Spells


Libris Mortis

ASSASSIN SPELLS

2ND LEVEL

Blade of Pain and Fear: Creates blade of gnashing teeth.

3RD LEVEL

Fangs of the Vampire King: Grow vampire fangs.

BLACKGUARD SPELLS

1ST LEVEL

Blade of Pain and Fear: Creates blade of gnashing teeth.

Summon Undead I: Summons undead to fight for you.

2ND LEVEL

Summon Undead II: Summons undead to fight for you.

3RD LEVEL

Fangs of the Vampire King: Grow vampire fangs.

Summon Undead III: Summons undead to fight for you.

4TH LEVEL

Summon Undead IV: Summons undead to fight for you.

CLERIC SPELLS

1ST LEVEL

Necrotic Awareness: Sense encysted subjects.

Summon Undead I: Summons undead to fight for you.

2ND LEVEL

Blade of Pain and Fear: Creates blade of gnashing teeth.

Ghost Touch Armor: Armor works normally against incorporeal attacks.

Necrotic Cyst: Encyst undead sac of tissue in subject.

Necrotic Scrying: Hear or see encysted subject at a distance.

Spawn Screen: You resist being transformed into an undead spawn if slain.

Summon Undead II: Summons undead to fight for you.

3RD LEVEL

Clutch of Orcus: Deals 1d3 damage/round and paralyzes foe with concentration.

Necrotic Bloat: Encysted subject takes 1d6 damage/level.

Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.

Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.

Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.

Summon Undead III: Summons undead to fight for you.

4TH LEVEL

Consumptive field: Draw life from all creatures in 10-ft. radius/level with –1 or fewer hit points that fail save.

Ghost Touch Weapon: Weapon works normally against incorporeal creatures.

Necrotic Domination: Completely control encysted subject.

Summon Undead IV: Summons undead to fight for you.

Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.

5TH LEVEL

Haunt Shift: Turn corporeal and incorporeal undead into haunting presences.

Incorporeal Nova: Destroy incorporeal undead.

Necrotic Burst: Encysted subject killed, cyst begins to roam.

Summon Undead V: Summons undead to fight for you.

6TH LEVEL

Ghost Trap: Incorporeal creatures turn corporeal.

Necrotic Eruption: Encysted subject killed, those nearby damaged and possibly encysted.

7TH LEVEL

Consumptive field, Greater: Draw life from all creatures in 10-ft. radius/level with 9 or fewer hit points that fail save.

Energy Ebb: Give subject one negative level/round for 1 round/level.

Necrotic Tumor: Permanently control encysted subject.

Spark of Life: Undead creature loses most immunities.

8TH LEVEL

Death Ward, Mass: As death ward but more targets.

Necrotic Empowerment: Draw vigor from mother cyst.

Restoration, Mass: As restoration, but multiple targets.

Veil of Undeath: You gain undead traits.

9TH LEVEL

Necrotic Termination: Permanently eliminates encysted subject.

Plague of Undead: Animates horde of undead.

DOMAINS

DEATHBOUND DOMAIN

Granted Powers: Your limit for controlling undead animated with spells increases to three times your caster level instead of the normal two times caster level.

Domain Spells
  1. Chill of the Grave: Ray causes cold damage.
  2. Blade of Pain and Fear: Creates blade of gnashing teeth.
  3. Fangs of the Vampire King: Grow vampire fangs.
  4. Wither Limb: Cause enemy’s limbs to wither.
  5. Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
  6. Awaken Undead: Grant sentience to otherwise mindless undead.
  7. Avasculate: Reduce foe to 0 hp and stun foe for 1 round by purging blood vessels.
  8. Avascular Mass: Reduce foe to 0 hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.
  9. Wail of the Banshee*: Kills one creature/level.
HUNGER DOMAIN

Granted Powers: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large, 1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the two damage values. This is considered a secondary natural attack.

Domain Spells
  1. Ghoul Light: Light provides turn resistance.
  2. Ghoul Glyph: Glyph wards area, paralyzes victims.
  3. Ghoul Gesture: Ray paralyzes target.
  4. Enervation: Subject gains 1d4 negative levels.
  5. Ghoul Gauntlet: Convert victim to a ghoul under your control.
  6. Eyes of the King: Summon fiendish dire bats.
  7. Field of Ghouls: Transform dying creatures into ghouls.
  8. Bite of the King: Swallow enemies whole.
  9. Energy Drain: Subject gains 2d4 negative levels.
UNDEATH DOMAIN

Granted Powers: You gain Extra Turning as a bonus feat.

Domain Spells
  1. Detect Undead: Reveals undead within 60 ft.
  2. Desecrate: Fills area with negative energy, making undead stronger.
  3. Animate Dead: Creates undead skeletons and zombies.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Circle of Death: Kills 1d4/level HD of creatures.
  6. Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
  7. Control Undead: Undead don’t attack you while under your command.
  8. Create Greater Undead: Create shadows, wraiths, specters, or devourers.
  9. Energy Drain: Subject gains 2d4 negative levels.

