- Preserve Organ
- Necromancy
- Level: Clr 0, Drd 0, Sor/Wiz 0
- Components: V, S, DF
- Casting Time: 10 minutes
- Range: Touch
- Effect: One organ
- Duration: 24 hours
- Saving Throw: Fortitude negates
- (harmless)
- Spell Resistance: Yes
- The caster preserves a single severed organ from a living creature so that it does not decay or rot. Evil casters use preserved organs as material spell components. There are ritual uses for body parts as well.
- The organ is kept in the exact state it was in when the spell was cast. If a heart is still beating and bloody, for example, then it remains that way.
- Disrupt Ectoplasm
- Necromancy [Ectomancy]
- Level: Clr 0, Sor/Wiz 0
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Ray
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- You direct a ray of energy that damages ectoplasm. You must make a ranged touch attack roll to hit, and if the ray hits a ghost or object made of ectoplasm, it deals 1d6 points of damage to it. This damage bypasses the hardness of ectoplasmic objects and the damage reduction of ectoplasmic creatures.
- Death Grimace
- Necromancy [Evil]
- Level: Asn 1, Blk 1, Sor/Wiz 1
- Components: S
- Casting Time: 1 action
- Range: Touch
- Target: One corpse
- Duration: Permanent
- Saving Throw: None
- Spell Resistance: No
- The caster marks a corpse with a particular magical “signature,” thus identifying himself (truthfully or falsely) as the murderer. Some assassins use this signature as a sort of calling card, while others use it as a way to prove that they earned their pay.
- The signature can take many forms: a specific expression on the face of the corpse (hence the name of the spell), an actual rune, a word written on the corpse’s flesh, a discoloration of one eye, and so on.
- BACKBITER
- Necromancy
- Level: Sorcerer/wizard 1, wu jen 1 (wood)
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One weapon
- Duration: 1 round/level or until discharged
- Saving Throw: Will negates; see text
- Spell Resistance: Yes (object)
- You cast this spell on any woodenhafted two-handed weapon (such as a greataxe or heavy flail) or any wooden-hafted reach weapon (such as a longspear or glaive). The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead, with the attack roll applied against the attacker’s own AC.
- The wielder gets no warning or knowledge of the spell’s effect on his weapon, and though he makes the attack, the self-dealt damage can’t be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.
- The spell can target a weapon of any size as long as its wielder normally uses it as a two-handed weapon or a reach weapon. For example, a Small longspear wielded by a halfling could be the target of the spell, but not the same Small longspear wielded by a human; in the human’s hands, the weapon is too small to twist around and strike its wielder.
- Magic weapons targeted by this spell receive a Will save. An item in a creature’s possession uses its own Will save bonus or its wielder’s bonus, whichever is higher.
- Focus: A dagger.
- DEATH'S CALL
- Necromancy [Sonic]
- Level: Hexblade 1, sorcerer/wizard 1
- Components: V
- Casting Time: 1 standard action
- Range: 10 ft.
- Area: 10-ft.-radius burst, centered on you
- Duration: Instantaneous
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- You release a scream that chills the air with deathly energy.
- All living creatures within the area (other than you) take 1 point of damage per caster level (maximum 5) and become fatigued. A successful Fortitude save negates the fatigue.
- Any swarm in the area of death's call instead takes ld4 points of damage per caster level (maximum 5d4)
- and becomes fatigued (Fortitude save negates fatigue). This supersedes the normal +50% damage dealt to a swarm by an area spell.
- REAVING AURA
- Necromancy [Evil]
- Level: Assassin 1, cleric 1, hexblade 1, sorcerer/wizard 1
- Components: V
- Casting Time: 1 swift action
- Range: 10 ft.
- Area: 10-ft.-radius emanation, centered on you
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- The air around you turns black as it floods with negative energy.
- This spell deals 1 point of damage to every creature in the area that has 0 or fewer hit points. Stable creatures that were at -1 to - 8 hit points become dying, while creatures at -9 hit points die immediately.
- This spell has no effect on creatures that have 0 or more hit points.
- Shivering Touch, Lesser
- Necromancy [Cold]
- Level: Cleric 1, sorcerer/wizard 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: Yes
- Your successful melee touch attack delivers a bitter chill to the target, causing it to shiver uncontrollably for the duration of the spell. Shivering characters take 1d6 points of Dexterity damage.
- Creatures with the cold subtype are immune to the effects of lesser shivering touch.
- PARCHING TOUCH
- Necromancy
- Level: Sorcerer/wizard 1, Thirst 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature or creatures touched (up to one/level)
- Duration: Instantaneous
- Saving Throw: Fortitude partial; see text
- Spell Resistance: Yes
- Your hand glows with a dull, ruby light, and your touch drains moisture from the body of a living creature, dealing 1d6 points of desiccation damage. A plant or elemental of the water subtype instead takes 1d8 points of desiccation damage. A touched creature also takes 1 point of Constitution damage and is dehydrated unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level.
- SUNSTROKE
- Necromancy
- Level: Druid 1, sorcerer/wizard 1, Summer 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude partial; see text
- Spell Resistance: Yes
- You cause a living creature to experience the effects of heatstroke. The target takes 2d6 points of nonlethal damage. If the target fails a Fortitude save, it immediately becomes fatigued, or exhausted if already fatigued. Since this spell causes heatstroke, the damage and fatigue dealt can only be healed after that condition is treated properly (see page 13).
