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com 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 nothing to your campaign it does give other pub-
my favorite villains. Charged with power over the lishers permission to use this material as long as
undead, necromancers are an excellent opponent they follow the open game license (see the end of
for heroic adventurers, the vile spellcasters taking this PDF).
advantage of negative energy to create an army,
enslave opponents, and inflict terrible, horrific
pain. No matter the campaign setting, a necro-
ABOUT THE AUTHOR
Philip Reed has been working professionally
mancer proves valuable whenever the DM feels in the roleplaying game industry since 1995. In
the need to subject his players to the horrors of that time he has worked for such companies as
death. West End Games, Privateer Press, and Steve
A Dozen Necromantic Spells presents (more Jackson Games. Today Philip spends his days at
than) twelve spells a DM can use to augment the home running Ronin Arts, writing and designing
arsenal of spells an NPC necromancer has at his new games, and reading whatever books interest
disposal. From low level spells that transform a him at the time. To learn more about Philip Reed
target’s skin into the flesh of the dead to higher – and Ronin Arts – please visit
level spells that instantly crucify an unlucky tar- www.philipjreed.com and www.roninarts.com.
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
RONIN ARTS
my opinion that these spells are best suited for MESSAGEBOARDS!
use by NPC villains. Perhaps, after they have You can now chat about any Ronin Arts
defeated a necromancer and stolen his spellbook, product at the approved fan forums, www.rafo-
the PCs can gain access to some of these spells rums.com. Please swing by and share your
but I feel that the spells will retain their sense of thoughts on various Ronin Arts products, ask
magic longer if they never enter the listing of questions, and generally learn all about what’s
spells available to player characters. new with Ronin Arts.

OPEN GAME
CONTENT
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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The Spells
AGONIZING CORPSE STORM
CONFRONTATION Necromancy [Evil]
Level: Clr 8, Sor/Wiz 7
Necromancy [Evil, Fear, Mind-Affecting]
Components: V, S, DF/M
Level: Sor/Wiz 5
Casting Time: 1 standard action
Components: V
Range: Long (400 ft. + 40 ft./level)
Casting Time: 1 standard action
Area: 100 ft. radius spread
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 minute/level (D)
Target: One creature
Saving Throw: None
Duration: 1 round/level
Spell Resistance: No
Saving Throw: Will half, see text
Spell Resistance: Yes
The affected area is bombarded by a rain of
corpses – four corpses per level of the caster –
This spell rips the target’s spirit from his
that spin and swirl in the air, carried by a black
body, splitting the target into a living, corporeal
cloud of negative energy. Characters and crea-
creature and an incorporeal ghost. For the spell’s
tures within the affected area are panicked for as
duration the target’s spirit hangs over his body,
long as the spell persists and suffer 3d6 points of
taunting him. The targeted creature suffers 2d4
bludgeoning damage each round as they are
points of Wisdom damage (half damage on a suc-
knocked around by the mass of corpses. All pan-
cessful Will save) and remains shaken for the
icked characters and creatures in the affected area
spell’s duration (no save is allowed to resist this
are treated as cornered (by the flying bodies) and
effect).
may only use the total defense action until the
The spirit cannot be targeted or affected by
spell ends.
any means, magical or mundane.
When the spell expires the corpses drop to
the ground, breaking into numerous bloody, bro-
CORPSE FLESH ken bits. The entire affected area, and all adjacent
Necromancy [Evil] squares, is treated as difficult terrain as anyone
Level: Clr 2, Sor/Wiz 1 entering the area must move through the scattered
Components: V, S body parts.
Casting Time: 1 standard action Material Component: The head of a good-
Range: Touch aligned cleric.
Target: Creature touched XP Cost: 500 XP.
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
CRUCIFY FOE
Necromancy [Evil]
Level: Clr 6
This spell transforms the targeted creature’s
Components: V, S, DF/M
skin into dead flesh, the skin withering and dying
Casting Time: 1 standard action
within a split second and inflicting 2d4 points of
Range: Close (25 ft. + 5 ft./2 levels)
Charisma damage. Once the spell ends the tar-
Target: One creature
get’s flesh reverts to live flesh but remains
Duration: 1 round/level (D)
scarred, the scars slowly healing (as the Charisma
Saving Throw: Reflex negates
damage is healed).
Spell Resistance: Yes

