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A Dozen Necromantic Spells
A Dozen
Necromantic Spells
by Philip Reed
Requires the use of the Dungeons & Dragons ®
Player’s Handbook
As is no surprise, the necromancer is one of
my favorite villains. Charged with power over the
undead, necromancers are an excellent opponent
for heroic adventurers, the vile spellcasters taking
advantage of negative energy to create an army,
enslave opponents, and inflict terrible, horrific
pain. No matter the campaign setting, a necro-
mancer proves valuable whenever the DM feels
the need to subject his players to the horrors of
death.
A Dozen Necromantic Spells presents (more
than) twelve spells a DM can use to augment the
arsenal of spells an NPC necromancer has at his
disposal. From low level spells that transform a
target’s skin into the flesh of the dead to higher
level spells that instantly crucify an unlucky tar-
get, the spells in this PDF are primarily written to
evoke atmosphere. While a DM may open these
spells to use by player character spellcasters, it is
my opinion that these spells are best suited for
use by NPC villains. Perhaps, after they have
defeated a necromancer and stolen his spellbook,
the PCs can gain access to some of these spells
but I feel that the spells will retain their sense of
magic longer if they never enter the listing of
spells available to player characters.
nothing to your campaign it does give other pub-
lishers permission to use this material as long as
they follow the open game license (see the end of
this PDF).
A BOUT THE A UTHOR
Philip Reed has been working professionally
in the roleplaying game industry since 1995. In
that time he has worked for such companies as
West End Games, Privateer Press, and Steve
Jackson Games. Today Philip spends his days at
home running Ronin Arts, writing and designing
new games, and reading whatever books interest
him at the time. To learn more about Philip Reed
– and Ronin Arts – please visit
www.philipjreed.com and www.roninarts.com .
R ONIN A RTS
M ESSAGEBOARDS !
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rums.com . Please swing by and share your
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O PEN G AME
C ONTENT
All of the text of this PDF is presented as
open game content. While this means absolutely
For more PDFs please visit and www.roninarts.com.
A Dozen Necromantic Spells is copyright © 2006 Philip Reed. All text in this book is designated as open game con-
tent. You may not distribute this PDF without permission of the author. Dungeons & Dragons® and Wizards of the
Coast® are Registered Trademarks of Wizards of the Coast and are used with permission.
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A Dozen Necromantic Spells
The Spells
A GONIZING
C ONFRONTATION
Necromancy [Evil, Fear, Mind-Affecting]
Level: Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will half, see text
Spell Resistance: Ye s
C ORPSE S TORM
Necromancy [Evil]
Level: Clr 8, Sor/Wiz 7
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100 ft. radius spread
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
The affected area is bombarded by a rain of
corpses – four corpses per level of the caster –
that spin and swirl in the air, carried by a black
cloud of negative energy. Characters and crea-
tures within the affected area are panicked for as
long as the spell persists and suffer 3d6 points of
bludgeoning damage each round as they are
knocked around by the mass of corpses. All pan-
icked characters and creatures in the affected area
are treated as cornered (by the flying bodies) and
may only use the total defense action until the
spell ends.
When the spell expires the corpses drop to
the ground, breaking into numerous bloody, bro-
ken bits. The entire affected area, and all adjacent
squares, is treated as difficult terrain as anyone
entering the area must move through the scattered
body parts.
Material Component: The head of a good-
aligned cleric.
XP Cost: 500 XP.
This spell rips the target’s spirit from his
body, splitting the target into a living, corporeal
creature and an incorporeal ghost. For the spell’s
duration the target’s spirit hangs over his body,
taunting him. The targeted creature suffers 2d4
points of Wisdom damage (half damage on a suc-
cessful Will save) and remains shaken for the
spell’s duration (no save is allowed to resist this
effect).
The spirit cannot be targeted or affected by
any means, magical or mundane.
C ORPSE F LESH
Necromancy [Evil]
Level: Clr 2, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Ye s
C RUCIFY F OE
Necromancy [Evil]
Level: Clr 6
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Ye s
This spell transforms the targeted creature’s
skin into dead flesh, the skin withering and dying
within a split second and inflicting 2d4 points of
Charisma damage. Once the spell ends the tar-
get’s flesh reverts to live flesh but remains
scarred, the scars slowly healing (as the Charisma
damage is healed).
The ground erupts beneath the feet of the
chosen target as a mass of bony arms shoot up
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A Dozen Necromantic Spells
from the earth, grasping at the target. If the tar-
get fails a Reflex save the bones grab him and
lift him into the air, gripping him tight as the
skeletal monstrosity instantly takes the shape of
a crucifix. The crucifix holds the target helpless,
draining the life from his body by inflicting 1d2
points of Constitution drain each round. At the
spell’s expiration the target drops to the ground,
prone and exhausted.
Material Component: A rusted nail extract-
ed from a crucifix.
Once the spell ends the subject is fatigued
and suffers a number of points of Constitution
drain equal to one-half the caster’s level.
If the spell’s subject makes a successful Will
save when the spell is first cast the duration is
reduced to half.
This spell may only be canceled by break
enchantment or remove curse.
F EIGN D EATH
Necromancy
Level: Clr 3, Drd 3, Sor/Wiz 3
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
C RUCIFY F OE , M ASS
Necromancy [Evil]
Level: Clr 9
Target: One creature/level, no two of which
can be more than 30 ft. apart
This spell functions like crucify foe , except
that it affects multiple creatures.
Feign death allows you or a single creature
you touch to fall into a cataleptic state that
resembles death. While in this state, the subject
can hear, smell, and taste, but cannot feel or see.