- Slow Consumption
- Necromancy [Evil]
- Level: Clr 1, Sor/Wiz 2
- Components: V, S, Location
- Casting Time: 10 minutes
- Range: Touch
- Target: One living creature
- Duration: Permanent (see below)
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The caster absorbs the life force and physical form from a living subject and uses it for himself. The victim must be rendered helpless to cast this spell upon her. For that day, the caster heals at twice the normal natural rate and does not need to eat. The subject, on the other hand, does not heal naturally that day and takes 1 point of Constitution damage. As long as the caster touches the subject once per day, he gains the benefits and the subject takes the Constitution damage. If the caster does not touch the subject within 24 hours of the last time he touched her, the spell ends.
- Villains often use this spell on prisoners, who are sometimes sustained by lesser restoration spells so they can serve for years as evil sustenance.
- Location Component: An area under the effect of a desecrate or unhallow spell.
- Wither Limb
- Necromancy [Evil]
- Level: Clr 2, Mortal Hunter 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One humanoid creature with
- limbs
- Duration: 1 round/level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The caster chooses to wither either the arms or the legs of the subject. Withered legs force a character to fall prone and make it impossible for her to move more than 5 feet per round. Withered arms make it impossible for a character to use objects or cast spells with somatic components, and the subject must drop anything she was holding. At the end of the spell’s duration, the limbs return to normal.
- Shriveling
- Necromancy [Evil]
- Level: Clr 3, Sor/Wiz 2
- Components: V, S, Disease
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- The caster channels dark energy that blasts and blackens the subject’s flesh. The subject takes 1d4 points of damage per caster level (maximum 10d4).
- Disease Component: Soul rot.
- Dance of Ruin
- Necromancy [Evil]
- Level: Brd 2, Clr 2, Demonologist 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 full round
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: Spread centered on caster
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- To cast this spell, the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy flashes outward up to the extent of the range. All nondemon creatures within the area take 2d20 points of damage.
- WRACKING TOUCH
- Necromancy
- Level: Druid 2, sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude half
- Spell Resistance: Yes
- Your touch causes horrible agony in a creature’s vital area. You lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10). In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature
- is immune to extra damage from critical hits. The creature still takes the spell damage even if it does not take the sneak attack damage. Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak attack damage from this spell.
- ESCALATING ENFEEBLEMENT
- Necromancy
- Level: Sorcerer/wizard 2
- This spell functions like ray of enfeeblement, except that if you cast it on a target that is already fatigued or exhausted, or one currently affected by a penalty, damage, or drain to its Strength, Dexterity, or Constitution score, it instead applies a penalty to Strength equal to 1d10 +1 per two caster levels (maximum ld10+5). This penalty doesn't stack with the penalty from ray of enfeeblement
- Bone Chill
- Necromancy
- Level: Sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Ray
- Duration: 1 round/level
- Saving Throw: Fortitude negates
- Spell Resistance: No
- A ray of burning cold erupts from your fingertips. Corporeal undead struck by the ray are covered in a layer of ice, rendering the subject immobile as if held. Each round on its turn, the subject may attempt a new saving throw to break free of the ice. (This is a full-round action that does not provoke attacks of opportunity.)
- Material Component: A small piece of bone and a 1-inch cube of ice.
- Heat Leech
- Necromancy [Cold]
- Level: Sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round/level
- Saving Throw: Fortitude negates; see text
- Spell Resistance: Yes
- You plant a tiny sphere of intense cold in the body of a living creature. On each round on your turn (including the round during which you cast the spell), the target must succeed on a Fortitude saving throw or take 1d8 points of cold damage.
- Material Component: A leech and a pinch of snow.
- Death Armor
- Necromancy
- Level: Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Personal
- Target: You
- Duration: 1 round/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes; see text
- You are surrounded by a crackling black aura that injures creatures that contact it. Any creature striking you with its body or a handheld weapon takes 1d4 points of damage +1 point per two caster levels (maximum +10). If the creature has spell resistance, it applies to the damage.
- Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
- Material Component: A paste made of exotic herbs, ground bones, and onyx worth 50 gp, which is applied to your body when the spell is cast.
- Shroud of Undeath
- Necromancy
- Level: Bone Collector 2, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Personal
- Target: You
- Duration: 10 minutes/level (D)
- You shroud yourself with invisible negative energy so that nonintelligent undead perceive you as a fellow undead creature, ignoring you. Your appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead. If used in conjunction with a disguise or illusion to appear undead, this spell gives you a +5 bonus on your Disguise check.
- If you attack an undead creature while this spell is in effect, the spell immediately ends.
- When you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purposes of all spells and effects that specifically affect undead. A successful turning (or rebuking) attempt against you (treating you as an undead of your Hit Dice) requires you to make a Will saving throw (DC 10 + cleric’s Cha modifier) or be panicked (or cowering) for 10 rounds. A successful turning attempt against you that would destroy (or command) an undead of your Hit Dice requires you to make a Will save (DC 15 + cleric’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.
- Material Component: Dust or bone fragments from any destroyed undead creature.
- GHOUL GLYPH
- Necromancy
- Level: Hunger 2, sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 minute
- Range: Touch
- Effect: One ghoul glyph that must fit within a 1-ft. square
- Duration: Permanent until discharged
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- You inscribe a glyph that paralyzes any living creature of Large or smaller size that enters, passes, or opens the warded area. You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades.
- Conditions for triggering a ghoul glyph are stringent. It takes effect on any creature except yourself that moves to or within 2 feet of it. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. Only a single ghoul glyph can be inscribed in a 5-foot square.
- Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead and nondetection can fool a ghoul glyph.
- Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed before it is activated. A rogue (only) can use the Search skill to find a ghoul glyph and Disable Device to thwart it. The DC in each case is 27.
- When a glyph is activated, the subject is paralyzed for 1d6+2 rounds. Additionally, if the subject fails his Fortitude save, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius. Those in the radius must make a Fortitude save or take a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the spell ends.