The ground erupts beneath the feet of the


chosen target as a mass of bony arms shoot up

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from the earth, grasping at the target. If the tar- Once the spell ends the subject is fatigued
get fails a Reflex save the bones grab him and and suffers a number of points of Constitution
lift him into the air, gripping him tight as the drain equal to one-half the caster’s level.
skeletal monstrosity instantly takes the shape of If the spell’s subject makes a successful Will
a crucifix. The crucifix holds the target helpless, save when the spell is first cast the duration is
draining the life from his body by inflicting 1d2 reduced to half.
points of Constitution drain each round. At the This spell may only be canceled by break
spell’s expiration the target drops to the ground, enchantment or remove curse.
prone and exhausted.
Material Component: A rusted nail extract-
ed from a crucifix.
FEIGN DEATH
Necromancy
Level: Clr 3, Drd 3, Sor/Wiz 3
CRUCIFY FOE, MASS Components: V, S, DF/M
Necromancy [Evil] Casting Time: 1 standard action
Level: Clr 9 Range: Touch
Target: One creature/level, no two of which Target: Creature touched
can be more than 30 ft. apart Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
This spell functions like crucify foe, except Spell Resistance: Yes (harmless)
that it affects multiple creatures.
Feign death allows you or a single creature
DEATH’S LINGERING you touch to fall into a cataleptic state that
resembles death. While in this state, the subject
SHADOW can hear, smell, and taste, but cannot feel or see.
Necromancy [Evil] The subject need not eat, breathe, or drink while
Level: Clr 6, Sor/Wiz 5 affected by this spell.
Components: V, S Any damage suffered while in this state is
Casting Time: 1 standard action halved. Additionally, the subject is immune to
Range: Medium (100 ft. + 10 ft./level) paralyzing and mind-affecting effects, energy
Target: One creature drain, and poison (so long as initial and second-
Duration: 1 hour/level (D) ary damage both occur while the subject is
Saving Throw: Will partial, see text affected by feign death; if secondary damage
Spell Resistance: Yes occurs after the spell has ended, the subject is
affected by the poison normally).
This spell binds a cloud of dark, negative Material Component: The finger of a
energy to the targeted creature, the cloud follow- corpse.
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-
FEIGN DEATH, MASS
Necromancy
tures within a number of feet of the target equal
Level: Clr 6, Drd 7, Sor/Wiz 6
to 5 times the caster’s level suffer 1 point of
Range: Close (25 ft. + 5 ft./2 levels)
Constitution damage each minute that they
Targets: One creature/level, no two of which
remain within the target’s proximity.
can be more than 30 ft. apart
Additionally, any hit point damage dealt to char-
acters or creatures within the affected area,
This spell functions like feign death, except
including the target of the spell, is doubled for
that if affects multiple creatures.
the spell’s duration.

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you, moving in as direct a path as possible. The