DRUID SPELLS

4TH LEVEL

Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.

8TH LEVEL

Spark of Life: Undead creature loses most immunities.

9TH LEVEL

Death Ward, Mass: As death ward, but more targets.

PALADIN SPELLS

3RD LEVEL

Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.

SORCERER/WIZARD SPELLS

1ST LEVEL
Abjur

Ectoplasmic Armor: Gain +6 armor bonus against incorporeal touch attacks.

Conj

Summon Undead I: Summons undead to fight for you.

Necro

Necrotic Awareness: Sense encysted subjects.

2ND LEVEL
Conj

Summon Undead II: Summons undead to fight for you.

Evoc

Blade of Pain and Fear: Creates blade of gnashing teeth.

Trans

Ghost Touch Armor: Armor works normally against incorporeal attacks.

Necro

Ghoul Glyph: Glyph wards area, paralyzes victims.

Necrotic Cyst: Encyst undead sac of tissue in subject.

Necrotic Scrying: Hear or see encysted subject at a distance.

Spawn Screen: You resist being transformed into an undead spawn if slain.

3RD LEVEL
Abjur

Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage.

Conj

Summon Undead III: Summons undead to fight for you.

Necro

Incorporeal Enhancement: Grant bonuses to incorporeal undead.

Necrotic Bloat: Encysted subject takes 1d6 damage/level.

4TH LEVEL
Conj

Bloodstar: Hovering construct wounds foe each time foe is damaged.

Summon Undead IV: Summons undead to fight for you.

Necro

Necrotic Domination: Completely control encysted subject.

5TH LEVEL
Conj

Summon Undead V: Summons undead to fight for you.

Necro

Haunt Shift: Turn corporeal and incorporeal undead into haunting presences.

Kiss of the Vampire: You gain vampirelike supernatural abilities, but are vulnerable to attacks that harm undead.

Necrotic Burst: Encysted subject killed, cyst begins to roam.

Night’s Caress: Touched foe take 1d6 points of damage per level plus 1d6+2 Con damage.

6TH LEVEL
Necro

Ghoul Gauntlet: Convert victim to a ghoul under your control.

Incorporeal Nova: Destroy incorporeal undead.

Necrotic Eruption: Encysted subject killed, those nearby damaged and possibly encysted.

Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.

Spectral Touch: Your touch bestows one negative level per round.

7TH LEVEL
Abjur

Ghost Trap: Incorporeal creatures turn corporeal.

Necro

Avasculate: Reduce foe to 0 hp and stun foe for 1 round by purging blood vessels.

Awaken Undead: Grant sentience to otherwise mindless undead.

Energy Ebb: Give subject one negative level/round for 1 round/level.

Necrotic Tumor: Permanently control encysted subject.

8TH LEVEL
Necro

Avascular Mass: Reduce foe to 0 hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.

Necrotic Empowerment: Draw personal vigor from mother cyst.

Veil of Undeath: You gain undead traits.

Trans

Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.

9TH LEVEL
Necro

Necrotic Termination: Permanently eliminates encysted subject.

Plague of Undead: Animates horde of undead.

ECTOPLASMIC ARMOR

Abjuration

Level: Sorcerer/wizard 1 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D)

You gain a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you have (maximum +9 bonus at 16th level). This armor bonus applies only against incorporeal touch attacks. All other attacks ignore the armor bonus from ectoplasmic armor.

ECTOPLASMIC FEEDBACK

Abjuration

Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D)

A sheath of energy that reacts to incorporeal touch attacks protects you. Any creature that hits you with an incorporeal touch attack takes 1d6 points of force damage +1 point per caster level (maximum +10). If the attacker has spell resistance, it applies to this effect.

GHOST TRAP

Abjuration

Level: Cleric 6, sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D)

You are surrounded by a field of energy that negates incorporealness. The radius of the field is 5 feet per caster level. All incorporeal creatures in this field become corporeal. Creatures cannot turn ethereal while in this area, and ethereal creatures cannot become nonethereal while in this field.

PROTECTION FROM NEGATIVE ENERGY

Abjuration

Level: Cleric 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The warded creature gains partial protection against negative energy effects. Subtract 10 from the hit point damage dealt by any negative energy effect (such as inflict spells) that affects the warded creature. Negative energy effects that don’t directly deal hit point damage (such as energy drain) affect the target normally.

PROTECTION FROM POSITIVE ENERGY

Abjuration

Level: Cleric 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Undead creature touched Duration: 10 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The warded creature gains partial protection against positive energy effects. Subtract 10 from the hit point damage dealt by any positive energy effect (such as cure spells) that affects the warded creature. Positive energy effects that wouldn’t deal hit point damage to the target (such as turning attempts) affect the target normally.

SHELTERED VITALITY

Abjuration

Level: Cleric 3, druid 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

The subject gains immunity to fatigue, exhaustion, and ability damage or drain (regardless of the source).

