromancy
Level: Ranger 0, Sorcerer/Wizard 0
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No


By tasting the blood of the caster’s chosen target, he creates a connection with that person or creature, enabling a way of tracking it through all kinds of terrain. The blood must still be warm for this spell to work.

There is no defined range for this spell, but when the duration ends the connection is broken and new blood must be procured to cast the spell anew. This spell only allows you to track a creature across the same plane.

Material Component: The blood from the target.

Necromancy
Level: Sorcerer/Wizard 1
Components: S, F
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mindless undead skeletal servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No


When this spell is cast, a mindless undead servant is assembled from a set of bones. This mindless servant can do simple tasks, such as holding and handing things, fetching things from another room, turning the pages of a book and following the caster around carrying his books and magical components. It may do other simple tasks as well, if allowed by the DM. It moves very slowly (speed 10 ft) and clumsily, and cannot run. It has a strength of 6 for the purpose of carrying capacity, and can also open doors and hold them closed. It cannot make attack rolls.

Focus: At least 10 pounds of bones, to assemble the undead servant from. These bones can come from any creature, even small creatures, and their source determines what the undead servant looks like.

Necromancy
Level: Cleric 8, Sorcerer/Wizard 8
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes


The victim of this spell begins to dislike food and instead craves humanoid blood, much like the infamous vampire.

After a day of this spell being cast, the victim must make his first Will save. If unsuccessful, he gets the taste for human blood and will begin to crave it more and more. He can fight this urge, but if three days have gone without the victim drinking any blood, then he will take 1d4 points of constitution drain. After a week, the victim must make his second Will save. If successful, then he merely takes another 1d4 points of constitution drain and the spell is broken. If unsuccessful, however, then he must have the blood in order to live. At this point, every day that goes by without drinking blood he takes 2 points of constitution drain until he dies.

This is a powerful curse, and can only be countered by a wish, miracle, or greater restoration spell.

Necromancy
Level: Sorcerer/Wizard 3
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One lesser ghost
Duration: 1 hour/2 levels
Saving Throw: None
Spell Resistance: {{{sr}}}


The caster summons one of the lesser ghosts from beyond the worlds to watch over him. This ghost has no powers to attack, but has the following spell-like powers, which it will use to protect its master: detect magic, detect undead and detect thoughts. The watchful ghost can cast these spells 3 times per day, and will use them to answer any question the master may have. These spells are cast as a 3rd level wizard.

Necromancers have been known to summon this ghost to watch over them as they rest or study. The ghost is invisible, and will never show itself to any intruders. It will awaken its master by speaking his name and telling him of the approaching danger. It cannot sense whether an approaching creature is friendly or evil, and cannot see further than a 60 ft. radius around the caster.


Yarvol of Elannor
Among the Wizards of the White Tower, Yarvol was a loner. The other wizards respected him, but he had chosen the school of necromancy, for reasons unknown, and thereby stood out in their circle. He was known to live during the nocturnal hours, and he called the Lord of Death his master while the others worshipped the Lady of Magic.

He travelled to the wasteland of Maellôr, and for a whole year, Yarvol studied with the gods of death and destruction. Although he studied the necromantic arts, he was never swayed to the other side, and remained loyal to his brothers at the White Tower.

Necromancy
Level: Sorcerer/Wizard 3
Components: S
Casting time: 1 immediate action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

“It is known that it was the Archmage, Yarvol of Elannor, who created this spell. He was a powerful necromancer indeed, and the Wizards of the White Tower respected him as one of their own. But he had many enemies, and some of these sent assassins to kill him. So he developed ways to counter theirs, and one of these was this spell that enabled Yarvol to give a deadly wound back to the attacker.”

With this spell the caster is able to deliver a melee touch attack and give his latest wound to another, which does not need to be the one who delivered the wound in the first place. This must be done as the same round as the wound is received. For example: if someone attacks the caster, giving him 14 points of damage, he would be able to cast this spell to instead give the wound to an enemy of his choice, thereby not taking any damage at all.

If the victim makes his Fortitude save, the wound (with full damage) is taken by the caster. This spell can even be used to transfer a critical hit to another.

Necromancy
Level: Sorcerer/Wizard 2
Components: V, S, F
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Saving Throw: None
Spell Resistance: {{{sr}}}

This spell is the work of the necromancer, Yarvol, who made his bonearm permanent and used it to make his work easier.

When this spell is cast, bones begin to assemble into a bony arm with bony fingers. They are bound together by a strange undead force, and the arm has 20 hp and hardness 10. This bonearm becomes a part of the caster, protruding from his back, stomach or anywhere the caster wishes to attach it. For as long as the duration of this spell, the caster has an extra bonearm, which can be used just like a normal arm, and gives the caster a secondary attack (damage appropriate to a claw of the caster's size, base 1d4 for a medium-sized creature). This arm has strength 13 regardless of the casters normal strength.

Arcane Focus: A lot of bones (5 pounds).



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