Chapter 4: The Dark Art Previous      Index      Next

Mirtul 17, Year of the Bow
Three days after skirting Carcathen, we sighted a westward sail - a Nelantherese caravel, Retaliatior, standing high in the wind with a full complement of pirates. We tried to beat them to the Race, but they caught us off Nemesser's Tower, though not within sight of land, or we would have surely been lost. As I was calling the crew to clear for action, one of our passengers, the Lady Doctor Tolbert, came on deck and watched the approaching ship with a look of mixed disgust and annoyance.
"My husband hated pirates," the Lady said. I hastily agreed, for she was a sorceress of sorts, as well as a surgeon. In the past, when the topic of her husband came up, her eyes became distant and sad, almost dangerous. "Gerard's last action was against pirates in these waters," she said to no one in particular, before withdrawing below.
The final action with Retaliator came as a surprise. Once the caravel closed to boarding distance and called for our surrender, Lady Ellandra came back on deck, this time shielded by a cold, blue aura. She began to speak in a soft and deadly whisper, her gaze fixed on the wildly shouting men on the pirate ship's quarter deck. Many of the rogues had climbed up into the rigging, where they fired arrows onto our ship. One of the bolts struck Ellandra square in the face, but it was brushed aside by her magical warding.
As the Lady intoned the last syllable of her dreadful spell, a greenish vapor formed in the rigging above the pirate's quarter deck. Wailing resounded from the skyward cloud, like a distant chorus of lamentations. Ghostly images swirled in the liaze. The billowing mist quickly descended onto the decks of Retaliator, and horrific screams rose in a deafening crescendo from the ghastly cloud, echoed now by the terrified men in its midst. Shriveled bodies plummeted from the rigging, each with a sickening thud, onto the decks below. One by one, the pirates'flesh withered like burned paper, and the scant survivors beheld many more vaporous ghosts now swirling in the foul mist around them. And after the eternity of a few seconds, the howling cloud began to dissipate, leaving behind the wracked and twisted corpses of Retaliator's crew. The pirate ship sailed on, crewed only by the dead, fixed in its final course by a blasted corpse whose corrupted hands still clenched the helm.
Once the distant screaming abated, the Lady warned us to leave their ship behind as a warning to others. She then demurely withdrew again to her cabin, where she stayed for the rest of the voyage to Calimshan. But the remainder of the trip was not a happy one, for every night we could hear her muffled sobs, calling out to her long-dead husband, echoing throughout the ship.

—From the log of Waterdeep's Pennance,
Captain George Toal commanding

The most dreaded powers of a wizard come from the spells at his or her disposal. The Dark Art has many uses, the least of which brings death in a horrible and excruciating manner. The necromancer can drain the life force of a victim, command shadowy spirits of the netherworld, or animate the remains of the dead. Yet, for all the attention focused on the manifestly evil spells of the archetypal sorcerer, little concern has been devoted to exploring the more useful and even beneficial applications of the so-called Dark Art. In addition to its stereotypical negative uses, necromancy can also heal the afflicted, provide protection from the dead, and inform the living.
This chapter explores both the beneficial and baneful sides of this feared school of magic. First we present a few guidelines for choosing necromantic spells to reflect a wizard's alignment. Finally, the majority of the chapter describes over two dozen new wizard spells.
The massive amount of necromantic spells available to wizards can be a bit overwhelming for DMs accustomed to the limited selection in the PHB. Appendices at the end of the book have been designed to ease the burden of NPC spell selection for the DM. Appendix One contains all spells available to necromancer wizards, listed by level and general application. Appendix Two lists all of the spells in the expanded school of Necromancy, compiled from this and other sources. Finally, the DM may use the spell index in Appendix Four to easily locate necromantic spells in this book and other references.

Spell Selection for the Wizard

Since the necromancer might be playing an important, long-term role in a campaign, it is paramount that the DM determine not only what spells the wizard might have memorized for a specific encounter, but also define a comprehensive list that includes all spells to which the caster has access. The Undead Master on holiday at the cemetery will undoubtedly have a different set of spells at his or her disposal than the reclusive Philosopher, lounging in a study.
Choosing spells for any spell caster - especially a powerful one - can be an challenging and time-consuming task for DM and player alike. An 18th-level sorceress, for instance, has over 40 spells at her disposal! Are all her 3rd-level spells going to be vampiric touch? Unlikely! She will choose a wide variety of spells that are appropriate to her kit and alignment. As detailed in Chapter One, each kit is specialized in a different aspect of necromantic spellcraft.
A wizard's alignment generally has the biggest effect on his or her spell selection. While not all necromancy is inherently evil, it carries a strong social stigma because of its great potential for inflicting pain, suffering, and harm on both the living and the dead (or even the undead). A wicked NPC will probably have no compunction about employing "criminal" or "black" necromancy. However, once the heroic characters in your campaign have defeated this nemesis, they will undoubtedly uncover his grimoire and gain access to the villain's repertoire of spells.
Even good-hearted PCs may be tempted to use the forbidden lore, considering that many necromantic spells can be quite powerful, especially at high levels. Is a spell inherently evil, or is it simply that it can be put to evil use? This is a question many heroes will have to struggle with. This ambivalence and uncertainty should be encouraged, since temptation and moral quandaries make for excellent role-playing. However, as explained in Chapter Three, the use of criminal necromancy carries grave dangers for the caster, whether villain or player character. While the consequences for employing black necromancy must always be kept vague and nebulous for the players, the DM needs to have a clear definition and justification of the term.

Table 10: Forbidden Spells of Black Necromancy.

Level Spells
1st chill touch, corpse visage (WH), exterminate
2nd choke (WH), ghoul touch (WH), rain of blood (SH)
3rd bone club (WH), mummy touch (FOR), pain touch (WH), vampiric touch, rain of blood (SH), skull trap
4th Beltyn's burning blood (FOR), brainkill, contagion, enervation
5th bone blight, mummy rot (WH), summon shadow, throbbing bones (WH)
6th blackmantle (WH), dead man's eyes (WH), death spell, flames of justice (AA), ghoul gauntlet, Grimwald's gray mantle (FOR), lich touch (FOR)
7th finger of death, suffocate (TOM)
8th Abi-Dalzim's horrid wilting (TOM), death link (FOR), deathshroud, defoliate (WH), shadow form (WH)
9th conflagration (AA), death ward, energy drain, wail of the banshee (TOM)

Criminal or Black Necromancy

The Player's Handbook and other sources of necromantic spells tend to be vague or (worse yet) contradictory about what constitutes an evil spell. For instance, the classic spell of the necromancer, animate dead, contains a clear admonition against its use by good characters.
However, certain other necromantic spells (in the Player's Handbook, particularly) have been written in a way that conceals, or at least understates, their baneful nature. The description of summon shadows mentions nothing about the moral implications of summoning several chaotic evil beings from the Negative Material Plane to serve the caster (usually by draining the life forces of the wizard's enemies). Hence, there is obviously a need for some clearer definitions.
Criminal necromancy includes all spells which are cast for the sole purpose of inflicting permanent physical harm on other individuals, or (worse yet) draining their immortal life force. Consider the death spell (another classic from the PHB), which supposedly "snuffs out the life forces of creatures ... instantly and irrevocably."
In context with other punishing spells like chain lightning and disintegrate, death spell might not appear terribly horrible or evil. Take another look at the second line in the description which nonchalantly states that "[victims] cannot be raised or resurrected"! In other words, the spell utterly annihilates the victim's life force, past all hope of restoration, save by the omnipotent wish.
Black necromancy usually brings death, physical injury, or spiritual annihilation in an excruciating and terrifying manner. In order to make the evil nature of a spell painfully clear, the DM should feel free to improvise, exaggerate, or embellish a particularly dry description. Consider the account of death spell given in the chapter introduction. This spell and the others on Table 10 fall under the classification of black necromancy and, as such, are most appropriate for evil villains.
In game terms, therefore, every time a wizard (NPC or PC) uses a spell of black necromancy, the DM should secretly roll a powers check. By their very nature, these spells attract the attention of evil deities who will seek to reward, punish, and ultimately subvert the wizard involved. Criminal necromancy embraces all spells which inflict bodily or spiritual damage, spread disease, bring untimely death, or cause pain. The DM is encouraged to devise similarly nasty descriptions for all of the spells listed in Table 10. Don't sermonize to your players about the evils of criminal necromancy - have their characters experience the horrors themselves. If, despite your warnings, players willingly and consistently employ evil spells, feel free to impose any of the afflictions outlined in Chapter Three.

