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SPELLS

Animate Dead

Necromancy [Evil]

Level: Divine 3, Arcane 4

Components: V, S, M

Casting Time: Attack action

Range: Touch

Target: One or more corpses touched

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

Regardless of the type of undead, a caster can't create more HD of undead than twice his or her caster level with a single casting of animate dead.

The undead created remain under caster's control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability to command or rebuke undead) do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.

Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.

Material Component: Purchase DC 15 + 1 per 2 HD of the undead.

Bestow Curse

Necromancy

Level: Divine 3, Arcane 4

Components: V, S

Casting Time: Attack action

Range: Touch

Target: Creature touched

Duration: Permanent

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster places a curse on the creature touched. The caster chooses one of the three following effects, depending on the version selected:

  • -6 penalty to an ability score (minimum score of 1).
  • -4 penalty on attack rolls, saving throws, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, he or she takes no action.

 

A character may also invent his or her own curse, but it should be no more powerful than those described above, and the GM has final say on the curse's effect.

The curse cannot be dispelled, but it can be removed with a break enchantment or remove curse spell.

Bestow curse counters remove curse.

Cause Fear

Necromancy [Fear, Mind-Affecting]

Level: Divine 1, Arcane 1

Components: V, S

Casting Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1d4 rounds

Saving Throw: Will negates

Spell Resistance: Yes

 

The affected creature suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. It flees from the caster as well as it can. If unable to flee, the creature may fight. Creatures with 6 or more Hit Dice are immune.

Cause fear counters remove fear.

Note: Mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.

Fear

Necromancy [Fear, Mind-Affecting]

Level: Arcane 4

Components: V, S, M

Casting Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Area: Cone

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

 

An invisible cone of terror causes living creatures to become panicked. They suffer a -2 morale penalty on saving throws, and they flee from the caster. A panicked creature has a 50% chance to drop what it's holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. A cowering creature loses its Dexterity bonus, can take no actions, and takes a -2 penalty to its Defense.

Halt Undead

Necromancy

Level: Arcane 3

Components: V, S, M

Casting Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Target: Up to three undead, no two of which can be more than 30 ft. apart

Duration: 1 round/level

Saving Throw: See text

Spell Resistance: Yes

 

This spell renders up to three undead creatures immobile. Nonintelligent undead get no saving throw; intelligent undead do. If the spell is successful, it renders the undead immobile for the duration of the spell. The effect is broken if the halted creatures are attacked or take damage.

Inflict Critical Wounds

Necromancy

Level: Divine 4

Components: V, S

Casting Time: Attack action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half

Spell Resistance: Yes

 

The caster lays his or her hand upon a creature and channels negative energy that deals 4d8 points of damage +1 point per caster level (maximum +10).

Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.

Inflict Light Wounds

Necromancy

Level: Divine 1

Components: V, S

Casting Time: Attack action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half

Spell Resistance: Yes

 

The caster lays his or her hand upon a creature and channels negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.

Inflict Minor Wounds

Necromancy

Level: Divine 0

Components: V, S

Casting Time: Attack action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster lays his or her hand upon a creature and channels negative energy that deals 1 point of damage.

Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.

Inflict Moderate Wounds

Necromancy

Level: Divine 2

Components: V, S

Casting Time: Attack action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half

Spell Resistance: Yes

 

The caster lays his or her hand upon a creature and channels negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10).

Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.

Inflict Serious Wounds

Necromancy

Level: Divine 3

Components: V, S

Casting Time: Attack action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half

Spell Resistance: Yes

 

The caster lays his or her hand upon a creature and channels negative energy that deals 3d8 points of damage +1 point per caster level (maximum +10).

Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.

Mass Inflict Light Wounds

Necromancy

Level: Divine 5

Components: V, S

Casting Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature/level, no two of which can be more than 30 ft. apart

Duration: Instantaneous

Saving Throw: Will half (harmless)

Spell Resistance: Yes (harmless)

 

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level to nearby living enemies.

Mass inflict light wounds heals undead in its area rather than damaging them.

Ray of Fatigue

Necromancy

Level: Arcane 1

Components: V, S, M

Casting Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Ray

Duration: 1 minute/level

Saving Throw: No

Spell Resistance: Yes

 

The caster must succeed at a ranged touch attack with the ray to strike a target. The subject is immediately fatigued for the spell's duration. A fatigued character suffers a -2 penalty to Strength and Dexterity and can't run or charge.

This spell has no effect on a creature who is already fatigued.

 

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