BLOODSTAR

Conjuration (Creation)

Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: A bloodstar Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes

You create a magical construct called a bloodstar that shoots from your hand and hovers in the air anywhere within the limit of your range (each round, you can move the bloodstar anywhere within range with a standard action spent concentrating on the new position). The bloodstar pulses with ruby light (providing illumination in a 20-foot radius). It has hardness 10 and 20 hit points. Any creature you initially designate within 10 feet of the bloodstar that takes damage from any source must make a saving throw.

On a failed save, the victim takes 1 point of Constitution damage. Each time a victim or victims are damaged, a new save is allowed. The blood appears to stream from the wound to the pulsing bloodstar.

Material Component: A ruby worth at least 30 gp.

EYES OF THE KING

Conjuration (Summoning)

Level:Hunger 6 Components: V, S, M Casting Time: 1 minute Range: Unlimited Effect:Magical sensor Duration: Concentration + 5 rounds, up to 1 min./level (D) Saving Throw: None Spell Resistance: No

You summon four fiendish dire bats blazing with ghoul-green light. Similar information-gathering servitors always accompany Doresain, the King of the Ghouls. The bats, called eyes of the king, send you visual information. You can summon the eyes of the king at any point you can see, but they can then travel outside your line of sight without hindrance. Even while outside your line of sight, they follow your mental directions on where to explore.

The eyes of the king travel together, never separating by more than 40 feet. Eyes of the king travel at 40 feet per round (400 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. They use their own senses to view their surroundings, including blindsense, which you also benefit from. The eyes of the king can travel in any direction as long as the spell lasts. You must concentrate to use eyes of the king. If you do not concentrate, the bats move to attack the closest active creature. Once concentration lapses, the spell ends 5 rounds later.

Material Component: A bit of bat fur.

RESTORATION, MASS

Conjuration (Healing)

Level: Cleric 8 Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart

This spell functions like restoration (see page 272 of Player’s Handbook), except as listed above.

Material Component: Diamond dust worth 100 gp that is tossed into the air.

SUMMON UNDEAD I

Conjuration (Summoning) [Evil]

Level: Blackguard 1, cleric 1, sorcerer/wizard 1 Components: V, S, F/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: No

This spell functions like summon monster I, except that you summon an undead creature. Summon undead I conjures one of the creatures from the 1st-level list on the Summon Undead table. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities.

1st Level
Skeleton, Medium
Zombie, Small

Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

SUMMON UNDEAD II

Conjuration (Summoning) [Evil]

Level: Blackguard 2, cleric 2, sorcerer/wizard 2 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.

2nd Level
Skeleton, Large
Zombie, Medium
SUMMON UNDEAD III

Conjuration (Summoning) [Evil]

Level: Blackguard 3, cleric 3, sorcerer/wizard 3 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.

3rd Level
Ghoul
Skeleton, Huge
Zombie, Large
SUMMON UNDEAD IV

Conjuration (Summoning) [Evil]

Level: Blackguard 4, cleric 4, sorcerer/wizard 4 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.

4th Level
Allip
Ghast
Zombie, Huge
SUMMON UNDEAD V

Conjuration (Summoning) [Evil]

Level: Cleric 5, sorcerer/wizard 5 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.

5th Level
Mummy
Shadow
Vampire spawn
Wight
BLADE OF PAIN AND FEAR

Evocation

Level: Assassin 2, blackguard 1, cleric 2, Deathbound 2, sorcerer/wizard 2 Components: V, S, DF Casting Time: 1 standard action Range: 0 ft. Effect: Swordlike column of gnashing teeth Duration: 1 min./level (D) Saving Throw:Will partial Spell Resistance: Yes

A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and chanting with unholy vigor. You make melee touch attacks with this blade of pain and fear. The blade deals 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage. A creature that you successfully deal damage to must also make a saving throw or become frightened.

AVASCULAR MASS

Necromancy [Death, Evil]

Level: Deathbound 8, sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: See text Saving Throw: Fortitude partial and Reflex negates; see text Spell Resistance: Yes

You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood vessels through its skin. You must succeed on a ranged touch attack to touch the subject. If the touch attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned.

The purged blood vessels are magically animate, creating a many-layered mass of magically strong, adhesive tissue that trap those caught in them. The avascular mass instantaneously erupts from the target, and must be anchored on last least two opposed points— such as floor and ceiling or opposite walls—or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius avascular mass become entangled. The original target of the spell is automatically entangled.

An entangled creature takes a –2 penalty on attack rolls, a – 4 penalty to effective Dexterity, and can’t move. An entangled character who attempts to cast a spell must make a Concentration check or lose the spell. Because the avascular mass is magically animate, and gradually tightens on those it holds, the Concentration check DC is 30. Anyone within 20 feet of the primary target when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving may be a problem (see below). If the save fails, the creature is stuck. A stuck creature can break loose by spending 1 round and succeeding on a DC 25 Strength check or a DC 30 Escape Artist check.

Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature may progress through the writhing blood vessels very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of avascular mass between you and an opponent, it provides cover. If you have at least 20 feet of avascular mass between you, it provides total cover. When the secondary duration elapses, the blood vessel mass becomes only so much limp, decaying tissue.