Gray or Neutral Necromancy

The DM should refer to Appendix Two for a complete listing of spells in the necromantic school. Except for the few listed in Table 10, the majority of necromantic spells fall into a gray category of moral uncertainty. These spells are not intrinsically evil per se, but they certainly can be put to inherently wicked uses.
Take animate dead, for instance. Raising up a zombie to carry one's luggage is not considered an evil act, but animating the dead for the purpose of attacking a merchant caravan is another matter entirely. While appropriate for neutral wizards, animation of the dead should be distasteful and perhaps even forbidden to chaotic good and lawful good wizards. Spells of gray necromancy rarely advance the cause of good.
While casting spells of black necromancy always requires the wizard to make a powers check, neutral or gray necromancy only requires a powers check when it employed for an evil purpose. Gray necromancy thus carries an element of risk and uncertainty: depending upon the easterns intent, the spell may or may not have a chance of attracting the attention of an evil god. It is left for the DM to decide which spells belong to the category of neutral necromancy. It is suggested that all divination/disguise magics (see Appendix One) and certain special use spells (such as animate dead animals, undead mount (FOR), bone dance, skull watch (FOR), and so on) fall into this largest grouping of necromancy. Of course, the DM may decide that certain spells (such as animate dead and magic jar) have too much potential for evil. The DM should feel free to augment Table 10 as necessary for the campaign.

Benign or White Necromancy

A third and final category of necromancy embraces magic of a benign or beneficial nature. White necromancy includes spells which restore and fortify the living body or life force (such as delay death (WH), empathic wound transfer, bone growth, Spendelard's chaser (FOR), Nulathoe's ninemen (FOR), and reincarnation) or derive their power from the caster's own life force (such as spirit armor (TOM) or homunculus shield (TOM)) or can be used only to disable undead (such as hold undead and bind undead). Note, however, that spells that control undead are not considered white necromancy!
Although white magic can be used to heal wounds and bone fractures, it is no substitute for clerical healing. White necromancy derives its healing power from a volunteer's source of life energy (often the caster's), as in empathic wound transfer. Clerical magic, in contrast, bestows healing through a combination of faith and divine authority. Short of a wish (or for a brief duration, a limited wish), wizard spells cannot "create" new hit points - the Art usually shuttles life force from a donor to recipient.
In contrast with black and gray necromancy, white magic has absolutely no chance of attracting the attention of an evil god. No powers check is ever required for casting a spell of white necromancy (except, perhaps, in Ravenloft).
Wizards of good alignment will thus employ white necromancy over those spells with questionable moral implications. Of course, nothing prevents evil mages from employing these spells as well, provided that doing so suits their own dark purposes. During an emergency, when a wizard needs to heal allies (or him- or herself) and no cleric is available, even the most dark-hearted necromancer will resort to white magic.

New Wizard Spells

The new wizard spells in this section include over two dozen examples of white, gray, and black necromancy. The DM may use these new spells to augment the standard selection available in the Player's Handbook (PHB). The DM can also find interesting necromancy spells in the Tome of Magic (TOM), Complete Wizard's Handbook (WH), Arabian Adventures (AA), and Forgotten Realms Adventures hardcover (FOR). For the DM's convenience, relevant spells from all these sources have been included in the appendices and spell index at the end of the book. The DM may also refer to Van Richten's Guide to the Lich, though almost all of the spells from this source have been designed for use by undead. Finally, the DM may care to adapt some of the new priest spells from Chapter Six, though the wizard versions should be at least one or two levels higher than their clerical counterparts.
Some of the spells presented here (and in other chapters) were first developed by other game designers. These authors, who have helped advance the body of necromantic lore, are acknowledged with special thanks on page 3.
The following spell descriptions conform in most respects to the standard format in the Player's Hand book, starting with specifications for range, components, duration, and so on.

1st-Level Spells

Animate Dead Animals

Corpse Link
Exterminate
Locate Remains
Spectral Voice
2nd-Level Spells

Embalm

Living Link
Skeletal Hands
3rd-Level Spells

Bone Dance

False Face
Skulltrap
4th-Level Spells

Brainkill

Empathic Wound Transfer
Summon Spirit
5th-Level Spells

Bind Undead

Bone Blight
Graft Flesh
6th-Level Spells

Corpse Host

Ghoul Gauntlet
Transmute Bone to Steel
7th-Level Spells

Wound Conferral
8th-Level Spells

Death Shroud
Life Force Transfer
9th-Level Spells


Death Ward
Life Force Exchange

1st-Level Spells

Animate Dead Animals (Necromancy)

Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this particular spell (lizards, cats, frogs, weasels, tigers, and so on), including minimals and non-magical, giant-sized animals. These undead remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled.
The number of undead that a wizard can animate depends on the animal's original hit dice, the caster's level, and the type of undead being created. The caster can create the following number of animal skeletons:

  • 1/4 HD animal or less: 4/caster level
  • 1/2 to 1 HD animal: 2/caster level
  • 1+ to 3 HD animal: 1/caster level
  • 3+ to 6 HD animal: 1/2 caster levels
  • Animal of over 6 HD: 1/4 caster levels

    The caster can create the following number of animal zombies:

  • 1/4 HD animal or less: 2/caster level
  • 1/2 to 1-1 HD animal: 1/caster level
  • 1 to 3 HD animal: 1/2 caster levels
  • Animal of over 3 HD: 1 /4 caster levels

    Animated skeletons of animals that had 1/4 to 1 HI) conform to the statistics of animal skeletons (see "Skeleton" in the MC). Skeletons of animals that had less than 1/4 HD when living conform to those same statistics/ with the following changes: AC 9, HD 1/4; hp 1, #AT 1, Dmg 1. Skeletons of those animals of over 1 HD conform to the regular animal statistics in the MM, with the following changes: armor class is worsened by two (AC 10 maximum), damage per attack is reduced by two (1 hp minimum), and movement is reduced by half. Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal's number of hit dice is increased by one, AC is worsened by three (AC 8 maximum), and movement is reduced by half.
    Skeletal and zombie animals gain the standard undead immunities (resistance to cold-based, sleep, charm, and hold spells), but lose any normal defenses that the living animal might have had. They also lose any special attacks (raking of rear claws, swallowing whole, and so on) and cannot inject poison or emit fluids, such as musk or saliva. Swallowing does no further damage to the creature swallowed, except to trap it within the swallower's rib cage. Priests gain a +1 bonus when turning these undead.
    This spell is often a necromancer's first experience animating corpses. For this to work, the animal bodies or skeletons must be intact. The material components are a blood drop and bone chip from the same species as the target remains (only animals belonging to the same species may be animated per spell).