- Material Component: You trace the glyph with earth from a ghoul’s lair.
- SPAWN SCREEN
- Necromancy
- Level: Cleric 2, sorcerer/wizard 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject does not rise as undead spawn should she perish from an undead’s attack form that normally would turn her into a spawn (such as from ghoul fever). This spell doesn’t prevent the subject from perishing or provide anything other than insurance that the subject’s body and spirit cannot be hijacked by an acquisitive undead creature.
- The protection applies if the duration is still effect when the subject first dies; the spell need not linger in its effect over the period immediately prior to a spawn’s rise. This spell cannot be cast on the body of a subject already killed by a spawn-creating undead.
- Curse of Impending Blades
- Necromancy
- Level: Brd 2, Rgr 2, Sor/Wiz 2
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One creature
- Duration: 1 min./level
- Saving Throw: None
- Spell Resistance: Yes
- The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm’s way.
- The subject takes a –2 penalty to AC.
- The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
- Arcane Material Component: A nail through a piece of leather.
- DESICCATING BUBBLE
- Necromancy
- Level: Sor/Wiz 2
- Components: S, M/DF
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Effect: 3-ft.-radius sphere of air
- Duration: 1 round/level
- Saving Throw: Reflex negates
- Spell Resistance: Yes
- A globe of supernaturally dry air rolls in whichever direction you point and engulfs those it strikes. It moves 30 feet per round and can leap up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d4 points of damage as it evaporates moisture from the target. (The subject can negate this damage with a successful Reflex save.) Oozes, creatures composed of water (such as water elementals), and creatures with the aquatic subtype take 2d6 points of damage.
- The bubble moves as long as you actively direct it (a move-equivalent action for you); otherwise, it merely stays at rest. The surface of the bubble has a spongy, yielding consistency (similar to that of a soap bubble, but not fragile and allowing objects to pass through it without affecting the spell) and so does not cause damage except by absorbing moisture. It cannot batter down large obstacles. The bubble winks out if it exceeds the spell’s range.
- Arcane Material Component: A tiny bag or bladder filled with air, and a sprinkle of dust.
- Healing Touch
- Necromancy [Good]
- Level: Sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- You transfer some of your life essence to another creature, healing it. You may heal up to 1d6 hit points per two caster levels (maximum 10d6), and must decide how many dice to roll when you cast the spell. You take damage equal to the amount the target is healed. This spell cannot restore more hit points to a target than your current hit points +10, which is enough to kill you.
- PRICKLING TORMENT
- Necromancy
- Level: Druid 3, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One living creature
- Duration: 5 rounds
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- Angry red boils spread across the skin of your enemy.
- This spell causes the subject's skin to erupt in a blistering rash accompanied by a maddening itch. An affected creature is sickened while the spell lasts. In addition, if the creature takes any actions on its turn other than free, swift, or immediate actions, it takes ld8 points of damage at the end of its turn.
- While affected by this spell, a creature takes a -2 penalty on saves to resist the distraction effect of any creature of the swarm subtype (in addition to the save penalty from the spell's sickening effect).
- If a subject under the effect of prickling torment is targeted by fever dream (see page 104), the two spells interact to create a greater effect. See the fever dream spell for details.
- Blood Snow
- Necromancy [Cold]
- Level: Cleric 2, druid 2, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 20-ft. square of snow/level
- Duration: 1 round/level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- You must cast this spell on a snow field. You corrupt an area of fallen snow, imbuing it with negative energy. Each round, a creature in contact with blood snow must succeed on a Fortitude save or take 1d2 points of Constitution drain.
- In addition, anyone failing a saving throw is nauseated for the duration of the spell.
- Shivering Touch
- Necromancy [Cold]
- Level: Cleric 3, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: Yes
- On a successful melee touch attack, you instantly suck the heat from the target’s body, rendering it numb. The target takes 3d6 points of Dexterity damage.
- Creatures with the cold subtype are immune to the effects of shivering touch.
- Thin Air
- Necromancy [Cold]
- Level: Cleric 2, druid 2, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 30-ft.-radius emanation
- Duration: 1 min./level
- Saving Throw: Fortitude negates
- Spell Resistance: No
- This spell thins the oxygen in the area, causing creatures caught therein to suffer the effects of extreme altitude sickness. Subjects failing their saves take 1 point of damage to all ability scores because of altitude sickness (see page 90 of the Dungeon Masters Guide). Characters acclimated to high altitude receive a +4 competence bonus on their saving throws. Creatures that do not breathe are immune to the effects of the spell.
- Ectoplasmic Decay
- Necromancy [Ectomancy]
- Level: Sor/Wiz 3
- Components: V, S, M
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 20-ft.-radius spread
- Duration: Instantaneous
- Saving Throw: Fortitude half
- Spell Resistance: Yes
- You create a barely visible spread of energy that is harmful to ectoplasm but harmless to everything else. All ectoplasmic creatures and objects in the area take 1d6 points of damage per caster level.
- Material Component: A flat, sharpened disk made of resin.
- Ghost Companion
- Necromancy [Ectomancy]
- Level: Drd 2, Pal 2, Rgr 2, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 action
- Range: Touch
- Target: One willing animal, beast, or magical beast
- Duration: 1 day/level
- Saving Throw: None
- Spell Resistance: No
- The touched creature dies painlessly.
- Instead of passing immediately beyond the Veil of Souls, the creature’s soul remains on the
- Ethereal Plane and attempts to enter the Material Plane as a ghost. Normally, this is used by ghost characters with a special nonhumanoid companion (such as a mage’s familiar, a druid or ranger’s animal companion, or a paladin’s special mount) to allow the companion to travel with them in ghost form.