AVASCULATE

Necromancy [Death, Evil]

Level: Deathbound 7, sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin. You must succeed on a ranged touch attack to affect the subject. If successful, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned.

AWAKEN UNDEAD

Necromancy [Evil]

Level: Deathbound 6, sorcerer/wizard 7 Components:M, S, V, XP Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: All mindless undead within a circle 25 ft. in radius + 5 ft./2 levels Duration: Permanent (D) Saving Throw: None (harmless) Spell Resistance: Yes (harmless)

This spell grants intelligence to mindless undead such as skeletons and zombies. Undead with Intelligence scores are unaffected. Mindless undead within the radius gain Intelligence 4+1d6. Undead cannot gain more intelligence than typical of their original kind. A skeletal dog simply has Intelligence 2, while a skeletal orc makes the die roll but can’t have more than Intelligence 8.

Undead do not regain any skills or feats they had in life. Undead regain the armor and weapon proficiencies they had in life (assume the undead were formerly warriors unless your DM specifies otherwise) and will don armor and take up weapons while obeying your commands. A zombie fighter can wear any armor and wield any simple or martial weapon, while a zombie warhorse can wear any armor. Undead also regain any extraordinary abilities they had in life, such as poison or scent. Awakened undead gain a +2 profane bonus on their Will saving throws to resist control undead. Awakened undead also gain +2 turn resistance (or retain their own turn resistance, if any, and if it is better than +2).

Material Component: A humanoid fingerbone.

XP Cost: 200 XP.

BITE OF THE KING

Necromancy

Level:Hunger 8 Components: V Casting Time: 1 standard action Range: Touch Target: Living creature whose size does not exceed caster’s Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes

On your successful melee touch attack, a target that fails its saving throw is subject to being swallowed whole. To the observer, it appears as if your maw suddenly opens many times its normal size, after which the victim is engulfed. Your maw immediately returns to its natural size. Of the victim, there is no visible sign—the swallowed subject exists in a temporary “stomach” dimension. The swallowed victim takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round while in the stomach dimension.

A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the stomach dimension (AC 21). A creature that successfully exits appears to cut its way free from thin air, appearing in a space adjacent to the caster. Each time you cast this spell, you create a separate temporary stomach dimension.

CHILL OF THE GRAVE

Necromancy

Level: Deathbound 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

A pale ray erupts from your pointing finger. You must succeed on a ranged touch attack with the ray to affect a target. The target takes 1d10 points of cold damage. This damage increases to 2d10 at caster level 4, 3d10 at caster level 7th, and 4d10 at caster level 10th.

CLUTCH OF ORCUS

Necromancy [Evil]

Level: Cleric 3 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One humanoid Duration: Concentration Saving Throw: Fortitude negates Spell Resistance: Yes

Magical force grips the subject’s heart (or similar vital organ) and begins crushing it. The victim reacts as if having a heart attack (it is paralyzed) and takes 1d3 points of damage per round. Concentration is required to maintain the spell each round. A conscious victim gains a new saving throw each round to end the spell. If the victim dies as a result of this spell, its smoking heart appears in the caster’s hand.

CONSUMPTIVE FIELD

Necromancy [Death, Evil]

Level: Cleric 4 Components: V, S Casting Time: 1 standard action Range: Personal Area: 30-ft.-radius spherical emanation, centered on you Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

You draw forth the ebbing life force of all nearby badly wounded creatures and use it to fuel your own power. Upon casting this spell, you radiate a consumptive death field. All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points per death caused by this spell and +2 Strength until the spell’s duration expires. Additionally, your effective caster level goes up by 1 per death caused by this spell, to a maximum of 1/2 your original caster level, improving spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells). Creatures that fall to –1 hit points or lower in the area after the spell is cast are likewise subject to its effect. No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.

CONSUMPTIVE FIELD, GREATER

Necromancy [Death, Evil]

Level: Cleric 7

This spell functions like consumptive field, except that the field affects all creatures in the area with 9 hit points or fewer that fail their saving throw die, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.

DEATH WARD, MASS

Necromancy

Level: Cleric 8, druid 9 Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart

This spell functions like death ward (see page 217 of the Player’s Handbook), except as noted above.

ENERGY EBB

Necromancy [Evil]

Level: Cleric 7, sorcerer/wizard 7 Duration: 1 round/level Saving Throw: Fortitude negates; see text

This spell functions like enervation (see page 226 of Player’s Handbook), except the creature struck gains negative levels over an extended period. You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject initially gains one negative level, then continues to gain another negative level each round thereafter as her life force slowly bleeds away. The drain can only be stopped by a successful Heal check (DC 23) or the application of a heal, restoration or greater restoration spell. If the black needle strikes an undead creature, that creature gains 4d4×5 temporary hit points that last for up to 1 hour.