The subject need not eat, breathe, or drink while
affected by this spell.
Any damage suffered while in this state is
halved. Additionally, the subject is immune to
paralyzing and mind-affecting effects, energy
drain, and poison (so long as initial and second-
ary damage both occur while the subject is
affected by feign death ; if secondary damage
occurs after the spell has ended, the subject is
affected by the poison normally).
Material Component:
D EATH S L INGERING
S HADOW
Necromancy [Evil]
Level: Clr 6, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will partial, see text
Spell Resistance: Ye s
This spell binds a cloud of dark, negative
energy to the targeted creature, the cloud follow-
ing him for as long as the spell persists. For the
spell’s duration the target brings pain and suffer-
ing to wherever he goes. All characters and crea-
tures within a number of feet of the target equal
to 5 times the caster’s level suffer 1 point of
Constitution damage each minute that they
remain within the target’s proximity.
Additionally, any hit point damage dealt to char-
acters or creatures within the affected area,
including the target of the spell, is doubled for
the spell’s duration.
The finger of a
corpse.
F EIGN D EATH , M ASS
Necromancy
Level: Clr 6, Drd 7, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
This spell functions like feign death , except
that if affects multiple creatures.
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A Dozen Necromantic Spells
F USE S KELETAL
R EMAINS
Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 2 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Ye s
you, moving in as direct a path as possible. The
instant a corpse enters a square adjacent to your
position – or the spell ends – the corpse drops to
the ground and remains there, still dead.
G HOSTLY O VERRUN
Necromancy
Level: Clr 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You summon skeletal remains from beneath
the ground, hundreds of bones shooting forth
from the dark soil and flying toward your chosen
target where they pierce his body, fusing directly
to his skeleton. Instantaneously the spell’s target
is transformed, encased in a shell of skeletal frag-
ments that increase his size category by one step,
provides him with a thick, bony shell of armor
that grants the target with DR one-half caster
level (round down)/–, and provides the target
with a +2 size bonus to Strength. Once the spell
expires the subject is fatigued and suffers 1 point
of damage for each minute that the subject was
affected by the spell.
For the duration of this spell the target’s type
changes to undead.
A cone of black, negative energy flies forth
from your hands, instantly transforming into a
dark cloud of incorporeal warriors that charge all
characters and creatures within the affected area.
These ghostly warriors attempt unavoidable
overrun attacks on all affected characters and
creatures, each attempt made as if the caster were
physically there, making the overrun attempt
himself, plus the benefit of the Improved Overrun
feat.
If the ghostly warriors are successful in their
overrun attempt, knocking an opponent prone,
they fade into nothingness just a few feet beyond
their target’s prone form. For each overrun
attempt that fails, the ghostly warriors rebound
back and slam into the caster, dealing 1d6 points
of nonlethal damage as the caster’s body absorbs
the ghostly energy.
G ATHER C ORPSES
Necromancy
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Target: One corpse/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
N ECROMANCER S
T OUCH
Necromancy
Level: Clr 7, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell calls out to the dead, causing one
corpse per caster level that is within range to lev-
itate into the air on a cloud of negative energy.
These corpses move toward your position at the
rate of 5 ft./round, each one dropping into a
square adjacent to you as soon as they reach you.
As long as a corpse does not enter a square adja-
cent to your position it will continue to follow
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A Dozen Necromantic Spells
S PECTRAL S YMBIOSIS
Necromancy
Level: Clr 6, Sor/Wiz 5
Components: V, S, DF/F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You bestow upon the creature touched the
ability to animate dead , as per the spell for a
number of times equal to your caster level, for the
spell’s duration. When the spell expires any
skeletons or zombies created by the targeted crea-
ture immediately fall under your control, the limit
of undead that you may control increasing by 4
HD per level of the creature targeted by the effect
of necromancer’s touch . Undead created by the
target of necromancer’s touch crumble to dust 24-
hours after their creation, at which point the total
number of HD of undead that you may control
reverts to normal.
Material Component: The hand of a slain
necromancer.
This spell binds a spiritual force to the target-
ed character or creature for the spell’s duration,
during which time the subject appears as a terri-
ble, spirit-like version of himself (though the sub-
ject does not become an incorporeal creature).
The targeted character or creature gains a +2
inherent bonus to any three abilities (target’s
choice) and possesses a fear aura that affects all
characters and creatures that come within 30 ft. of
the subject. Those that enter the fear aura’s area
of effect must make a successful Will save (DC
10 plus the caster’s level) or be affected as though
by the fear spell from a sorcerer of the caster’s
level.
Arcane Focus: A handful of dirt from a grave.
R EALIGN THE
H EAVENS
Necromancy [Evil, Fear, Mind-Affecting]
Level: Clr 9, Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 standard action
Range: See text
Target: See text
Duration: 1 minute/level
Saving Throw: Will partial, see text
Spell Resistance: Ye s
Special thanks to Mark Gedak for assistance
in proofing and balancing these spells.
During the dark of night, by stretching your
hands to the sky and releasing this powerful spell
into the heavens, you tap into the plane of nega-
tive energy, releasing a vast cloud of death that
grabs the very stars and the moon and shifts their
positions. All who look up into the heavens for
the duration of this spell are immediately affect-
ed as if you had cast fear on them. Additionally,
evil gains the upper hand for as long as this spell
persists – all evil-aligned characters and creatures
beneath the affected sky gaining a +4 profane
bonus to attack and damage rolls while all good-
aligned characters and creatures suffer a –6
penalty on all saves, and attack and damage rolls.
XP Cost: 1,000 XP.
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