- When the spell expires, the ghost creature dies the true death and its soul passes beyond the Veil of Souls. It can be raised or resurrected before the spell duration expires, of course.
- Undead Torch
- Necromancy
- Level: Sor/Wiz 3
- Components: V, S, M
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One corporeal undead
- Duration: 1 round/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- You cause a corporeal undead to give off cold blue energy that disrupts the life force of living creatures, but has no effect on objects or undead.
- The target creature deals an extra 2d4 points of damage with its melee attacks. If an attacked creature has spell resistance, the resistance is checked the first time the subject of this spell attacks the creature. If it succeeds, the creature is unaffected by that casting of undead torch.
- If the subject of this spell is destroyed, the undead torch continues to burn at the location of its destruction until the duration of the spell expires, and creatures that pass through that area take damage. If the subject of this spell assumes a noncorporeal state (such as a vampire’s gaseous form), the spell disperses harmlessly.
- Material Component: A living or dead firefly or glowworm.
- INCORPOREAL ENHANCEMENT
- Necromancy [Evil]
- Level: Sorcerer/wizard 3
- Components: V, S, M
- Casting Time: 1 full round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One incorporeal undead/level
- Duration: 24 hours
- Saving Throw: None
- Spell Resistance: No
- The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements doubles for every five caster levels, so that a 20th-level caster grants undead +4 to AC, +4d8 bonus hit points, +4 on attack rolls and +8 to turn resistance.
- Curse of Impending Blades, Legion’s
- Necromancy
- Level: Brd 3, Rgr 3, Sor/Wiz 3
- Range: Medium (100 ft. + 10 ft./level) Targets: Enemies in a 20-ft.-radius burst
- This spell functions like curse of impending blades, except that it affects multiple enemies.
- DESICCATE
- Necromancy
- Level: Cleric 2, druid 2, sorcerer/wizard 2, Thirst 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- You evaporate moisture from the body of a living creature, dealing it 1d6 points of desiccation damage per two caster levels (maximum 5d6) and making it dehydrated (see page 15). A successful Fortitude save results in half damage and negates the dehydration. A plant or elemental of the water subtype takes 1d8 points of damage per caster level (maximum 10d8). An elemental of the earth subtype takes only 1d4 points of damage per two caster levels (maximum 5d4).
- Material Component: A pinch of dust.
- Death Lock
- Necromancy [Ectomancy]
- Level: Clr 3, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 10 minutes/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- If the subject creature dies while the spell is in effect, its soul immediately passes on to the True Afterlife and cannot form a ghost. The subject can still be raised from the dead or even brought back as a ghost by magic (such as with the raise ghost spell); this spell only prevents a newly slain creature from forming a ghost of its own volition.
- Wrack
- Necromancy [Evil]
- Level: Clr 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: One humanoid creature
- Duration: 1 round/level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The subject is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind. For the duration of the spell the subject is considered helpless and cannot take actions. The subject’s sight returns when the spell’s duration expires.
- Even after the spell ends, the subject is still visibly shaken and takes a –2 penalty on attack rolls, saves, and checks for 3d10 minutes.
- Liquid Pain
- Necromancy
- Level: Pain 4, Sor/Wiz 4
- Components: V, S, F
- Casting Time: 1 day
- Range: Touch
- Target: One living creature
- Duration: Permanent
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- Over the course of one day, the caster takes a subject already in great pain—wracked with disease, the victim of torture, or dying of a wound, for example—and captures its pain in liquid form. This physical manifestation of agony can be used to create magic items or enhance spells (see Pain as Power in Chapter 2). It can also be used as a potent drug.
- Focus: A jar, vial, or other container for the liquid pain.
- BURNING BLOOD
- Necromancy
- Level: Sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./
- level)
- Target: One living creature; see text
- Duration: 1 round/level (D)
- Saving Throw: Fortitude partial; see text
- Spell Resistance: Yes
- You taint a living creature’s blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds. Searing pain limits the subject to a single move action in any round when it fails its Fortitude save.
- Burning blood does not affect creatures of the construct, elemental, ooze, plant, or undead types.
- Material Component: A drop of blood and a pinch of saltpeter.
- FINGER OF AGONY
- Necromancy
- Level: Hexblade 4, sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: 3 rounds
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- As you crook your finger, your enemy feels his vitals rupture within him.
- You magically disrupt the subject's internal organs, causing it great pain. Each round on your turn, the subject takes 3d6 points of damage and becomes nauseated for 1 round. A successful Fortitude save halves the damage and lessens the nauseated condition to sickened.
- HORRID SICKNESS
- Necromancy
- Level: Hexblade 4, sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature/3 levels, no two of which are more than 30 ft. apart
- Duration: 1 round/level (D)
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- Your victim's eyes water and her flesh pales as a wave of sickness washes over her.
- Waves of pain and sickness wrack the subjects, rendering them nauseated. A successful Fortitude save negates this effect.
- If a subject fails the initial Fortitude save, she can attempt a Fortitude save as a move action each round on her turn; success indicates that she is instead sickened for the duration of the spell.
- SEED OF UNDEATH
- Necromancy
- Level: Cleric 4, sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 full round
- Range: Touch
- Target: Living humanoid or animal touched
- Duration: 1 day/level (D)
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The subject's face briefly takes on a gaunt, pale look and a death's-head rictus before returning to normal.
- You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject's own life force. Seed of undeath does not, in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.
- Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).
- Material Component: A black onyx gem worth 25 gp per HD of the subject.