FIELD OF GHOULS

Necromancy [Death, Evil]

Level:Hunger 7 Components: V, S Casting Time: 1 standard action Range: Personal Targets: 30-ft.-radius spherical emanation, centered on you Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls. Upon casting this spell, you radiate a necroconsumptive death field. All creatures in the area with fewer than 0 hit points that fail their saving throws die, and immediately rise as ghouls under your control. The ghouls follow you, or can remain where formed and attack any creature (or just a specific kind of creature) the ghoul notices. The ghouls remain until they are destroyed. The ghouls that you create remain under your control indefinitely.

No matter how many ghouls you generate with this spell, however, you can control only 2 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect. No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over them.

GHOUL GAUNTLET

Necromancy [Death, Evil]

Level:Hunger 5, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The transformation process begins at the limb or extremity (usually the hand or arm) touched. The victim takes 3d6 points of damage per round while the body slowly dies as it is transformed into a ghoul’s cold, undying flesh. When the victim reaches 0 hit points, she becomes a ghoul, body and mind. If the victim fails her initial saving throw, cure disease, dispel magic, heal, limited wish, miracle,Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change.

Healing spells may temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated. The ghoul that you create remains under your control indefinitely. No matter howmany ghouls you generate with this spell, however, you can control only 2 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

GHOUL GESTURE

Necromancy

Level:Hunger 3 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: Yes

A green ray stabs from your pointing finger. You must succeed on a ranged touch attack with the ray to affect a target. A subject that is successfully targeted must make a Fortitude save or be paralyzed for the duration of the spell. A subject of the ray that succeeds on its Fortitude save is instead sickened. A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair.

GHOUL GLYPH

Necromancy

Level:Hunger 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 minute Range: Touch Effect: One ghoul glyph that must fit within a 1-ft. square Duration: Permanent until discharged Saving Throw: Fortitude partial Spell Resistance: Yes

You inscribe a glyph that paralyzes any living creature of Large or smaller size that enters, passes, or opens the warded area. You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades.

Conditions for triggering a ghoul glyph are stringent. It takes effect on any creature except yourself that moves to or within 2 feet of it. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. Only a single ghoul glyph can be inscribed in a 5-foot square. Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead and nondetection can fool a ghoul glyph. Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed before it is activated.

A rogue (only) can use the Search skill to find a ghoul glyph and Disable Device to thwart it. The DC in each case is 27. When a glyph is activated, the subject is paralyzed for 1d6+2 rounds. Additionally, if the subject fails his Fortitude save, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius. Those in the radius must make a Fortitude save or take a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the spell ends.

Material Component: You trace the glyph with earth from a ghoul’s lair.

GHOUL LIGHT

Necromancy

Level:Hunger 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Object touched Effect:Magical, heatless green flame Duration: 10 min./level Saving Throw: None Spell Resistance: No

A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, except for its green hue, but it creates no heat and doesn’t use oxygen. Ghoul light can be covered and hidden, but not smothered or quenched. All undead within 30 feet of a source of ghoul light gain +1 turn resistance. Multiple ghoul light sources do not stack. Darkness spells of 2nd level or lower can counter ghoul light.

Material Component: A bit of rendered fat.

HAUNT SHIFT

Necromancy

Level: Cleric 5, sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Targets: Undead creatures within a 40-ft.-radius burst Duration: Instantaneous Saving Throw:Will negates Spell Resistance: Yes

Haunt shift translates corporeal and incorporeal undead into haunting presences (see page 6). The spell converts 1d4 HD worth of undead creatures per caster level (maximum 20d4). Undead creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Material Component: A pinch of powdered skull.

INCORPOREAL ENHANCEMENT

Necromancy [Evil]

Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: One incorporeal undead/level Duration: 24 hours Saving Throw: None Spell Resistance: No

The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements doubles for every five caster levels, so that a 20th-level caster grants undead +4 to AC, +4d8 bonus hit points, +4 on attack rolls and +8 to turn resistance.

INCORPOREAL NOVA

Necromancy [Death]

Level: Cleric 5, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: Incorporeal or gaseous creatures within a 50-ft.- radius burst Duration: Instantaneous Saving Throw:Will negates Spell Resistance: Yes

A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them instantly. The spell destroys 1d4 HD worth of creatures per caster level (maximum 20d4). Usually, creatures such as shadows, wraiths, spectres, ghosts, and similar creatures are destroyed, though vampires and living creatures in gaseous form are also affected, as well as other incorporeal creatures. Creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the point of origin of the burst are affected first. No creature with 9 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.

KISS OF THE VAMPIRE

Necromancy

Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

You draw upon the powers of unlife to give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes, and you gain the following supernatural abilities.

  • enervation (as a melee touch attack)

  • vampiric touch (as a melee touch attack)

  • charm person

  • gaseous form (self only)

  • damage reduction 10/magic

While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + cleric’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds. Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.

Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.

NECROTIC AWARENESS

Necromancy

Level: Cleric 1, sorcerer/wizard 1 Components: V, S, F Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No

You can sense the presence of creatures who bear a necrotic cyst (see spell of the same name). The amount of information revealed depends on how long you remain within range of a creature that triggers your cyst awareness:

1st Round: Presence or absence of creatures with necrotic cysts.