    Corpse Link (Necromancy, Alteration)

    Range: 10 yards/level
    Components: V, S, M
    Duration: 1 turn/level
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None

    With this versatile spell, a wizard establishes a sensory link between him- or herself and a corpse or freshly animated zombie of a human, demihuman, or humanoid within the spells range. This link allows the caster to gather sensory information from the vicinity of the cadaver or undead being. For every three levels of experience past the 1st, the wizard gains the ability to collect information from an additional sense via the corpse link. At 4th level, for instance, the wizard may choose up to two senses (up to three at 7th level, four, at 10th level, and all five at 13th level).
    Sight: The caster can see what the corpse or undead creature sees as if looking through one of the creature's eyes.
    Sound: The wizard can now hear through one ear, exactly as if standing at the corpse's current location (if a wizard/thief, the caster can use his or her hear noise ability too).
    Smell: With one nostril, the wizard can now smell things exactly as if standing at the corpse's current location. The spell conveniently masks the putrefying stench of the cadaver (if any) so that subtle variations of aroma (like the scent of a rose) can easily be detected.
    Taste: The caster can taste any substance which is introduced into the corpse's mouth. The substance (which may be solid or liquid) tastes exactly as if the wizard had placed it on one side of his or her own tongue. This can be especially useful when checking for poison in food or identifying unknown potions. Thankfully, the taste of the corpse's own rotting flesh can be masked out by the spell.
    Touch: The caster gains the ability to sense the textural and environmental conditions, with a single hand, as if standing at the corpse's location. The wizard can gauge the surface texture and temperature of any object or substance which is placed in contact with the corresponding hand of the corpse.
    The type and number of sensory signals is chosen by the wizard at the time of casting, and cannot be changed for the duration of the spell. The caster collects all the sensory information through a single organ (eye, ear, nostril, half of the tongue, or hand) belonging to the corpse or undead recipient. This organ need not be attached to the rest of the cadaver for the spell to function properly.
    While the spell is in effect, the wizard can still see/hear/smell/taste/touch normally through other (unlinked) organs. For example, a necromancer harvests the left eye from a fresh cadaver (with a successful Anatomy ability check) and places it on a high ledge, with a strategic view of a front door. If the spell is now cast, the wizard's left eye would be able to see through the left eye of the corpse and spy on any visitors, while his or her right eye remains normal.
    Furthermore, if the target of the spell is a zombie, the magic enables the caster to issue simple commands to the undead creature via this link. The commands can be no longer than four words and can deal only with the creature's movement (turn left, walk forward two steps, and so on) If either the caster or the undead creature moves beyond the range of the spell, the effects arc negated. Corpse link does not impart any animation to dead tissue; if cast on a regular cadaver, it remains stationary for the duration of the spell.
    The material component is a fresh corpse or a newly-animated zombie. Unless some form of preservative magic has been employed to protect the corpse's decaying sensory organs (such as embalm or spirit bind), this spell cannot be employed on the remains of one who has been dead for longer than 1 day per level of the caster. This spell also requires the appropriate sensory organ of an animal or monster noted for its keen senses (such as the eyes of a hawk, ear of a rabbit, snout of a pig, and so on).

    Exterminate (Necromancy)

    Range: 10 feet
    Components: V, S, M
    Duration: Instantaneous
    Casting Time: 1
    Area of Effect: 1 small creature or 1 cubic foot per level (up to 10 creatures or 10 cubic feet maximum).
    Saving Throw: None

    In the hands of a novice spellcaster, this spell instantaneously snuffs out the life forces of small rodents and vermin in the area of effect, including such normal pests as flies, mice, beetles, rats, spiders, and the like. Only creatures with 1-3 hp per level of the caster (9 hp maximum) and animal intelligence can be exterminated. More powerful wizards can thus affect bigger pests, including large spiders, stirges, poisonous snakes, and giant or huge centipedes. If the targeted creatures are extremely small (1 hp or less), then an area up to 1 cubic foot per level (10 cubic feet maximum) can be cleansed of pests.
    This spell is well-suited to indoor or outdoor applications and is a favorite among necromancers who live among pestilence. Occasionally, cruel mages have been known to exterminate benign animals (and sometimes even others' pets) with the spell. The somatic gesture is a pointed finger, while the caster verbalizes a low zzzt sound. The material components are a pinch of lavender and dried garlic.

    Locate Remains (Necromancy, Divination)

    Range: 0
    Components: V, S, M
    Duration: 1 turn + 5 rounds/level
    Casting Time: 1 round
    Area of Effect: 30' long + 5'/ level
    Saving Throw: None

    This spell attunes the caster to the physical remains of dead beings in the area of effect. Locate remains will thus easily detect the presence of unburied corpses or corporeal undead (such as skeletons, zombies, or ghasts), but has no effect on noncorporeal undead (such as ghosts or spectres). The area of effect extends in a 10' wide path, facing the in the caster's current direction. Scanning in a direction requires one round, during which time the caster remains motionless in concentration.
    Locate remains is mostly unaffected by walls or obstacles, though the area of effect is decreased (to 10' + IV level) by more than three feet of solid stone, ten feet of wood or packed earth, or one inch of metal.
    In the most general application, the spell precisely locates any and all physical remains of individuals in the area of effect, regardless of sex, species, and undead status. This spell does not impart any knowledge regarding the identity (or undead nature) of the remains; only the current locations of corpses within the area of effect are learned. If a personal item or a small fragment of the deceased individual is available at the time of casting, the spell can be used to locate the remains of that specific individual. In that case, the spell docs not register the presence of any remains except those of the desired individual.
    Both the general and specific versions of the spell have no effect if cast on a living creature of any kind. The material component for this spell is either a small piece of bone from a human cadaver (for the general version) or else an article of clothing, personal possession, or strand of hair (for the specific version). This spell is popular in regions with strict burial customs.

    Spectral Voice (Necromancy, Alteration)

    Range: 10 yards/level
    Components: V, S, M
    Duration: 1 rum/level
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None

    This spell is similar to the 1st-level spell ventriloquism in that it allows the caster to throw his or her voice. However, the caster's voice issues only from the mouth of a specified corpse, skeleton, or zombie. The voice coming from the cadaver or undead creature will not sound like the caster's voice. In the case of a cadaver or zombie, it will sound similar to the hoarse, scratchy voice of the deceased individual. In the case of a skeleton, the voice will sound like a soft, raspy whisper. For the duration of the spell (which cannot be ended prematurely), the caster's voice emanates from the corpse or undead creature. As a result, the wizard is unable to cast any additional spells requiring verbal components until after the spectral voice has expired. The material component is a preserved tongue.

    2nd-Level Spells

    Embalm (Necromancy, Alteration)

    Range: Touch
    Components: V, S, M
    Duration: Permanent
    Casting Time: 2 rounds
    Area of Effect: 1 corpse
    Saving Throw: None

    An embalm spell enables the caster to protect a corpse (or a harvested part thereof) against the natural forces of decay and dissolution, until some later time when it is needed for a spell. If me embalmed cadaver is later animated as a zombie, golem, or other form of animated undead, the creature gains +2 hit points per hit die (8 hp/HD maximum) because of the greater strength and resiliency imparted by the spell to the dead tissue. It has no beneficial effect if cast on skeletal remains or on previously animated undead.
    Thus preserved, a corpse permanently retains the same odor and appearance it had at the time of casting. Embalm does not reverse the effects of putrefaction, but it does prevent any further decay of an individual's physical remains. Unlike more powerful spells (such as Nulathoe's ninemen (FOR) or the clerical spell spirit bind), embalm does not facilitate subsequent resurrection of a corpse. The material component is a drop of vinegar.

    Living Link (Necromancy, Divination)

    Range: 90 yards + 10 yards/level
    Components: V, S
    Duration: 1 round/level of caster
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None

    With this spell, a wizard establishes a sensory link between him- or herself and any living creature within range. If the wizard knows a specific creature or person within range, then the spell can take effect on that specific creature. Otherwise, the living link will be established with any sentient creature within range, determined randomly.
    Similar to the 1st-level spell corpse link (which only works with fresh cadavers and zombies), living link allows the caster to gather sensory information from the vicinity of the targeted creature (sight, sound, smell, taste, or touch). For every four levels of experience past the 1st, the wizard can collect information from an additional sense (up to two senses at 5th level, three at 9th, four at 13th, and all five at the 17th level of experience).
    The target creature of this spell experiences nothing to indicate that its senses have been tapped, and it remains in control of its own actions, entirely unaware of the magical connection to the wizard. In other words, the wizard cannot force the subject to look at something (listen at a keyhole, taste a glass of wine, pick up an object, and so on). This spell merely enables the wizard to directly experience the world through another creature's perceptions. For instance, looking through another creature's eyes gives the wizard all of its visual capabilities, like infravision should the creature have that ability.
    While the spell is in effect, the living link overrides the wizard's own sensory perceptions. Thus, while a wizard is seeing through another creature's eyes, he or she is unable to see through his or her own. The spell can be ended early with no risk to the caster.