- TOUCH OF YEARS
- Necromancy
- Level: Sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 day/level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- With a touch, your foe becomes visibly enfeebled, as if a sudden weight of years had dropped onto his shoulders.
- Your touch deals 3 points of drain to the subject's Strength, Dexterity, and Constitution scores; a successful Fortitude save negates this effect and prevents any further harm.
- If the subject fails its initial saving throw, it takes another 3 points of drain to its Strength, Dexterity, and Constitution scores each day thereafter as long as the spell lasts. A successful Fortitude save negates this drain, but doesn't end the spell's duration. The ability drain from this spell can be eliminated as normal, but doing this doesn't end the spell's duration.
- If you cast this spell on a creature while another casting of touch of years is already in effect on it, the second spell doesn't deal ability drain. Instead, a failed initial Fortitude save renders the creature permanently deafened and blinded. These conditions can be removed by normal means (such as remove blindness/deafness), but doing this has no effect on the ability drain.
- This spell can't be dispelled, but any effect that would remove a curse allows the spellcaster a caster level check (DC 11 + your caster level) to end the spell's duration. This doesn't restore any ability score points already lost.
- Mindfrost
- Necromancy [Cold]
- Level: Sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: Fortitude half
- Spell Resistance: Yes
- This spell freezes the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4 points of Intelligence damage.
- Material Component: A small stone covered in frost.
- Affliction
- Necromancy [Good]
- Level: Cleric 3, druid 3, sorcerer/wizard 4, Wrath 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Evil creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The subject contracts an affliction selected from the list below, which strikes immediately (no incubation period). Afflictions deal damage only to evil creatures. Any evil creature takes damage equal to that listed plus its Charisma bonus. An evil elemental or evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points. The DC listed is for the subsequent saves (use affliction’s normal save DC for the initial saving throw).
- Affliction DC Damage
- Depraved decadence 18 1d4 Str
- Eternal torpor 14 1d6 Dex
- Raging desire 15 1d3 Con
- Consuming passion 17 1d4 Int
- Haunting conscience 16 1d4 Wis
- Pride in vain 20 1d6 Cha
- Evil Glare
- Necromancy [Evil, Fear, Mind- Affecting]
- Level: Cleric 4, sorcerer/wizard 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 30 feet
- Target: Living creature
- Duration: 1 round/level and 1d8 rounds; see text
- Saving Throw: Will negates
- Spell Resistance: Yes
- This spell, inspired by the malevolent gaze of the shadowy nightwalkers, causes your eyes to glow with dark energy. Immediately upon completion of the spell, you may target a living creature within range with your glare; that creature becomes paralyzed with fear for 1d8 rounds. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze).
- Once per round after that for the duration of the spell, you can target another creature with your glare as a move action. You can’t target the same creature twice with a single casting of the spell, regardless of the success of its saves.
- WITHER
- Necromancy
- Level: Sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- This spell drains moisture from the body of a living creature. The target takes 1d6 points of desiccation damage per caster level (maximum 10d6) and is dehydrated (see page 15). A creature that makes a successful Fortitude save takes half damage and is not dehydrated. A plant or elemental of the water subtype instead takes 1d8 points of desiccation damage per caster level (maximum 15d8).
- Material Component: A pinch of powdered bone.
- ABOLETH CURSE
- Necromancy
- Level: Sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: Permanent
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- You bestow a dreadful affliction on the creature you touch, similar to the effect of an aboleth’s foul contact.
- The skin of the target creature transforms into a transparent, glistening membrane. A creature so transformed must keep this membrane moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. In addition, its natural armor bonus (if any) decreases by 1, but it can never drop below 0.
- This transformation does not affect natural armor bonuses provided by magic items.
- This curse cannot be dispelled, but it can be removed with a remove curse spell if cast within 24 hours.
- Afterward, only a heal, mass heal, limited wish, miracle, or wish spell can remove the affliction.
- Stop Heart
- Necromancy [Evil]
- Level: Asn 4, Clr 4, Sor/Wiz 5
- Components: S, Drug
- Casting Time: 1 action
- Range: Touch
- Area: One living humanoid or animal
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack. The subject suddenly drops to –8 hit points, then –9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, she stabilizes. Otherwise, at the end of the next round, the subject reaches –10 hit points and dies.
- Drug Component: Baccaran.
- Soul Shackles
- Necromancy [Evil]
- Level: Brd 5, Sor/Wiz 5
- Components: V, S, F, Location
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: None (see text)
- Spell Resistance: Yes
- The caster draws out the soul of a dead creature and imprisons it within a specially made talisman. The subject must have had the talisman in his possession when he died, or the spell cannot function.
- Henceforth, if the talisman is in the caster’s possession, she can call forth the soul of the subject and question it about what it knew in life for up to 1 round/level each day, asking one question per round. The soul looks as it did in life, including the clothing and equipment it had with it on the day it died. Answers are clear, complete, and precise.
- If the subject is hostile, or if the answer to the question was an important secret to it in life, the subject gains a Will saving throw. A successful saving throw indicates that the spell ends and the soul departs to the afterlife.
- Focus: The talisman that will be the receptacle for the soul.
- Location Component: An area under the effect of a desecrate or unhallow spell.
- SPIRITWALL
- Necromancy [Fear, Mind-Affecting]
- Level: Sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius
- of up to 1 ft./level
- Duration: 1 min./level (D)
- Saving Throw: None
- Spell Resistance: No
- This spell creates an immobile, swirling mass of greenish-white forms resembling tortured spirits. One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or flee in panic for 1d4 rounds. Any living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted. A living creature passing through the wall takes 1d10 points of damage, as above, and must make a successful Fortitude save or gain one
- negative level.