2nd Round: Number of creatures bearing necrotic cysts in the area.

3rd Round: The location of each creature bearing a necrotic cyst. If a cyst-bearer is outside your line of sight, then you discern its direction but not its exact location.

Focus: Caster must possess a mother cyst (see page 28).

NECROTIC BLOAT

Necromancy [Evil]

Level: Cleric 3, sorcerer/wizard 3 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: Living creature with necrotic cyst Duration: Instantaneous Saving Throw: None Spell Resistance: No

You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to pulse and swell. This agitation of the necrotic cyst tears living tissue and expands the size of the cyst, dealing massive internal damage to the subject. The subject takes 1d6 points of damage per level (maximum 10d6), and half the damage is considered vile damage (introduced in Book of Vile Darkness) because the cyst expands to envelop the newly necrotized tissue. The cyst is reduced to its original size when the vile damage is healed. Vile damage can only be healed by magic cast within the area of a consecrate or hallow spell (or an area naturally consecrated or hallowed). Points of vile damage represent such an evil violation to a character’s body or soul that only in a holy place, with holy magic, can the damage be repaired.

Focus: Caster must possess a mother cyst (see page 28).

NECROTIC BURST

Necromancy [Evil]

Level: Cleric 5, sorcerer/wizard 5 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: Living creature with necrotic cyst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No

You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject’s body tissue. If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat). The subject’s cyst-derived saving throw penalty against effects from the school of necromancy applies. If the subject fails her saving throw, the cyst expands beyond control, killing the subject. On the round following the subject’s death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst (see page 120). The skulking cyst is formed fromthe naked organs of the subject (usually the intestines, but also including a mass of blood vessels, the odd bone or two, and sometimes even half the lolling head).

Focus: Caster must possess a mother cyst (see page 28).

NECROTIC CYST

Necromancy [Evil]

Level: Cleric 2, sorcerer/wizard 2 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

The subject develops an internal spherical sac that contains fluid or semisolid necrotic flesh. The internal cyst is noticeable as a slight bulge on the subject’s arm, abdomen, or face (wherever you chose to touch the target) or it is buried deeply enough in the flesh of your target that it is not immediately obvious—the subject may not realize what was implanted within her. From now on, undead foes and necromantic magic are particularly debilitating to the subject—the cyst enables a sympathetic response between free-roaming external undead and itself. Whenever the victim is subject to a spell or effect from the school of necromancy, she makes saving throws to resist at a –2 penalty. Whenever the subject is dealt damage by the natural weapon of an undead (claw, bite, or other attack form), she takes an additional 1d6 points of damage.

Victims who possess necrotic cysts may elect to have some well-meaning chirurgeon remove them surgically. The procedure is a bloody, painful process that incapacitates the subject for 1 hour on a successful DC 20 Heal check, and kills the subject with an unsuccessful Heal check. The procedure takes 1 hour, and the chirurgeon can’t take 20 on the check. Protection from evil or a similar spell prevents the necrotic cyst from forming. Once a necrotic cyst is implanted, spells that manipulate the cyst and its bearer are no longer thwarted by protection from evil.

Focus: Caster must possess a mother cyst (see page 28).

NECROTIC DOMINATION

Necromancy [Evil]

Level: Cleric 4, sorcerer/wizard 4 Components: V, S, F Target: Living creature with necrotic cyst

This spell functions like dominate person (see page 224 of the Player’s Handbook), except you can dominate any humanoid that harbors a necrotic cyst.

Focus: Caster must possess a mother cyst (see page 28).

NECROTIC EMPOWERMENT

Necromancy [Evil]

Level: Cleric 8, sorcerer/wizard 8 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

You call upon the mother cyst that your body hosts, drawing from it strength, vigor, speed, and vicious certainty. While the spell is in effect, you gain a +8 enhancement bonus to Dexterity, Intelligence, and Wisdom, a +8 natural armor bonus to Armor Class as your skin briefly crusts and hardens, a +5 competence bonus on Fortitude saves, and 100 temporary hit points. While the empowerment lasts, you are unable to cast any other mother cyst feat-enabled spell.

Focus: Caster must possess a mother cyst (see page 28).

NECROTIC ERUPTION

Necromancy [Evil]

Level: Cleric 6, sorcerer/wizard 6 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: Living creature with necrotic cyst and all creatures in 20 ft. radius spread Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No

You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject’s body tissue, harming both the subject (and nearby creatures if the subject fails his save). If the subject succeeds on his saving throw, he takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat). The subject’s cyst-derived saving throw penalty against effects from the school of necromancy applies. If the subject fails his saving throw, the cyst expands beyond control, killing the subject.

All creatures within 20 feet of the subject take 1d6 points of damage per level (maximum 15d6; Reflex half), and half the damage taken is considered vile damage. All creatures in range that take this secondary damage are also exposed to the effect of the base necrotic cyst spell. On the round following the subject’s death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst.

Focus: Caster must possess a mother cyst (see page 28).

