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SCHOOL OF NECROMANCY

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Necromancy spells involve death, undeath and the manipulation of life energy. For the purposes of the sim, any reference to 'undead' does not include vampires, but may be applied to any lichs/zombies/ghosts, etc.


Unless otherwise noted, each spell can be used twice per day during combat. Outside of combat, reasonable use applies. In cases of friendly roleplay where a certain effect is agreed upon as exerting a positive effect on the story, magic limitations in combat can be exceeded if both parties agree.


Any material components listed must be in your possession before casting a spell. Additional material components may be required based on your class of character.


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LOW LEVEL SPELLS

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Blight

This spell withers a single plant or plant creature of any size. It will not kill a large tree, but may cause some damage. This spell has no effect on the soil or surrounding plant life.
Material Component: Common. 


Blindness/Deafness

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
Material Component: Common.


Cause Fear

The affected creature becomes frightened. The amount of fear instilled depends on the individual. 
Material Component: Common. 


Chill Touch

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures and may make them tired. An undead creature you touch takes no damage.

Material component: Common.

Deathwatch

Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile, fighting off death, undead, or neither alive nor dead.
Material component: Common.


Disrupt Undead

You direct a ray of positive energy that can destroy weak undead creatures from an area or damage stronger undead.
Material Component: Common. 


Doom

This spell fills a single subject with a feeling of horrible dread that may cause it to become shaken and panicky.
Material component: Common


Inflict Wounds

When laying your hand upon a creature, you channel negative energy, causing internal wounds in a living creature. Depending on the seriousness of the wounds, bleeding may be visible. Undead creatures are healed by this spell to the limits of energy healing.
Material component: Common.


Scare

This spell functions like an area-based version of cause fear, affecting more than one person at a time. The fear it causes is not usually as extreme though.
Material Component: Common.


Touch of Fatigue

You channel negative energy through your touch, fatiguing the target. You must succeed in touching the target to make the spell go off. The subject is immediately fatigued for the spell’s duration.
Material Component: Common.


Death Knell

You draw forth the ebbing life force of a creature and use it to fuel your own power. No matter the spell's name, it is generally not powerful enough to kill a creature except for some small animals.
Material Component: Rare.


Curse Water

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good the way holy water damages undead and evil.
Material Component: Ritual.


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HIGH LEVEL SPELLS

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Ray of Exhaustion

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell’s duration. 

Material Component: Common.


Command Undead

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject order. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you. 

Material Component: Rare.


Contagion

The subject contracts a disease selected from the following, which strikes immediately (no incubation period).
Mindfire: Feels like your brain is burning. Causes stupor. 
Red Ache: Skin turns red, bloated, and warm to the touch. 
The Shakes: Causes involuntary twitches, tremors, and fits.

Material Component: Rare.


Enervation

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes.

Material Component: Rare.


Fear

An invisible cone of terror causes each living creature in the area to become panicked. 

Material Component: Rare.


Halt Undead

This spell renders as many as three undead creatures immobile. The effect is broken if the halted creatures are attacked or take damage. Material Component: Rare.


Poison

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.

Material Component: Rare


Wail of the Banshee

You emit a terrible scream that can shatter windows, knock over enemies, and cause temporary deafness. It can cause internal injuries to creatures with sensitive or supernaturally increase hearing.
Material Component: Rare.


Zombie Touch

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened. A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. 

Material Component: Rare.


False Life

You harness the power of unlife to grant yourself a limited ability to avoid death and survive mortal blows. While the spell is in effect, attacks that would normally be deadly now will leave you wounded and incapitated.

Material Component: Occult.


Bestow Curse

You place a curse on the subject. Choose one of the following three effects. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a remove curse spell.

Material Component: Occult AND Ritual.


Mark of Justice

You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse. Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with remove curse spell.

Material Component: Occult AND Ritual.


Gentle Repose

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. The spell also works on severed body parts and the like. 

Material Component: Ritual.


Speak with Dead

You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can’t even remember being questioned.

Material Component: Ritual.


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