Proposed Necromancy spell list revision

General area, introduction to the game and chat area.
1 post Page 1 of 1

Proposed Necromancy spell list revision

Quote

Post by Leangle »

Necromancy is considered the elementalism of Darkness - it is the magic of death, destruction, and warping the laws of nature into terrible mockeries of life (which Holy represents).

Necromancy requires the Darkness affinity feats in order to take:
Level 0-2 - Darkness Affinity I
Level 3-4 - Darkness Affinity II
Level 5-6 - Darkness Affinity III
Level 7-8 - Darkness Affinity IV
Level 9-10 - Darkness Affinity V

No MP costs are listed - MP costs are dependent on how the character casts spells.

Level 0
  • Disrupt Undead - Deals *1 damage to a single undead creature.
    Ghostly Cackle - Target loses action on a failed Mental Defense roll due to an unnerving cackle from beyond the grave.
    Putrefy Food and Drink - Causes 1 cubic foot/CL of food or drink to rot and spoil.
    Touch of Fatigue - On a failed Mental Defense roll, touch causes -10 to Strength- and Dexterity-based rolls for 1d5 rounds to a single target. Target also cannot run nor charge.
Level 1
  • Bane - All enemies in a 50' burst centered on you take -5 penalty on attack rolls and saves against fear effects.
    Cause Fear - The target must make a Will save or become Frightened for 1d5 rounds. While Frightened, it will attempt to flee the caster and have a -10 penalty on all attack rolls, saving throws, skill checks and ability checks. If they make their save, they are Shaken for 1 round. A shaken character takes a –10 penalty on attack rolls, saving throws, skill checks, and ability checks.
    Chill Touch - Deals *1 Darkness damage with a touch as well as a 50% chance of -10 Strength per touch. An undead creature takes no damage, but flees as if Panicked for 1d5 rounds. A panicked target drops anything it holds and flees at top speed from the caster, taking a -10 penalty on attack rolls, saving throws, skill checks, and ability checks and will not attempt to attack while fleeing.
    Curse Water - Infuses a pint of water with darkness, causing it to deal *2 damage to holy creatures when thrown at them.
    Detect Holy - Detects holy creatures within a 60' cone emanation.
    Doom - One target becomes Shaken (see Cause Fear) for 1d5 rounds if they fail a Mental Defense roll against the caster's roll.
    Hide from Undead - This spell shrouds 1 target from the undead for 1d5 rounds.
    Inflict Light Wounds - Deals *1.5 darkness damage to a single target.
    Interrogation - Each time this is cast on a target, the target must answer a single question or be dealt *1.5 Darkness damage. The threat of damage makes it more difficult to lie, granting a -20 penalty to Bluff checks.
    Protection from Holy - 1000 soak against Holy-elemental attacks and +10 to resist magic and psionic abilities cast by Holy-aligned opponents.
    Ray of Enfeeblement - Inflicts a target with -10/CL Strength for 1d5 rounds if they fail their Mental Defense roll against the caster.
    Ray of Sickening - Sickens (The character takes a -10 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) a target for 1d5 rounds if they fail their Mental Defense roll against the caster.
    Sculpt Corpse - Can reshape a corpse to look like someone or something else.
Level 2
  • Accelerate Poison - Upgrade the severity of the Poison status by one step (Poison I to Poison II) on a failed Mental Defense roll.
    Animate Undead, Lesser - Summon one zombie or skeleton.
    Blood Biography - You learn the answers to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures are entitled to a saving throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of paper, and so on). The questions you can ask are: Who are you? (The name by which the creature is most commonly known)/What are you? (Gender, race, profession/role)/How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim's knowledge)/When was your blood shed? These answers always appear in a language you can read even if the creature cannot speak that or any language.
    Blood Transcription - By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you gain the ability to use one of it's spells for the next 24 hours.
    Brow Gasher - You imbue a slashing melee weapon with the ability to deal 1000/CL bleed damage. The blood also obscures vision, granting a cumulative -5 penalty on all attack rolls. At -15, it treats all targets as having concealment (20% miss chance). At -25, the target is blinded. Stopping the bleed damage ends the effects the spell imposes.
    Command Undead - You can control 2 undead creatures per CL for 1 day per CL. Intelligent undead are allowed a Mental Defense roll to resist this control.
    Death Knell - Drain the last of a dying creature's lifeforce to gain 4000 HP and +20 Strength for 1d10 rounds.
    Desecrate - Fills an entire 'Area' with unholy energy, strengthening Undead and Darkness-aligned with a +10 bonus to all their actions.
    Disfiguring Curse - With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured. The physical appearance of the deformity is subject to the caster's whim. The target takes one of the following penalties: –20 decrease to an ability score, –10 penalty on attack rolls or saving throws, or Land speed reduced by 5 feet). This effect lasts for 1d10 rounds.
    Dread Bolt
    False Life
    Fester
    Howling Agony
    Inflict Moderate Wounds
    Pernicious Poison
    Pox Pustules
    Scare
    Skinsend
    Spectral Hand
    Toxic Gift
    Unshakable Chill
    Vomit Swarm
Level 3
Absorb Toxicity
Agonize
Animate Dead
Bloody Claws
Cackling Skull
Contagion
Crushing Despair
Deadly Juggernaut
Eldritch Fever
Excruciating Deformity
Fear
Fungal Infestation
Inflict Serious Wounds
Pain Strike
Poison
Magic Circle Against Good
Marionette Possession
Ray of Exhaustion
Retribution
Sands of Time
Speak with Dead
Undead Anatomy I
Vampiric Touch
Vision of Hell

Level 4
Aura of Doom
Blood Crow Strike
Enervation
Fleshworm Infestation
Infernal Healing, Greater
Inflict Critical Wounds
Interrogation, Greater
Plague Carrier
Rest Eternal
Shadow Projection
Touch of Slime
Unholy Blight
Unholy Sword

Level 5
Astral Projection, Lesser
Castigate, Mass
Contagion, Greater
Dispel Good
Inflict Light Wounds, Mass
Magic Jar
Pain Strike, Mass
Possess Object
Slay Living
Suffocation
Symbol of Pain
Undead Anatomy II
Unhallow
Unholy Ice
Waves of Fatigue

Level 6
Blasphemy
Circle of Death
Create Undead
Epidemic
Eyebite
Fester, Mass
Harm
Hellfire Ray
Inflict Moderate Wounds, Mass
Plague Storm
Symbol of Fear
Undead Anatomy III

Level 7
Destruction
Finger of Death
Inflict Serious Wounds, Mass
Symbol of Weakness
Temporary Ressurection
Waves of Exhaustion

Level 8
Clone
Create Greater Undead
Horrid Wilting
Inflict Critical Wounds, Mass
Orb of the Void
Symbol of Death
Symbol of Insanity
Undead Anatomy IV
Unholy Aura

Level 9
Astral Projection
Cursed Earth
Energy Drain
Power Word: Kill
Suffocation, Mass
Symbol of Vulnerability
Transmute Blood to Acid
Wail of the Banshee

Level 10
Image
Leangle
Posts: 68
Joined: December 13th, 2010, 11:20 pm

1 post Page 1 of 1