    Skeletal Hands (Necromancy, Evocation)

    Range: 10 feet + 10 feet/3 levels
    Components: V, S, M
    Duration: 1 turn + 5 rounds/level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None

    By casting this spell, a wizard animates a pair of skeletal hands that levitate in midair and move as directed by the caster, who uses verbal commands and somatic gestures to guide them. The hands can perform only simple grasping, lifting, and carrying activities. They cannot perform complex movements that require great dexterity, such as picking locks. They can, however, open unlocked doors and chests, or turn pages in a spell book. The hands can also make two clawing attacks per round, each attack directed against a different target. They attack using the wizard's table at the same level as the spellcaster, and each inflicts 1-3 hp damage on a successful hit. The hands may be physically attacked in turn (each hand has AC 5, hp 4, and MV 6) and may move anywhere within their range.
    The hands can carry up to 5 pounds each; together, they can carry an object of up to 20 pounds. The hands may wield weapons within these weight limits. When using weapons, the skeletal hands attack on the wizard's combat table, with a level half that of the spellcaster and with applicable penalties for nonproficiency. Handheld melee weapons do half their normal damage (round up fractions), because the hands cannot generate the proper forces that the weapons need in order to inflict normal damage. The hands may fire an already loaded crossbow and inflict normal damage, because the crossbow provides the necessary force to propel the bolt. All other missile weapons have their ranges reduced to one quarter and inflict their normal damage (round up fractions).
    The material components are the complete, skeletal hands of any human, demihuman, or humanoid. These hand bones may be reused in multiple castings of the spell, providing the hands have not been damaged or destroyed in combat.

    3rd-Level Spells

    Bone Dance (Necromancy)

    Range: 10 yards/level
    Components: S, M
    Duration: 3 turns/level
    Casting Time: 3 rounds
    Area of Effect: Special
    Saving Throw: None

    This spell temporarily animates the physical remains of a human, demihuman, or humanoid. Bone dance forges a mystical link with the newly made undead creature, enabling the caster to mentally control its movements, just as a master puppeteer manipulates the actions of a wooden puppet. The skeleton or zombie animated by this spell is incapable of carrying out any independent actions the wizard must mentally command his or her undead puppet to walk forward, pick up a sword, strike an opponent with it, and so on. While the caster concentrates on maintaining the bone dance, he or she may not speak, cast other spells, or actively engage in melee. The spell occupies the greater part of the caster's attention.
    The skeleton or zombie created by this spell conforms to the normal variety described in the MM. It is compatible with (can be affected by) other necromantic spells that affect undead, and the creature may perform all of the simple actions outlined in the skeletal hands spell. If directed into combat, it fights as a regular skeleton (even if it still has some flesh on its bones).
    When combined with spectral voice, bone dance can make for an effective decoy, a menacing bluff, or at least a ghastly form of entertainment. When augmented by corpse link, a dancing cadaver may serve as an effective (and ultimately expendable) scout that can work beyond the immediate visual range of the caster.
    Normally, the bone dance progresses for the duration of the spell or until the caster loses concentration. The dance also ends prematurely if the caster causes the skeleton to move beyond spell range or out of direct sight (certain divinations, such as corpse link or clairvoyance, may lift this hindrance). The bone dance may be destroyed in combat, or broken by a successful dispel magic. The material component is an intact skeleton or corpse and a small, crude puppet which the caster must manipulate with both hands to choreograph the bone dance.

    False Face (Necromancy, Alteration)

    Range: 10 yards/level
    Components: V, S, M
    Duration: 1 turn/level
    Casting Time: 3
    Area of Effect: Caster
    Saving Throw: None

    This spell enables a necromancer to copy the face of another human, demihuman, or humanoid, either living or dead. It has no effect on undead. The wizard gains the facial features of the chosen individual of either sex, providing the subject lies within range and the caster can clearly see the face he or she is trying to emulate.
    The caster does not gain any sensory abilities (or disabilities) associated with the new face. For example, if the caster copies a blind man's face, the wizard still retains his or her normal sight. The caster retains his or her normal voice, too, as well as height, bodily appearance, spells, and spell-like abilities.
    The false face serves as an effective disguise, though it radiates a magical aura of necromancy. Spells that detect or banish illusions have no effect on this disguise; the false face is not illusionary. It may be reversed with dispel magic.
    The material components are a small ball of natural rubber and a small mirror, both of which are consumed in the casting.

    Skulltrap (Necromancy, Evocation)

    Range: Touch
    Components: V, S, M
    Duration: Special
    Casting Time: 4
    Area of Effect: One Skull
    Saving Throw:1/2

    This ward may be placed on any non-living skull or the skull of an undead skeleton. The skulltrap remains dormant until the skull is touched by living matter or is struck and damaged by non-living matter (for instance, it's struck by in combat or falls to the floor). Assume a normal skull is AC 8 and has 2 hp. This simple warding does not discriminate; it can just as easily be triggered by the wizard who cast the spell as by a curious rat brushing up against it.
    When the skulltrap discharges, the skull flashes briefly with red or violet light and violently explodes, releasing a blast of energy drawn from the Negative Material plane. The burst of negative energy does 2d4 hp damage plus ld4 hp damage for every level of the caster. All living creatures within 10' of the skull must make a saving throw vs. breath weapon to suffer only half damage from the blast.
    Because the trap is so easily triggered, the skull is often placed in its final resting place before casting the spell on it. The trapped skull may be moved without triggering the trap, but it must be moved very slowly and without contact with living matter. Cloves or any other thin materials used to cover the flesh of a living being arc not enough to prevent the skulltrap from being discharged. The material component is a pinch of dust from the physical remains of a corporeal undead being with strong ties to the Negative Material Plane, such as a wight or vampire.

    4th-Level Spells

    Brainkill (Necromancy)

    Range: Touch
    Components: V, S
    Duration: Permanent
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: Neg.

    A wizard using this spell, which operates much like a forget spell, can permanently burn from the memory of any one creature all knowledge of either a specific place or person or a time period of up to one year (the spellcaster may choose the desired result). The spell works on any intelligent creature by destroying a portion of its brain, but a victim is entitled to a saving throw vs. death magic to resist the effects of the spell. If successful, the creature suffers only a painful headache, which dissipates in 1-4 hours but is otherwise harmless. If failed, the victim suffers 1-6 points of damage from an excruciating headache, leaving him or her with selected gaps in his memory.
    Brainkill can affect only the victim's memory and ability to recall factual information. For example, a person thus affected might be completely unable to remember details of a place, the name, appearance, or any traits of a person, or might have a one-year blank in his or her memory. The spell has no effect on a persons learned abilities or skills. For instance, suppose an individual gained a swimming proficiency six months before coming under the influence of this spell. While the victim will no longer recall the swimming lessons, he or she still retains the ability, though it might not become evident until the victim jumps into a large body of water. Aside from relearning it as best as one can, the lost knowledge and memories can never be regained except by a wish.