- The barrier is semimaterial and opaque, providing cover and total concealment against physical attacks,
- and it blocks magical effects (including spells, spell-like abilities, and supernatural abilities).
- Material Component: A clear cut gemstone.
- CHANNELED LIFETHEFT
- Necromancy
- Level: Sorcerer/wizard 5
- Components: V, S
- Casting Time: See text
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- You channel negative energy into the dark mote in your hand, causing it to leap and dart about in your grasp. When you have poured enough energy into the spell, you release the mote to drain the life of your enemy.
- This spell uses negative energy to drain the vitality from a single foe. The spell's strength depends on the amount of time you spend channeling energy into it.
- If you cast channeled lifetheft as a swift action, it renders a single target fatigued, and you gain 5 temporary hit points.
- If you cast the spell as a standard action, it renders the target fatigued and deals 5d4 points of damage, and you gain temporary hit points equal to 5 + the damage dealt.
- If you cast channeled lifetheft as a full-round action, it renders the target exhausted and deals 5d4 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.
- If you spend 2 full rounds casting this spell, it renders the target exhausted and deals 5d8 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.
- Temporary hit points granted by this spell last for up to 1 hour.
- When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.
- CRYPTWARDEN'S GRASP
- Necromancy [Evil]
- Level: Sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- Your hand shrivels like the limb of a corpse as dark energy flows through your veins. You bestow on your target a horrible disease effectively identical to mummy rot. The incubation period is instantaneous, and the initial save for the spell is calculated normally; all subsequent daily saves to avoid damage are DC 20.
- Mummy rot deals ld6 points of Constitution damage and ld6 points of Charisma damage immediately, and a similar amount per day thereafter; a victim reduced to 0 Constitution shrivels away into sand and dust.
- Furthermore, any character attempting to cast any healing spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect.
- Unlike normal diseases, mummy rot can't be overcome through natural methods or successful saves. To eliminate mummy rot, the curse must first be broken with break enchantment, remove curse, or a similar effect (requiring a DC 20 caster level check). If this is done, a caster level check is no longer necessary to cast healing spells on the victim, and mummy rot can be magically cured like any disease.
- TOUCH OF VECNA
- Necromancy [Evil, Fear]
- Level: Sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 round and permanent
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- Your hand grows cold and darkens with the pulse of negative energy.
- Your touch bestows negative energy on the target, dealing ld8 points of damage +1 point per caster level (maximum +10) and rendering it shaken for 1 round. (Creatures immune to fear aren't shaken but are still subject to the spell's other effects.) Additionally, the target is permanently paralyzed if it fails a Fortitude save.
- Creatures paralyzed in this fashion appear dead, though a DC 20 Spot check or a DC 15 Heal check reveals that they still live. Dispel magic doesn't help a creature paralyzed by this spell, though remove paralysis or any effect that can remove a curse can free the victim.
- Gelid Blood
- Necromancy [Cold]
- Level: Sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round/level
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- Cold energy surges through the target’s body, congealing the blood in the creature’s extremities. This effect causes a –4 penalty on attacks, Armor Class, and all Strength- and Dexterity-related checks, and anyone casting a spell with a somatic component has a 50% chance of spell failure for the duration of the spell. If the target makes its Fortitude save, the creature only takes a –2 penalty on attacks, Armor Class, and all Strength- and Dexterity-related checks and has only a 25% chance of spell failure for spells with a somatic component.
- Material Component: A pinch of flour.
- ANIMATE LEGION
- Necromancy [Evil]
- Level: Cleric 4, sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Targets: One or more corpses, no two of which can be more than 30 ft. apart
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- You use negative energy to temporarily animate one or more corpses. You can create undead skeletons or zombies with this spell, but you can’t create more Hit Dice of undead than twice your caster level. The Monster Manual has game statistics for skeletons (page 226) and zombies (page 266).
- The undead created are mindless and are not initially under your command. Unless otherwise influenced (by way of a rebuke attempt or the control undead spell from the Player’s Handbook, for instance), the undead created will attack the nearest living creatures.
- See animate dead, page 199 of the Player’s Handbook, for information on what is required to create a skeleton or zombie from a corpse.
- Material Component: A black onyx gem worth at least 100 gp.
- OATH OF BLOOD
- Necromancy
- Level: Cleric 5, sorcerer/wizard 5
- Components: V, S, M, DF
- Casting Time: 1 minute
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: See below
- Saving Throw: None
- Spell Resistance: Yes
- Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead (see page 215 of the Player’s Handbook). Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.
- Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.
- HAUNT SHIFT
- Necromancy
- Level: Cleric 5, sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Targets: Undead creatures within a 40-ft.-radius burst
- Duration: Instantaneous
- Saving Throw: Will negates
- Spell Resistance: Yes
- Haunt shift translates corporeal and incorporeal undead into haunting presences (see page 6). The spell converts 1d4 HD worth of undead creatures per caster level (maximum 20d4). Undead creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficent to affect a creature are wasted.
- Material Component: A pinch of powdered skull.
- KISS OF THE VAMPIRE
- Necromancy
- Level: Sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level
- You draw upon the powers of unlife to give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes, and you gain the following supernatural abilities.
- • enervation (as a melee touch attack)
- • vampiric touch (as a melee touch attack)
- • charm person
- • gaseous form (self only)
- • damage reduction 10/magic
- While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects.
- A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric’s Cha modifier) or be panicked (or cowering) for 10 rounds.
- A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + cleric’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.
- Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.
- Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.
- NIGHT’S CARESS
- Necromancy [Evil]
- Level: Sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature.
- Your touch deals 1d6 points of damage per caster level (max 15d6), and 1d6+2 points of Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.)
