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Book of Cegilune

The book contains a small history of the mother of hags, the mad queen of the wyld folk, the mouth of
bitter vengence, and the moon lady, the many faces of Cegilune, high priestess of the drowned god. The
history speaks of a terrible hag that sought out her sisters across the land, eating their hearts and
binding their ghosts into service. She was a terrible foe of the giants who called her a witch and
struggled against her awful powers. Her story ends with her banishment by the elves and the rise of a
great plague as the result.
It is said that she will rise again, when the blood of man and giant run together there will come a key
from distant land to free her from her prison beyond the stars. To prepare for her return servants must
be raised from the bones of those who defied her and sought her death, and the world must be
blanketed in an unending darkness that consumes the hearts and souls of all within it.
To this dark end the journal contains a collection of spells.

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

CROWN OF FLAME
Evocation [Good]
Level:
Cleric 5, exalted arcanist 5, Glory 5
Components: V,
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and
evil fey within 10 feet of you. Affected creatures take 2d6 points of damage per round.

ANIMATE LEGION
Necromancy [Evil]
Level: Cleric 4, sorcerer/wizard 5Components: V, S, MCasting Time: 1 standard actionRange: Close
(25 ft. + 5 ft./2 levels)Targets: One or more corpses, no two of which can be
more than 30 ft. apartDuration: 1 round/levelSaving Throw: NoneSpell 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

INFERNAL WOUND
Transmutation [Evil]
Level: Cleric 4, sorcerer/wizard 4Components: V, SCasting Time: 1 standard actionRange:
TouchTarget:Weapon touchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No
The infernal wound spell makes a weapon inflict persistent wounds similar to those made by bearded
devils and horned devils. A creature injured by a weapon with infernal wound cast upon it loses 2
additional hit points each round for the remaining duration of the spell. The continuing hit point loss
can be stopped by a Heal check (DC 10 + spell level + caster's ability modifier), a cure spell, or a heal
spell.

CONSUMPTIVE FIELD
Necromancy [Death, Evil]
Level: Cleric 4Components: V, SCasting Time: 1 standard actionRange: PersonalArea: 30-ft.-radius
spherical emanation, centered on youDuration: 1 round/levelSaving Throw:Will negatesSpell
Resistance: Yes
You draw forth the ebbing life force of all nearby badly wounded creatures and use it to fuel your own
power. Upon casting this spell, you radiate a consumptive death field. All creatures in the area with
fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points per death
caused by this spell and +2 Strength until the spell’s duration expires. Additionally, your effective
caster level goes up by 1 per death caused by this spell, to a maximum of 1/2 your original caster level,
improving spell effects that are dependent on caster level. (This increase in effective caster level does
not grant you access to more spells). Creatures that fall to –1 hit points or lower in the area after the
spell is cast are likewise subject to its effect. No creature can be affected by this spell more than once
per casting, regardless of the number of times that the area of the spell passes over them.

Poison
Necromancy
Level: Clr 4, Drd 3Components: V, S, DFCasting Time: 1 standard actionRange: TouchTarget: Living
creature touchedDuration: Instantaneous; see textSaving Throw: Fortitude negates; see textSpell
Resistance: Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison
by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution
damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each
instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis
modifier).

Chain of Eyes
Divination
Level: Cleric 3, druid 4Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Living
creature touchedDuration: 1 hour/levelSaving Throw: Will negatesSpell Resistance: Yes
You can use a creature’s vision instead of your own. While this spell gives you no control over the
creature, each time it comes into physical contact with another living being, you can choose to transfer
your sensor to the new creature. In this way, your sensor can infiltrate a closely guarded area.
During your turn in a round, you can use a free action to switch from seeing through the current
creature’s eyes to seeing normally or back again.

Bestow Curse
Necromancy
Level: Clr 3, Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Creature
touchedDuration: PermanentSaving Throw: Will negatesSpell Resistance: Yes
You place a curse on the subject. Choose one of the following three effects.
•–6 decrease to an ability score (minimum 1).
•–4 penalty on attack rolls, saves, ability checks, and skill checks.
•Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment,
limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.

Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange:
TouchTargets: One or more corpses touchedDuration: InstantaneousSaving Throw: NoneSpell
Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your
spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific
kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed
skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than
twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this
spell, however, you can control only 4 HD worth of undead creatures per caster level. 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.
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.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a
creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead
into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these
gems into worthless, burned-out shells.

Contagion
Necromancy [Evil]
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange:
TouchTarget: Living creature touchedDuration: InstantaneousSaving Throw: Fortitude negatesSpell
Resistance: Yes
The subject contracts a disease selected from the table below, which strikes immediately (no incubation
period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial
saving throw).
Disease DC Damage
Blinding sickness 16 1d4 Str1
Cackle fever 16 1d6 Wis
Filth fever 12 1d3 Dex and 1d3 Con
Mindfire 12 1d4 Int
Red ache 15 1d6 Str
Shakes 13 1d8 Dex
Slimy doom 14 1d4 Con
1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must
make another Fortitude save (using the disease’s save DC) or be permanently blinded.

PLAGUE
Necromancy [Evil]
Level:Cleric 7, druid 7, sorcerer/wizard 8Components: V, SCasting Time: 1 standard actionRange:
Close (25 ft. + 5 ft./2 levels)Targets: One living creature/level, no two of which are more than 30 ft.
apartDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: Yes
Your skin crawls as you utter the words and complete the gestures of this spell. Suddenly, one or more
of the target creatures seem overcome by a dreadful malady.
The subjects contract a disease selected from the table below, which strikes immediately (no incubation
period). The disease progresses rapidly; the subjects must attempt additional saves each round, instead
of each day. Use plague’s DC for all saves. See page 292 of the Dungeon Master’s Guide for more
information on these diseases.
Disease Damage
Blinding
1d4 Str*
sickness
Cackle
1d6 Wis
fever
Filth 1d3 Dex,
fever 1d3 Con
Mindfire 1d4 Int
Red ache 1d6 Str
Shakes 1d8 Dex
Slimy
1d4 Con
doom
*Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must
make another Fortitude save (using the plague spell’s save DC) or be permanently blinded

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