NECROTIC SCRYING

Necromancy [Evil]

Level: Cleric 2, sorcerer/wizard 2 Components: V, S, F Casting Time: 1 standard action Range: Unlimited Effect: Cyst-bearer serves as magical sensor Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No

You can concentrate upon a specific individual who you believe to bear a necrotic cyst (see spell of the same name), and hear or see (your choice) almost as if you were there. Distance is not a factor, but the spell fails if the individual no longer bears the cyst or if the cyst bearer is no longer on the plane of existence you are currently occupying. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

Lead sheeting or magical protection (such as antimagic field, mind blank, or nondetection) blocks the spell, and you sense that the spell is so blocked. You may cast the following spells through necrotic scrying: comprehend languages,magic mouth,message, read magic, tongues, and darkvision.

Focus: Caster must possess a mother cyst (see page 28).

NECROTIC TERMINATION

Necromancy [Evil]

Level: Cleric 9, sorcerer/wizard 9 Components: V, S, F, XP Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: Living creature with necrotic cyst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No

You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to physically and spiritually enlarge itself at the expense of the subject’s body and soul. If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 25d6), and half the damage is considered vile damage (see necrotic bloat). The subject’s cyst-derived saving throw penalty against effects from the school of necromancy applies. If the subject fails her saving throw, the cyst expands beyond control, killing the subject and digesting her soul. Raise dead, resurrection, true resurrection, wish, and miracle cannot return life to the subject once her soul is digested— she is gone forever.

On the round following the subject’s death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst.

Focus: Caster must possess a mother cyst (see page 28).

XP Cost: 1,000 XP.

NECROTIC TUMOR

Necromancy [Evil]

Level: Cleric 7, sorcerer/wizard 7 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: Living creature with necrotic cyst Duration: One day/level or permanent Saving Throw: Fortitude partial Spell Resistance: No

You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to envelop a portion of the victim’s brain. If the subject succeeds on his saving throw (the subject’s cyst-derived saving throw penalty against effects from the school of necromancy applies), you may still influence him by suggesting a course of activity (limited to a sentence or two). The instruction must be worded in such a manner as to make the activity sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the instruction.

The instructed course of activity can continue for the entire duration. If the instructed activity can be completed in a shorter time, the instruction ends when the subject finishes what he was asked to do. You can instead specify conditions that trigger a special activity during the duration. If the condition is not met before the spell expires, the activity is not performed.

If the subject fails his saving throw, the cyst envelops a larger portion of the subject’s higher brain, and you gain complete control of the actions of the subject permanently. You do not know what the subject is experiencing and share no special link with him. If a common language is shared, you can force the subject to perform as you desire, within the limits of his abilities. If no common language is shared, you can communicate only basic commands, such as “Come here”, “Go there”, “Fight”, and “Stand still”. A subject may resist this control, but the presence of his necrotic tumor on his brain stem ensures their loyalty. Protection from evil or a similar spell does not protect the subject from following your commands—the tumor is already inside him.

Focus: Caster must possess a mother cyst (see page 28).

NIGHT’S CARESS

Necromancy [Evil]

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature. Your touch deals 1d6 points of damage per caster level (max 15d6), and 1d6+2 points of Constitution damage. (A successful Fortitude saving throw negates the Constitution damage). The spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

PLAGUE OF UNDEAD

Necromancy [Evil]

Level: Cleric 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more corpses within range Duration: Instantaneous Saving Throw: None Spell Resistance: No

This spell unleashes great necromantic power, raising a host of undead creatures. This spell turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies that follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again). Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead. The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead, however, you can only control 4 HD worth of undead creatures per caster level.

The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time that this causes you to release only part of the undead that you control through this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level. The bones and bodies required for this spell follow the same restrictions as animate dead. All of the bones and bodies to be animated by this spell must be within range when the spell is cast.

Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.

REVIVE UNDEAD

Necromancy [Evil]

Level: Deathbound 5, sorcerer/wizard 6 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Destroyed undead creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless)

Your restore animation to an undead creature destroyed by hit point loss (even zombies and skeletons that can’t normally be reanimated once destroyed). You can revive a destroyed undead that has been inactive for up to one day per caster level. In addition, the subject’s animating spirit must be free and willing to return. If the subject’s animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw.

Revive undead heals hit point damage up to a total of 1 hit point per Hit Die to an undead. The body of the undead to be revived must be whole. Otherwise, missing parts are still missing when the creature is reanimated. None of the dead creature’s equipment or possessions are affected in any way by this spell. An undead that has been turned to dust by a turning effect can’t be revived by this spell (because only dust remains of the undead).

The subject of the spell loses one level or HD (if it doesn’t have a character class level, it loses a HD) when it is revived. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 2 points of Charisma instead. An undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level. A spellcasting undead that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

Material Component: A black pearl worth at least 500 gp.

SPARK OF LIFE

Necromancy

Level: Cleric 7, druid 8 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Undead creature touched Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

A touch from your hand limns an undead creature in a faint yellow glow, making it vulnerable to many of the dangers that can harm living creatures. For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can’t take Constitution damage) as if it were alive. It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects.