    Empathic Wound Transfer (Necromancy)

    Range: Touch
    Components: V, S, M
    Duration: Permanent
    Casting Time: 1 round
    Area of Effect: Creature touched
    Saving Throw: None

    By casting this spell, a wizard transfers some of the wounds of another creature to him- or herself, thereby partially curing the recipient. Up to 2 hp per level of the caster may be transferred, so a 10th level necromancer could cure an ally of a 20-hp wound (but the wizard will then take 20 hp in damage).
    The hit point loss could have originally resulted from physical attacks, certain poisons, spell effects, diseases, or curses (except those that cannot be removed by the remove curse spell). This spell cannot restore amputated limbs, drained life levels, or lost life. It also cannot undo any continuously acting poison or disease. The spell only temporarily reverses such harm, which will then continue to affect the victim.
    The caster cannot drain his or her own life. Normally, a wizard can only transfer up to his or her current number of hit points. However, if the DM makes use of the rules for "hovering on death's door" (page 75 of the DMG), then a necromancer might be voluntarily drained to the brink of death (-9 hp). Of course, the mage immediately loses consciousness in such a case (as noted in the DMG), but his or her condition does not deteriorate unless further wounded by another agent. At the DM's discretion, this spell also enables a necromancer to immediately restore an incapacitated and dying victim, as per the 3rd- level priest spell death's door. Unlike the priest version, however, hit points cured by the wound transfer are inflicted on the caster. Hit points lost by the wizard may be regained by normal healing or magic.
    Finally, after the transfer is complete, the wizard temporarily loses four points of Constitution due to extreme exhaustion; each point may be recovered by six turns of complete rest. If the caster's Constitution drops below 3, unconsciousness results, and full Constitution is not regained for 24 hours. The material components are hair and blood from both the recipient and the caster, two newt eyes, and two wolf teeth (each from a different animal). These components are consumed in the casting.

    Summon Spirit (Necromancy)

    Range: 10 yards
    Components: V, M
    Duration: 1 round/level
    Casting Time: 1 turn
    Area of Effect: 1 dead human or demihuman
    Saving Throw: Special

    This spell allows the wizard to raise up the spirit of a dead human or demihuman, which may answer questions put to it by those present at the summoning. Of course, the questioners must speak the same language as the dead creature.
    Summoning a dead spirit is far from a certain or trouble-free enterprise. The base chance that a spirit will answer the summons is 50% + 1% for each experience level of the wizard casting the spell. This chance of success also depends on the authority of the caster in the spirit world, the length of time the subject has been dead, and the specific time of day during the casting (see Table 11).

    Table 11: Spirit Summoning Modifiers.

    Modifier    Condition
    +5% Caster is a necromancer
    +5% Caster has spirit lore proficiency
    +10% Caster is a member of the Witch kit
    None Subject dead for up to 1 week
    -5% Subject dead for up to 1 month
    -10% Subject dead for up to 1 year
    -15% Subject dead for up to 10 years
    -20% Subject dead for up to 100 years
    -30% Subject dead for up to 1000 years
    -50% Subject dead 1000 years +
    -25% Spell cast by day
    None Spell cast at night
    +10% Spell cast at full moon
    +25% Cast on a holy day associated with the dead
    +10% Ancestor present at summoning
    -10% Spirit previously summoned within the same month

    Regardless of actual penalties or bonuses, the chance of success never drops below 5% or rises above 95%. If the spell fails, there is always the chance that the summoning will attract the attention of some other (potentially hostile) spirit or undead creature, either from the netherworld or the general vicinity of the caster. The chances of summoning a malicious undead are 5%, cumulative with every failed attempt by the same caster. The DM may roll on the table for the clerical spell summon undead. Note that this spell in no way protects the wizard (or those present at the casting) from the attacks of inadvertently summoned undead.
    If the summoning is successful, the desired spirit slowly rises from the ground before the caster. The spirit's willingness to answer questions will first determine the effectiveness of the spell. If the spirit is of a different alignment than the caster or formerly had more hit dice than the caster's current level of experience, the shade is entitled to a saving throw vs. spells to resist the interrogation.
    Provided that the spirit is agreeable, it can answer no more than one question for every three levels of the caster. Summoned spirits tend to be evasive and cryptic when questioned by the living. In general, their knowledge is limited to what they knew while alive. A spirit may also be called upon to answer specific questions about the near future, regarding actions undertaken before the next nightfall. Questions and predictions about future events are subject to the same conditions and limitations as the priest spell augury.
    This spell requires a shallow pit filled with the blood from a slaughtered ram. The pit opens a symbolic link with the netherworld, while the blood serves to lure a spirit back into the world of the living. Note that the blood may also attract hostile undead (if the summoning fails). The DM may care to modify this spell so that it always summons a host of spirits (numbering 1-20) who must be individually questioned and placated before the desired shade arrives. The DM may also care to increase the chances of summoning a hostile undead (even if the spell succeeds) to reflect the caster's location and the tone of the campaign. Obviously, calling a beneficial spirit near the burial mound of a wraith may bring both creatures to investigate the unusual summons.

    5th-LeveI Spells

    Bind Undead (Necromancy)

    Range: 10 yards/level
    Components: V, S, M
    Duration: 2 rounds/level
    Casting Time: 5
    Area of Effect: One undead/level
    Saving Throw: Special

    Bind undead is highly effective against certain kinds of undead (it has no effect on living creatures). This spell automatically affects all chosen corporeal undead of 6+ or less HD (including coffer corpses, crypt things, ghouls, ghasts, great ghuls, huecuva, mummies, all types of skeletons, sons of Kyuss, wights, and all manner of zombies), with no saving throw. Such creatures curl into a ball (if more than one undead is affected, they are all gathered into one tightly-packed sphere). Affected undead are held helpless and immobile, their Special abilities in stasis, until the spell expires or the caster frees them. The diameter of this ball of undead is typically 2-3 feet per affected creature. Typically, this "boneball" is rolled off a cliff or into an obstacle or fire, or conveyed into the midst of foes, whereupon the caster ends the magic, freeing the undead to fight.
    Against noncorporeal undead (such as ghosts and spectres) and all undead of 7 or more HD who don't rum as "Special" (including vampires and liches), bind undead acts only as a slow spell. These undead are entitled to a saving throw vs. spells to resist the effect. Bind undead does not effect "Special" undead. The material component is the bone of any creature, held in the wizard's left hand at the rime of casting.

    Bone Blight (Necromancy/Alteration) Reversible

    Range: 30 yards
    Components: V, S, M
    Duration: Permanent
    Casting Time: 5
    Area of Effect: One creature
    Saving Throw: Neg.

    This nasty curse slowly erodes the healthy bone of any chosen creature within range, who is entitled to a saving throw vs. spells. If failed, all bone in the creature slowly begins to dissolve, eventually reducing it to a quivering mound of formless flesh.
    Except for experiencing a strange "tingling sensation" at the time of casting, the victim is not immediately aware of the spell's effect (making it even more insidious). In the short term (starting at the moment of casting up to the first full day), the bones of the victim become embrittled, greatly increasing his or her susceptibility to crushing attacks or falling damage. At the onset, the subject of this spell sustains double normal damage from such attacks; by the end of the first day, the victim's current hit points are reduced by 20%.
    In the medium term (lasting ld6+l days from the time of the casting), a victim is subject to frequent, painful fractures. All attacks by piercing and slashing weapons inflict double normal damage, while crushing attacks inflict quadruple damage. By the end of this period, the creature's hit points are reduced by 60%. In the terminal stage of this spell, a victim's bones finally dissolve, collapsing the subject's spine and skull, bringing a slow and painful death.
    While under the effects of this spell, the victim's body is unable to undergo normal healing processes. Magical healing (spells or potions) slows the onset of the terminal stage, but it cannot halt the bone loss process completely. Every 10 hp of magical healing effectively prolongs the victim's life in the intermediate stage of the affliction for one full day. The slow dissolution of bone can only be halted by a successful dispel magic or by remove curse, cure disease, limited wish, wish, heal, or restoration spells. Once the spell has been broken, lost hit points can be healed by normal or magical means.
    The reverse of the spell, bone growth, immediately halts the bone blight and slowly (over a period of 1-6 days) restores all damage caused by that spell. Bone growth can also be used to fuse normal fractures by accelerating the recipient's normal healing processes. Mild compression fractures heal in a day, while more serious ruptures (such as a broken leg or back) might take 1-4 days to fuse (assuming complete bed rest for the patient; otherwise healing time is doubled). This spell does not affect wounds or soft tissue damage, including cuts and sprains, nor does it correct for improper alignment of the bones while healing.
    Both versions of this spell only work on living creatures and have no effect if cast on undead. The material component is a drop of aqua regia for bone blight and a drop of milk for bone growth.

