Necromancer Spells
Level 1 Spells-
- Cause Fear- The affected creature becomes frightened and suffers a -10% to hit and evade for 1d/caster lvl rounds. Constitution save to avoid spell (4 magic points)
- Chill Touch- Must make a touch attack to use spell, Spell disrupts subjects life force and does 1d6+ caster lvl dmg. Evadable. (6 magic points per level)
- Disrupt Undead- Sends out a wave of positive energy dealing 1d6 dmg to any undead creatures in the casters sight. Evadable (8 magic points)
Level 2 Spells-
- Gentle Repose- Preserves the remains of a dead creature so that they do not decay. Doing so extends the time limit on raising that creature from the dead. (4 magic points)
- Death Knell- You draw forth the ebbing life force of a wounded creature and use it to fuel your own power. Upon casting this spell, 1d8 hp are stolen from your opponant and used to replenish your magic points. Constitution save to avoid spell. (8 magic points)
- Deathwatch- Using sight granted by the powers of unlife, you can determine the condition of creatures near death within the spells range. You instantly know whether each creature within the area is dead, fragile, fighting off death, or undead. This spell foils any spell or ability that allows a creature to feign death. (10 magic points)
Level 3 Spells-
- Animate Dead- This spell turns the bones or bodies of any dead creature into undead skeletons or zombies that follow your spoken command. (10 magic points)
- Speak with Dead- You grant the semblance of life and intellect to a corpse, allowing it to answer questions that you put to it. Spell lasts 1d6 rounds. (4 magic points)
Level 4 Spells-
- Contagion- Places a -15% on subjects hit and evade %'s for 1d12 days. Must succeed a Constitution save in order to avoid spell. (15 magic points)
- Death Ward- The subject is immune to all death spells and magical death effects. The spell does not protect against any other sorts or attacks. (8 magic points)
- Enervation- Spell releases a black bolt of crackling energy from casters fingertip. If struck, the subject loses 1d4 levels for 1d12 rounds. (20 magic points)
Level 5 Spells-
- Circle of Doom- Negative energy bursts in all directions from the point of origin. Dealing 1d8+ caster lvl to anyone nearby. Evadable. (16 magic points)
Level 6 Spells-
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Harm- With a successful touch attack, this spell removes 1d10+caster lvl dmg. Evadable (12 magic points)
Level 7 Spells-
- Control Undead- Places undead creatures in casters control until released or they are destroyed. Once released they cease to function. (10 magic points)
- Destruction- This awful spell consumes the subject in unholy fire and causes 10d4 dmg. Evadable. (25 magic points)
Level 8 Spells-
- Create Undead- A much more potent spell than animate dead, this spell allows you to turn a corpse into a powerful undead monster. The creature is determined by rolling 1d20. (30 magic points)
Dice Roll | Creature |
11 or lower | Ghoul |
12-13 | Shadow |
14-15 | Ghast |
16-19 | Wight |
20 | Wraith |
Level 9 Spells-
- Soul Bind- (Needed: 1 Gem) Youdraw the soul from a newly deceased corpse and imprison it in the gem. It will remain there until verbally released by the caster. (12 magic points)
- Wail of the Banshee- You emit a terrible scream that deals 2d20 dmg to a single target. Strength save to avoid spell. (20 magic points)