FUSE SKELETAL instant a corpse enters a square adjacent to your
REMAINS position – or the spell ends – the corpse drops to
Necromancy the ground and remains there, still dead.
Level: Clr 2, Sor/Wiz 3
Components: V, S GHOSTLY OVERRUN
Casting Time: 1 standard action Necromancy
Range: Close (25 ft. + 5 ft./2 levels) Level: Clr 3, Sor/Wiz 2
Target: One creature Components: V, S
Duration: 2 minutes/level (D) Casting Time: 1 standard action
Saving Throw: Will negates Range: 30 ft.
Spell Resistance: Yes Area: Cone-shaped burst
Duration: Instantaneous
You summon skeletal remains from beneath Saving Throw: None
the ground, hundreds of bones shooting forth Spell Resistance: No
from the dark soil and flying toward your chosen
target where they pierce his body, fusing directly A cone of black, negative energy flies forth
to his skeleton. Instantaneously the spell’s target from your hands, instantly transforming into a
is transformed, encased in a shell of skeletal frag- dark cloud of incorporeal warriors that charge all
ments that increase his size category by one step, characters and creatures within the affected area.
provides him with a thick, bony shell of armor These ghostly warriors attempt unavoidable
that grants the target with DR one-half caster overrun attacks on all affected characters and
level (round down)/–, and provides the target creatures, each attempt made as if the caster were
with a +2 size bonus to Strength. Once the spell physically there, making the overrun attempt
expires the subject is fatigued and suffers 1 point himself, plus the benefit of the Improved Overrun
of damage for each minute that the subject was feat.
affected by the spell. If the ghostly warriors are successful in their
For the duration of this spell the target’s type overrun attempt, knocking an opponent prone,
changes to undead. they fade into nothingness just a few feet beyond
their target’s prone form. For each overrun
GATHER CORPSES attempt that fails, the ghostly warriors rebound
Necromancy back and slam into the caster, dealing 1d6 points
Level: Clr 1, Sor/Wiz 1 of nonlethal damage as the caster’s body absorbs
Components: V, S the ghostly energy.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level) NECROMANCER’S
Target: One corpse/level
Duration: 1 minute/level
TOUCH
Necromancy
Saving Throw: None
Level: Clr 7, Sor/Wiz 8
Spell Resistance: No
Components: V, S, M
Casting Time: 1 standard action
This spell calls out to the dead, causing one
Range: Touch
corpse per caster level that is within range to lev-
Target: Creature touched
itate into the air on a cloud of negative energy.
Duration: 1 minute/2 levels
These corpses move toward your position at the
Saving Throw: Will negates (harmless)
rate of 5 ft./round, each one dropping into a
Spell Resistance: Yes (harmless)
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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You bestow upon the creature touched the


ability to animate dead, as per the spell for a SPECTRAL SYMBIOSIS
number of times equal to your caster level, for the Necromancy
spell’s duration. When the spell expires any Level: Clr 6, Sor/Wiz 5
skeletons or zombies created by the targeted crea- Components: V, S, DF/F
ture immediately fall under your control, the limit Casting Time: 1 standard action
of undead that you may control increasing by 4 Range: Touch
HD per level of the creature targeted by the effect Target: Creature touched
of necromancer’s touch. Undead created by the Duration: 1 minute/level
target of necromancer’s touch crumble to dust 24- Saving Throw: Will negates (harmless)
hours after their creation, at which point the total Spell Resistance: Yes (harmless)
number of HD of undead that you may control
reverts to normal. This spell binds a spiritual force to the target-
Material Component: The hand of a slain ed character or creature for the spell’s duration,
necromancer. during which time the subject appears as a terri-
ble, spirit-like version of himself (though the sub-
REALIGN THE ject does not become an incorporeal creature).
The targeted character or creature gains a +2
HEAVENS inherent bonus to any three abilities (target’s
Necromancy [Evil, Fear, Mind-Affecting] choice) and possesses a fear aura that affects all
Level: Clr 9, Sor/Wiz 9 characters and creatures that come within 30 ft. of
Components: V, S, XP the subject. Those that enter the fear aura’s area
Casting Time: 1 standard action of effect must make a successful Will save (DC
Range: See text 10 plus the caster’s level) or be affected as though
Target: See text by the fear spell from a sorcerer of the caster’s
Duration: 1 minute/level level.
Saving Throw: Will partial, see text Arcane Focus: A handful of dirt from a grave.
Spell Resistance: Yes

During the dark of night, by stretching your Special thanks to Mark Gedak for assistance
hands to the sky and releasing this powerful spell in proofing and balancing these spells.
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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this License except as described by the License itself. No other terms or A Dozen Necromantic Spells Copyright 2006 Philip Reed, published by
conditions may be applied to any Open Game Content distributed using this Ronin Arts www.roninarts.com.
License.
Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.;
3.Offer and Acceptance: By Using the Open Game Content You indicate Authors Patrick Lawinger, Scott Greene, and David Mannes, with
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5.Representation of Authority to Contribute: If You are contributing origi- Original Spell Name Compendium Copyright 2002 Clark
nal material as Open Game Content, You represent that Your Contributions Peterson; based on NPC-named spells from the Player’s Handbook
are Your original creation and/or You have sufficient rights to grant the that were renamed in the System Reference Document. The
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