- The spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
- Death Throes
- Necromancy [Force]
- Level: Cleric 5, sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level or until you are killed
- Saving Throw: None
- Spell Resistance: No
- Some extra-planar creatures, such as a balor or an energon, expend the last of their life energy in a burst of power. You likewise attune your body’s life force so that if you are killed, your body is instantaneously destroyed in an explosion of energy that deals 1d8 points of force damage per caster level to everyone in a 30-foot-radius burst.
- This explosion entirely destroys your body, preventing any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore life.
- Opalescent Glare
- Necromancy [Death, Good]
- Level: Cleric 5, sorcerer/wizard 5
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 60 feet
- Target: 1 living creature
- Duration: Instantaneous
- Saving Throw: Will partial; see text
- Spell Resistance: Yes
- Inspired by the deadly gaze of the noble ghaele eladrin, this spell causes your eyes to glow with a pearly light. If the target is evil and has 5 or fewer Hit Dice, it dies unless it succeeds on a Will save. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds.
- Non-evil creatures and evil creatures with more than 5 Hit Dice are not slain by opalescent glare, and they suffer the fear effect only if they fail the Will save.
- CHOKING SANDS
- Necromancy
- Level: Cleric 5, druid 5, sorcerer/ wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: Instantaneous; see text
- Saving Throw: Fortitude negates; see text
- Spell Resistance: Yes
- You coat the target’s lungs with dust and sand. The target can cough up the sand by taking a full-round action and making a Fortitude save. If it chooses not to do so, it must make Constitution checks to avoid suffocation (see page 304 of the Dungeon Master’s Guide).
- Material Component: A tiny stuffed animal filled with sand.
- THALASSEMIA
- Necromancy
- Level: Druid 4, sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude half; see text
- Spell Resistance: Yes
- This spell thins the target creature’s blood to little more than seawater, dealing 1d6 points of damage per level (maximum 15d6). Only living creatures with a circulatory system and blood can be affected by this spell; it does not harm creatures immune to critical hits. Creatures with the fire subtype instead take 1d8 points of damage per level.
- ORB OF DANCING DEATH
- Necromancy
- Level: Cleric 5, sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Orb of negative energy
- Duration: 1 round/3 levels
- Saving Throw: None
- Spell Resistance: Yes
- You call upon dark necromantic energy to drain the life force of your foes. You create a small orb of pulsing black energy (about 6 inches across) that flies toward a chosen creature, striking as a ranged touch attack. If it hits, the creature gains 1 negative level.
- Each round as a move action, you can direct the orb of dancing death to attack another creature within range (including the previous target, if desired). If not directed, the orb returns to your side.
- If a creature has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from the orb of dancing death don’t last long enough to do so.
- An undead creature struck by the orb gains 5 temporary hit points for 1 hour.
- Material Component: A piece of a zombie’s skull.
- Ectoplasmic Enhancement
- Necromancy [Evil]
- Level: Sor/Wiz 6
- Components: V, S
- Casting Time: 1 full round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One incorporeal undead/level
- Duration: 24 hours
- Saving Throw: None
- Spell Resistance: No
- The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels. So a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 bonus to turn resistance.
- ARROW OF BONE
- Necromancy [Death]
- Level: Sorcerer/wizard 6
- Components: V, S, M
- Casting Time: 10 minutes
- Range: Touch
- Target: One projectile or thrown weapon touched
- Duration: 8 hours or until discharged
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- You scribe runes of dire power on a single missile or thrown weapon (usually an arrow, bolt, dart, javelin,
- or spear), changing the weapon into a sinister missile of cold, enhanced bone. When thrown or fired at a
- creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +15). Regardless of whether the attack hits, the magic of the arrow of bone is
- discharged by the attack, and the missile is destroyed.
- Material Component: A tiny sliver of bone and a vial of blood mixed with powdered precious gems worth 50 gp, used to paint the runes on the projectile.
- Heartfreeze
- Necromancy [Cold]
- Level: Sorcerer/wizard 6
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- You encase the heart of the target creature in a block of ice. The target becomes immediately exhausted and dies in 1d3+2 rounds. The subject is entitled to a Fortitude saving throw to survive the attack. If the target succeeds on the save, it instead takes 5d8 points of cold damage and is not exhausted. (The target might die from damage even if it succeeds on the saving throw.) A character attempting to save the victim of a heartfreeze spell must use a healing spell or effect on the victim as well as succeed on a DC 26 caster level check, otherwise the victim will succumb to the heartfreeze and die.
- A creature immune to critical hits and sneak attacks is unaffected by heartfreeze.
- Material Component: A strip of dried humanoid sinew.
- Waves of Cold
- Necromancy [Cold]
- Level: Sorcerer/wizard 6
- Components: V, S, Coldfire
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Cone-shaped burst
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- Waves of frigid energy render all creatures with the fire subtype in the spell’s area shaken for the duration of the spell. Any creature with the cold subtype caught in the area of this spell loses its immunity to cold for the duration of the spell. Whether or not a creature makes its saving throw, it becomes immune to further castings of this spell for 24 hours.
- Coldfire Component: Two ounces of coldfire.
- Undeath to Death
- Necromancy
- Level: Clr 6, Ghost 6, Repose 6, Sor/Wiz 6
- Components: V, S, M, DF
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Several undead creatures within a 50-ft.-radius burst
- Duration: Instantaneous
- Saving Throw: Will negates
- Spell Resistance: Yes
- Undeath to death snuffs out the life forces of undead creatures, killing them instantly.
- The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the point of origin of the burst are affected first.
- Material Component: The powder of a crushed diamond worth at least 500 gp.