    Graft Flesh (Necromancy/Alteration)

    Range: 0
    Components: V, S, M
    Duration: Special
    Casting Time: 5
    Area of Effect One individual
    Saving Throw: None

    With this spell, a wizard can graft any freshly harvested flesh to the body of the recipient, either replacing a lost limb or serving as a disguise. The duration is limited only by the compatibility of the grafted flesh to the host's own body. Flesh harvested from the recipient him- or herself (such as a severed limb) can be permanently reattached with this spell. If the grafted limb were taken from a fresh corpse, however, the maximum duration of the spell would be 1 day/level of the caster. Only musculo-skelelal tissues are affected by this spell; it cannot be used to graft organs or attach additional appendages (such as an extra arm) to the recipient.
    Graft flesh can also disguise the subject (who may be the caster) with the flesh from a cadaver. While the subject gains the facial and bodily appearance of the deceased individual, the transformation is only "skin deep." The recipient retains his normal voice, knowledge, spells, and other abilities. Furthermore, the subject does not gain any physical or sensory abilities associated with his new appearance (the spell cannot, for instance, increase the host's physical strength or replace lost eyesight). This application lasts 1 day/level of the caster.
    For the duration of the spell, grafted flesh literally becomes an extension of the host's own body (affected tissue radiates a faint aura of necromancy, however). The recipient has complete control over the flesh as if it were his or her own. At the conclusion of the spell, the grafted flesh slowly deadens and ultimately drops away. A successful dispel magic ends the spell prematurely.
    Graft flesh only functions on living human, demihuman, or humanoid subjects. The material component is the host's own severed limb or else a suitable replacement from a fresh corpse (dead for no longer than 1 day per level of the caster). Grafted tissue must be harvested from the same species as the host. Graft flesh cannot be combined with other enchantments (such as embalm or spirit bind) which are used to preserve a corpse. By the conclusion of the spell, all grafted flesh has decayed past all utility and cannot be used in a subsequent casting.

    6th-Level Spells

    Corpse Host (Necromancy)

    Range: Touch
    Components: V, S, M
    Duration: 1 day/level
    Casting Time: 1 turn
    Area of Effect: Special
    Saving Throw: None

    This spell enables an individual touched by the caster to transfer his or her life force to temporarily animate the fresh corpse of a human, demihuman, or humanoid. This spell will fail if cast on undead. The recipient wills the cadaver to move and act and can even cast spells through it—all while his or her own body is safely up to 5 miles away per level of the caster. While animated by the host's life force, the corpse ceases to decay; however, unless illusionary magic is cast upon it, the cadaver will appear to be a form of undead (such a ju-ju zombie).
    The recipient (who may be the caster) can see, hear, and sense through the corpse host. The host can fight, talk hoarsely (with the voice of the corpse), and carry things—in fact, it can perform all tasks less exacting than lock-picking, sewing, and similar handicrafts. It can even go adventuring and earn experience points for its "master."
    The recipient's mind functions in two places simultaneously within the corpse host and within his or her real body. The real body can still sense (see, hear, and so on) exactly as before, even benefiting from enhancements such as a magical ring. The tradeoff is paralysis. Aside from breathing, blinking, and moving his or her eyes, the recipient cannot move his or her real body while the host is animated. (Friendly guards are a wise precaution. So is a pleasant or strategic view). The real body does not need to eat, drink, or sleep.
    The recipient is vulnerable when his or her corpse host is the target of magical and psionic powers that affect the mind. The host can be fooled by illusion spells to the same degree as the recipient. It works this way because both recipient and host are actually sharing the same mind.
    Physical attacks against the corpse host don't damage the real body, though they do harm the host. The latter has a number of "hit points" equal to the recipient's normal maximum (even if the recipient is currently crippled). The host has the recipient's natural armor class (10), though it may wear armor and employ weaponry with the same restrictions that apply to the recipient. The host does not benefit from anything worn or carried by the recipient's real body, however.
    The corpse host can withstand attacks as well as (or as poorly as) the recipient can normally. Note that since the host is not undead, it may not be turned or affected with spells or magical items that influence such creatures.
    If the host drops to 0 or fewer hit points, the owner must make a system shock roll. Failure indicates that the real body also dies along with the host. The spiritual link between the recipient and host can also be abruptly severed by (successfully) casting the wizard spells dispel magic, limited wish or wish or by employing the clerical spells spirit release or dispel evil. Severance of the spiritual link also requires the recipient to make a system shock roll in order to survive the ordeal.
    The recipient of this spell can abandon the link with the corpse host at any time, with no harm to him- or herself. The host immediately collapses (resuming its usual decay), and the recipient immediately regains control of his or her real body. The same thing occurs when the spell ends or the corpse host somehow moves beyond the spell's range or to another plane.
    The material components include a fresh corpse (of an individual who has been dead for no longer than 1 day per level of the caster) and a freshly-excised patch of the recipient's skin. Harvesting this piece of flesh from the subject at the time of casting also inflicts 1-3 hit points of damage. At the conclusion of the spell, the recipient is entitled to a saving throw vs. death magic. If failed, the hit point loss is permanent (consumed by the spell) and cannot be reversed or magically healed except with awish or restoration spell. If successful, the loss in hit points, while temporary, can only be regained by normal rest.

    Ghoul Gauntlet (Alteration, Necromancy)

    Range: Touch
    Components: V, S, M
    Duration: Special
    Casting Time: 6
    Area of Effect: Special
    Saving Throw: Neg.

    This rare and horrible spell causes the victim to be slowly transformed into a ravening, flesh-eating ghoul (see the description in the MONSTROUS MANUAL for all about the lives of ghouls). The transformation process usually begins at the limb or extremity (usually the hand or arm) closest to the location touched by the caster at the onset of the spell. The victim suffers 1-2 hit points of damage each round while the body slowly dies and transforms into a ghoul's cold, undying flesh.
    The victim is entitled to an initial saving throw to resist this deadly transformation. If failed, only a limited wish, wish, or restoration will end the condition. A dispel magic or remove curse may be effective, but only if cast within three rounds of the touch that confers the ghoul gauntlet. During the early stages of the spell, the original afflicted extremity may be severed and burned to terminate the spell.
    If the extremity affected by the ghoul gauntlet is amputated while the victim has lost less than 20% of his or her total hit points, then only a hand or a foot may need to be severed (inflicting ld4+l hp of damage, requiring a system shock roll to remain conscious, and resulting in the loss of the limb's mobility and functions). After the victim has lost 20%-50% of his or her hit points, however, an entire limb will have to be cut off, with the loss of ldl2+4 hp and a system shock roll. Initially, the transformed flesh of the victim has no paralytic powers or any of the special abilities associated with ghouls. As the spell unfolds, the advancing front of dying flesh inexorably traverses the entire body, and the victim immediately dies once the ghoul gauntlet reaches the heart or brain (upon reaching 0 hp due to the spell). Healing spells, potions, or magical items have no power to cure or reverse this affliction while the ghoul gauntlet runs its course.
    One full day after the victim has died (unless the remains are burned), the subject awakens as a fullfledged ghoul as outlined in the MONSTROUS MANUAL. The undead is now a fawning slave, utterly under the control of the necromancer who cast the nefarious spell.
    The material components include the freshly harvested fingernail of a corpse and a pinch of mandrake root. Both of these are consumed by the casting of the spell.