However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any). (The bonus doesn’t apply to Fortitude saves against effects that also affect objects). It must breathe, eat, and sleep just like a normal creature (though the last two aren’t likely to come into play thanks to the spell’s short duration). While it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it. An undead creature affected by this spell retains all other traits.

SPAWN SCREEN

Necromancy

Level: Cleric 2, sorcerer/wizard 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 hour/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The subject does not rise as undead spawn should she perish from an undead’s attack form that normally would turn her into a spawn (such as from ghoul fever). This spell doesn’t prevent the subject from perishing or provide anything other than insurance that the subject’s body and spirit cannot be hijacked by an acquisitive undead creature. The protection applies if the duration is still effect when the subject first dies; the spell need not linger in its effect over the period immediately prior to a spawn’s rise. This spell cannot be cast on the body of a subject already killed by a spawn-creating undead.

SPECTRAL TOUCH

Necromancy

Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Creature or creatures touched (up to one/level) Duration: 1 round/level (D); see text Saving Throw: Fortitude negates Spell Resistance: Yes

A touch from your hand, which crackles with black energy, weakens the life force of living creatures. Each touch channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points. Both the negative level and the temporary hit points last for up to 1 hour. A target’s successful Fortitude save negates the negative level and prevents you from gaining the temporary hit points. You can use this melee touch attack once per round for a number of rounds equal to your level. Any charges of the spell not used by the time the duration expires are lost. An undead creature you touch instead gains 5 temporary hit points and you lose a like amount (no save). Temporary hit points gained in this way last for up to 1 hour.

VEIL OF UNDEATH

Necromancy [Evil]

Level: Cleric 8, sorcerer/wizard 8 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level

You gain many of the traits common to undead creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects. You need not breathe, eat, or sleep.

For the duration of the spell, your Con becomes —. You lose any bonus hit points gained from having a Con bonus (this can’t reduce hit points to fewer than 1 per HD). If your Con modifier is normally a penalty, you don’t gain any hit points by casting this spell. Like an undead creature, you are damaged by cure spells and healed by inflict spells. You don’t actually gain the undead type by casting this spell.

Material Component: A black sapphire worth 1,000 gp.

WITHER LIMB

Necromancy [Evil]

Level: Deathbound 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Limbs of one humanoid Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes

The caster chooses to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the same time reducing the subject’s land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. A withered limb can be restored by a successful dispel magic cast by a spellcaster of a level higher than the level of the wither limb caster.

FANGS OF THE VAMPIRE KING

Transmutation [Evil]

Level: Assassin 3, blackguard 3, Deathbound 3 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level

You grow vampirelike fangs that allow you to make bite attacks with an attack bonus of +10 plus your Strength modifier. Your bite attack deals 1d6 points of damage and 1 point of Constitution damage. If you make a full attack with other weapons, you can also make a bite attack as a secondary attack (–5 to hit).

GHOST TOUCH ARMOR

Transmutation

Level: Cleric 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Armor of creature touched Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The subject’s armor gains the ghost touch property.

Material Component: A tiny shield made of resin.

GHOST TOUCH WEAPON

Transmutation

Level: Cleric 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 10 min./level Saving Throw:Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

Ghost touch weapon makes a weapon magically capable of dealing damage normally to incorporeal creatures, regardless of its enhancement bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks made with weapons under the effect of this spell). A ranged weapon affected by this spell does not bestow the ability on its ammunition. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a weapon under the effect of this spell counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

GHOSTFORM

Transmutation

Level: Sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)

You assume a visible, incorporeal form like that of a manifesting ghost. You have no physical body while in this state. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).

Nondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell). As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).

You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment (50% miss chance) from you while you are inside an object. In order to see farther from the object you are in and attack normally, you must emerge. While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack. You cannot pass through a force effect.

While under the effect of ghostform, your attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you. Your nonmagical attacks have no effect on corporeal targets, and any attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, while are made normally (no miss chance). Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells). You can pass through and operate in water as easily as you do in air.

You cannot fall or take falling damage. You cannot make trip or grapple attacks, nor can you be tripped or grappled. In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions. You have no weight while in ghostform and do not set off traps that are triggered by weight. You move silently and cannot be heard with Listen checks if you don’t wish to be while in ghostform. You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you. You have an innate sense of direction and can move at full speed even when you cannot see.

UNDEAD BANE WEAPON

Transmutation

Level: Cleric 4, paladin 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target:Weapon touched Duration: 1 hour/level Saving Throw:Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

You give a weapon the undead bane special ability in addition to any other properties it has. Against undead, your weapon’s enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage against undead. The spell has no effect if cast upon a weapon that already has the undead bane special ability. At caster level 9th (paladin level 18th) and above, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.

Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together, such as in the same quiver. Projectiles (but not thrown weapons) lose their transmutation when fired. The weapon is considered good-aligned for the purpose of overcoming damage reduction. Any weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.