- GHOUL GAUNTLET
- Necromancy [Death, Evil]
- Level: Hunger 5, sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.
- The transformation process begins at the limb or extremity (usually the hand or arm) touched. The victim takes 3d6 points of damage per round while the body slowly dies as it is transformed into a ghoul’s cold, undying flesh. When the victim reaches 0 hit points, she becomes a ghoul, body and mind.
- If the victim fails her initial saving throw, cure disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change. Healing spells may temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated.
- The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 2 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
- INCORPOREAL NOVA
- Necromancy [Death]
- Level: Cleric 5, sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Incorporeal or gaseous creatures within a 50-ft.-radius burst
- Duration: Instantaneous
- Saving Throw: Will negates
- Spell Resistance: Yes
- A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them instantly.
- The spell destroys 1d4 HD worth of creatures per caster level (maximum 20d4). Usually, creatures such as shadows, wraiths, spectres, ghosts, and similar creatures are destroyed, though vampires and living creatures in gaseous form are also affected, as well as other incorporeal creatures. Creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the point of origin of the burst are affected first. No creature with 9 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.
- REVIVE UNDEAD
- Necromancy [Evil]
- Level: Deathbound 5, sorcerer/wizard 6
- Components: V, S, M
- Casting Time: 1 minute
- Range: Touch
- Target: Destroyed undead creature touched
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- Your restore animation to an undead creature destroyed by hit point loss (even zombies and skeletons that can’t normally be reanimated once destroyed). You can revive a destroyed undead that has been inactive for up to one day per caster level.
- In addition, the subject’s animating spirit must be free and willing to return. If the subject’s animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw.
- Revive undead heals hit point damage up to a total of 1 hit point per Hit Die to an undead. The body of the undead to be revived must be whole. Otherwise, missing parts are still missing when the creature is reanimated. None of the dead creature’s equipment or possessions are affected in any way by this spell.
- An undead that has been turned to dust by a turning effect can’t be revived by this spell (because only dust remains of the undead).
- The subject of the spell loses one level or HD (if it doesn’t have a character class level, it loses a HD) when it is revived. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 2 points of Charisma instead. An undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level. A spellcasting undead that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
- Material Component: A black pearl worth at least 500 gp.
- SPECTRAL TOUCH
- Necromancy
- Level: Sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Targets: Creature or creatures touched (up to one/level)
- Duration: 1 round/level (D); see text
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- A touch from your hand, which crackles with black energy, weakens the life force of living creatures. Each touch channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points. Both the negative level and the temporary hit points last for up to 1 hour. A target’s successful Fortitude save negates the negative level and prevents you from gaining the temporary hit points. You can use this melee touch attack once per round for a number of rounds equal to your level. Any charges of the spell not used by the time the duration expires are lost.
- An undead creature you touch instead gains 5 temporary hit points and you lose a like amount (no save). Temporary hit points gained in this way last for up to 1 hour.
- ASHEN UNION
- Necromancy
- Level: Sorcerer/wizard 6
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude half and
- Fortitude partial; see text
- Spell Resistance: Yes
- You drain all the moisture from the body of a living creature, dealing it 1d6 points of desiccation damage per two caster levels (maximum 10d6). A creature that makes a successful Fortitude save takes half damage.
- If the subject takes damage from the spell (whether its first save was successful or not) equal to more than half of its current hit points, it must make another Fortitude saving throw or die as its body expels all remaining fluid, leaving behind only a fragile husk that powders to ash at the least touch. A victim’s equipment is unaffected. A creature that is affected but not slain by the spell is dehydrated (see page 15).
- Material Component: A piece of dried fruit and a pinch of dust.
- DESICCATE, MASS
- Necromancy
- Level: Cleric 6, druid 6, sorcerer/wizard 6, Thirst 5
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature/level, no two of which can be more than 30 ft. apart
- This spell functions like desiccate, except that it affects multiple creatures.
- MUMMIFY
- Necromancy
- Level: Cleric 6, druid 6, sorcerer/wizard 6
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude partial; see text
- Spell Resistance: Yes
- You flash-dry a creature, killing it and preserving it in an instantaneous mummification process. A creature that makes a successful Fortitude saving throw instead takes 6d6 points of desiccation damage and is dehydrated. If the damage kills the target, it is still mummified.
- Arcane Material Component: A strip of salted cloth.
- BLACKWATER TAINT
- Necromancy [Evil, Water]
- Level: Blackwater 6, sorcerer/wizard 6
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 20-ft. radius
- Duration: 1 round/level (D)
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- In the dark, sunless abysses of the deep ocean, shadows gather, the cold beckons, and the corpses of many things in the oceans lie slowly rotting. These black waters are often poisoned with the energies of undeath. When this spell is cast, you call up the cold blackness of those stygian depths, infusing the waters in the spell’s area with negative energy. Those in or entering the area must make a Fortitude save to resist its terrible power.
- Those who fail the save are chilled to the bone, taking 1d6 points of damage per two levels (to a maximum of 10d6) and gain a negative level. Those who make the save take half damage and avoid the negative level.
- All undead in the area are healed of 1d6 points of damage per two caster levels (maximum of 10d6). Furthermore, the spell’s area is treated as though there were a desecrate spell active within it.
- This area of blackwater remains in place for the spell’s duration, affecting creatures who enter the area in subsequent rounds. A creature can only be affected once by the spell, regardless of success or failure on the saving throw, so creatures who leave and reenter the area take no additional effect (although the desecrate effect remains throughout the spell’s duration).
- Material Component: Bone or scale of a fish that dwells in the deep, sunless parts of the ocean.