    Transmute Bone to Steel (Alteration, Necromancy) Reversible

    Range: 30 yards
    Components: V, S, M
    Duration: Permanent
    Casting Time: 1 round
    Area of Effect: 1 creature or object
    Saving Throw: Special

    A wizard casting this spell makes any object made of bone, including a skeleton, as strong as steel. The spell may be cast only upon dead, inanimate bones; after they have been transmuted, the bones may now be animated by the usual means. Despite their increased strength, the bones do not change in appearance, and they retain their original weight. Bone objects make all future saving throws as if they were hard metal (DMG, page 39). Transmuted skeletons now have AC 3 and take half the usual damage from physical attacks. However, these skeletons still take normal damage from holy water and magical attacks and are also subject to spells affecting metal {transmute metal to wood or heat metal) and the attacks of creatures that especially affect metal, such as rust monsters.
    The reverse of this spell, transmute steel to bone, weakens any metal by making it as brittle as dry bone (altering all saving throws appropriately). Each non-living recipient of this spell must make an item saving throw vs. disintegration. If failed, the former metal item makes all future saves as if it were fashioned from bone. Metal armor loses its effectiveness, becoming AC 7. Whenever a successful hit is made by or upon the item, the transmuted object must make a save vs. crushing blow to remain intact and functional. Magic items weakened by this spell remain magical, with any bonuses applied to their saving throws. Weapons affected by this spell inflict -2 hp per die of damage (and must save to avoid breakage whenever they hit a target). Physical attacks versus transmuted metal creatures inflict +2 hp per die of damage. The material components (for both versions of the spell) are steel filings and powdered bone.

    7th-Level Spells

    Wound Conferral (Necromancy)

    Range: Touch
    Components: V, S, M
    Duration: Permanent
    Casting Time: 2 rounds
    Area of Effect: Two creatures
    Saving Throw: Neg.

    This spell is similar to the 4th-level wizard spell empathic wound transfer, except that it enables the caster to transfer the wounds (up to 3 hp per level of the caster) between any two creatures, excluding the caster. The wizard must be able to grasp both the creature with the disability and the creature about to receive the disability without having to make attack rolls. Thus, the two beings must either be willing to undergo the spell, or else be sleeping, unconscious, or otherwise bound and secured from escaping the caster's grasp.
    The recipient of the disability is entitled to a saving throw vs. spells if unwilling. If the recipient's saving throw succeeds, the transfer is incomplete and nothing further happens. If failed, the recipient gains the wounds of the disabled creature, subject to a few limitations.
    The total amount of transferred hit points is limited to the caster's current hit points (or 3 hp per level, whichever is smaller). Normally, the spell functions by conveying the wounds from the disabled creature to the caster (during the first round of casting) and then from the caster to the final recipient (during the second round of the spell). Should an conferred disability drain the wizard below zero hit points (if the wizard unwittingly attempts to channel more hit points than he or she currently possesses), the exchange effectively backfires and now operates on the wizard himself as an empathic wound transfer. The spell also backfires if it is interrupted during the second round of casting, before the final conferral of life force to the recipient.
    At the DM's discretion, this spell will never backfire when employed by a necromancer, who is presumably an expert in these rites. If interrupted during casting, the spell merely fails without any transfer of wounds from the disabled creature. When cast by a necromancer, this spell can also immediately restore an incapacitated and unconscious creature, as per the 3rd-level priest spell death's door.
    This spell is terribly exhausting for the caster. After the exchange is complete, the wizard temporarily loses seven points of Constitution; each point may be recovered by two hours of complete rest. If the caser's Constitution drops below 3, unconsciousness results, and the full Constitution is not regained for 24 hours. The material components are the same as for as the empathic wound transfer spell, except for a specially fashioned ruby brooch or pendant (worth at least 5,000 gp) which must be worn by the wizard at the time of casting. The ruby, which serves as a temporary receptacle or buffer for the exchanged life force, shatters upon the completion of the spell.

    8th-Level Spells

    Death Shroud (Necromancy)

    Range: Touch
    Components: V, S, M
    Duration: Special (2 rounds/level maximum)
    Casting Time: 8
    Area of Effect: 1 creature/level
    Saving Throw: Neg.

    Death shroud draws upon the Negative Material Plane to surround the caster in a dark and shadowy aura of life-draining energy. While the spellcaster suffers no ill-effects from this baneful radiance, it may have dire consequences for anyone who comes into contact with the aura.
    The death shroud can be used actively in offense and passively in defense. In combat, the wizard may activate the deadly power of the spell by touching a victim (requiring a successful attack roll). Any creature touched must immediately save vs. death magic with a -4 penalty. If the roll is successful, the victim is unharmed. If the save is failed, a black haze forms around the victim, draining 20% of his or her current hit points each round until the unfortunate individual dies at the end of the fifth round. The death shroud also serves as a passive ward or protection for the caster. Anyone who touches the wizard or attempts to strike him or her with any handheld object or melee weapon must make a saving throw vs. death magic (with no penalties) or be stricken by the death shroud in a similar manner.
    The following spells remove the death shroud from an afflicted individual: cure critical wounds, heal, limited wish, wish, or a successful dispel magic. Lesser curing spells and healing potions delay death only by one round. Multiple applications of these spells or potions may prolong a victim's life until the duration of the spell expires. The spell may also be ended prematurely by killing or successfully employing dispel magic on the caster (this immediately releases all creatures afflicted by the spell).
    The death shroud remains in effect until the wizard has successfully attacked or been attacked by a number of creatures equal to his or her current level (or the spell's maximum duration of two rounds per level has elapsed). Undead are not affected by this spell. In fact, if an undead creature is attacked by a death shroud, it immediately gains 1 HD, and the wizard must save vs. death magic or suffer the effects of the death shroud him- or herself.
    This dreadful spell is known only to a select cadre of necromancers who purportedly learned it from a mysterious, bronze-bound book of extraplanar origin. The warding requires the following material components: crushed black opal and diamond (worth 5,000 gp), dust from a corporeal undead with strong ties to the Negative Material Plane (such as a vampire or wight), and a hunk of smoky quartz. These ingredients are consumed in the casting.

    Life Force Transfer (Necromancy) Reversible

    Range: 1"
    Components: V, S, M
    Duration: Permanent
    Casting Time: Special (8 turns)
    Area of Effect: 1 creature
    Saving Throw: Neg.

    Upon completion of this long and highly-versatile incantation, the caster permanently transfers a creature's life force (even his or her own) into a specially fabricated item, a magical receptacle, or the body of another individual. Once the mental transfer has been completed, the recipient's body falls into a cataleptic state, and remains in a death-like trance or coma for 2-7 days. Unless the subject's life force is magically reunited with the body during that time period, his or her body dies, and the life force remains permanently trapped within the physical object or new body.
    While in the physical receptacle, the recipient may perform any action permitted by the new form. In an item such as a ring or a sword, the subject may communicate with the user when the receptacle is held or worn properly. The extent of communication depends on the subject's intelligence:

    Int Communication
    3-11 None
    12-13   Semi-Empathy
    14-16 Empathy
    17+ Telepathy

    Individuals of low or average intelligence cannot communicate, and those of above-average intelligence can communicate using a primitive form of empathy (usually limited to a throb or tingle of varying intensity). At the discretion of the DM, the life force might animate a specially prepared statue or golem, perhaps even enabling the recipient to employ any memorized spells.
    Life force transfer is sometimes the final step in the manufacture of a powerful magical item or minor artifact (usually a sword). In this process, a victim's life force is transferred into a magical item (unless he or she saves vs. death magic at -4), which is finally sealed with a permanency.
    In such an enchantment, the recipient's body is frequently destroyed afterward by the caster, forever trapping the victim's life force in the item (unless the permanency is first reversed and a new body prepared using a clone, wish, or similar means). If the item is destroyed while the recipient's life force is in it, the creature may regain its body by making a system shock roll if it lies within 1 mile per level of the original caster; otherwise, the subject's life force dissipates, and the creature dies.
    Sometimes, a wizard may employ this spell as a final measure to protect his or her own life. In this version, the entire incantation and receptacle are prepared and cast beforehand, but only the final syllable of the spell is left unfinished. The wizard may pronounce this short (single segment) syllable at any later time, casting his or her life force into the receptacle— providing that it lies within range. Obviously, this strategy only works if the receptacle is kept close to the wizard at all times. Furthermore, the wizard usually must leave behind clues or encrypted instructions so that his or her allies may later reverse the spell and restore the wizard to his or her normal state, whatever that may be. While the spell is in its unfinished state, the wizard cannot learn a new 8th-lcvel spell to replace it. Aside from this limitation, however, the caster remains unaffected by the pending spell.
    Less scrupulous wizards may use this rite to permanently transfer the recipient's life force (often their own) into the body of a younger individual, thereby extending their own existence. The victim is entitled to a saving throw vs. death magic with a -4 penalty to resist the effects. If failed, the subject's life force departs (resulting in the death of the victim), and the recipient's life force takes permanent possession of the victim's body. If the saving throw is successful, the spell fails without any ill effect to either the victim or recipient (though it may be recast at a later date). Thus, an ancient necromancer may transfer his or her life force into the body of a vigorous, younger person, thereby gaining all of the victim's physical attributes, manual skills, hit points, and extended life span.
    The spell requires either an expertly-crafted item or any living human, demihuman, or humanoid (preferably young and healthy) to house the subject's life force. The remaining material components include a scroll inscribed with special rare inks and a massive, blood red garnet (worth 5,000 gp or more). The exact nature of any physical receptacle should be decided by the DM, but it must be of quality suitable for enchantment. The gamet (but not the scroll) is consumed in the casting. This spell cannot be dispelled normally (even in its "pending" state). If the receptacle was not sealed with a permanency, then the subject's life force may be driven out with spirit release or dispel evil (in the event of a permanent magical receptacle, the item's permanency must be first overcome with dispel magic).
    In rare cases, to be adjudicated by the DM, the life force of the victim does not depart from the body, but coexists in his or her body with that of the recipient or "intruder." Such a life force may be able to take control of the survivor—use the control rules for the magic jar spell to determine this. As before, the "intruder" life force can only be ejected by casting spirit release or dispel evil (or a full wish). Otherwise, at the discretion of the DM, the life force of the "intruder" merges with that of the victim, diluting the recipient's personality, alignment, and possibly sanity, as well.
    The reverse of this spell, revoke life force transfer, requires the original scroll (the one used in the life force transfer spell to be revoked), the construct, and the body of the recipient. Providing that the spell is cast before the body physically dies (within 2-7 days of the original separation), the reversal process requires a system shock roll in order to be successful. If failed (or if the body has already perished), the newly released life force dissipates, and the subject dies.

    9th-Level Spells

    Death Ward (Abjuration, Necromancy)

    Range: 0
    Components: V, S, M
    Duration: Special
    Casting Time: 1 turn
    Area of Effect: One doorway, portal, or small object
    Saving Throw: Neg.

    By covering a doorway with the most forbidden and lethal of necromantic runes, a wizard can protect a small portal so that any creature that tries to pass through the warded area without first speaking a word of command is immediately subjected to a modified death spell. A death ward may also be cast on an item (usually a spell book or phylactery) or on a tunnel or cave entrance no larger than 30' feet in diameter. A single application of this spell can kill up to twice as many hit dice or levels of creatures as the wizard who cast the spell has levels of experience (thus a 20th-level wizard can slay up to 40 levels with a single death ward).
    Each creature passing through the ward is entitled to a saving throw vs. death magic with a -4 penalty; if successful, the individual survives and the ward loses none of its lethality. However, those who fail their saves are immediately slain (as per a death spell) and their levels or hit dice are subtracted from the potency of the ward. Those with greater hit dice than the current power of the death ward are unaffected by the spell.
    For example, an I8th-level lich has cast the death ward (which can slay up to 36 levels) on the entrance to her inner sanctum. A party of four characters, each 15th level, enter her lair and foolishly traverse the warding. The first member fails his save and perishes, reducing the ward's effectiveness to 21 levels. The second character makes her save and thus escapes any ill effects (the ward remains unaffected, however). The third character fails the save and dies also, reducing the ward to 6 levels of potency. The fourth 15th-level character has too many levels of experience to be affected by the weakened ward, which remains in effect until drained by a less powerful being.
    Despite its lethality, this is not a subtle warding. The protected area or object is literally covered with intricate, arcane runes and symbols at the time of casting These glyphs may flash ominously with pale red or blue light when approached within 10 feet. The entire area radiates a magical aura of lethal necromancy. Provided that he or she is on the same plane of existence, the caster will be immediately aware if the death ward has been triggered. By concentrating, the wizard who cast the ward may determine its current level of lethality, regardless of distance.
    This terrible spell is a closely held secret, guarded jealously by the most powerful and black-hearted of necromancers and liches. It was originally designed by liches, as they can easily sustain the rigors of casting such a spell.
    Mortal wizards who employ this powerful spell have a 25% chance of going insane (as per the contact other plane spell), contracting permanent paralysis (via a stroke), or suffering from a terminal illness (as per the cause disease spell) as adjudicated by the DM. The danger of misfortune is reduced by 5% for every point by which the mortal wizard's Intelligence is above 18, though this modified chance never drops below 5%. Curiously, the mental stability afforded by lichdom makes these undying wizards completely immune to the dangers of employing this ward. It is similarly rumored that certain ancient, evil dragons have developed an even more potent version of this spell, which they may employ in their lairs with impunity.
    The material component is a magical ink fabricated exclusively for this spell. The list of the ink's noxious ingredients is lengthy and complex, but it includes the venom of numerous poisonous animals and the acrid ichor of extraplanar fiends. Not surprisingly, the accumulation of these deadly components and the subsequent fabrication of the baneful ink itself sometimes results in tragedy for a mortal wizard, as mentioned previously.
    While the inscription process (the actual casting) of the death ward takes only 1 turn, the fabrication process of the ink (once the proper ingredients have been assembled) takes 1-4 days. The ink also requires the dust of powdered perdiots and garnets, worth between 2,000-8,000 gp.

    Life Force Exchange (Necromancy) Reversible

    Range: 60 yards
    Components: V, S
    Duration: Permanent
    Casting Time: 9
    Area of Effect: Two creatures
    Saving Throw: Neg.

    This spell permanently switches the life forces of two creatures (one of which may be the caster). Both recipients must be within range at the time the spell is completed, or it fails automatically. When employed correctly, both creatures are surrounded by a radiant green aura and must save vs. spells at -6 to avoid the effects (obviously, willing recipients may forego the saving throw to consciously accept the effect).
    The spell only functions properly if both recipients fail their saving throws. If only one target of the spell fails the save, then the one who made the saving throw is automatically stunned (reeling and unable to take action) for 1 round. Meanwhile the other subject (the one who failed the save) is stunned for 1-4 rounds.
    In the event of a successful transfer, both life forces retain all of their original mental abilities and behavioral patterns, although their physical abilities are limited (or possibly enhanced) by their new forms. For instance, a decrepit necromancer uses this spell to exchange life forces with a hale, young warrior in the prime of his health. While the wizard gains a young and vigorous body (and all of the benefits that go with it), the unfortunate youth finds himself trapped in the withered shell of a dying, old man. Creatures unaccustomed to being shifted in this way are stunned for a minimum of 1 round after the transfer.
    The effects of this spell are permanent and can only be reversed by a full wish or by the reverse of the spell, revoke life force exchange. If one of the bodies is slain before reversal can take place, the life force currently inhabiting that body departs. That spirit and its new body are dead just as if the spirit was in the body that actually belonged to it in the first place. The life force originally belonging to the slain body is now irreversibly trapped in its new form. Short of expending two wishes (one to restore the slain body, and the second to transfer the life force), the only way to now restore the victim to his or her rightful body is by cloning the original body and casting revoke life force exchange.

    Previous      Up     Next