Dread Spells of Maerok
From Oculusnex
Original: GiantITP.com
Contents |
The Dread Spells of Maerok
Abstract
I always like to write a little introductory bit at the beginning of every large-scale project I undertake. These are the Dread Spells of Maerok, and a new name is probably pending. Feel free to use these and, if you like them, continue on to Complete Lich.
Of all the spells, necromancy is unique in that it doesn't seek to just hurt. It twists, it tests, it has a sense of bitter irony to it that makes the magic all the more sinister. Evocation will kill you as well, but necromancy will pervert your death, steal what you hold most sacred, and generally ruin your day. Necromancy doesn't just stab, it wiggles that blade back and forth to make the assault all the most devastating. It is a magic of life and death, usually wielded for the latter but occasionally it is applied in dire causes to save rather than maim. But when you call upon the dark art of necromancy, you're bound to bite off more than you can chew. And then it will bite back.
Outside of the game, necromancy has always been nerfed in my opinion. Whether it is the spells or the PrCs available in splatbooks and Wizards' products, necromancy always seems sort of weak. For those who share my opinions, search out the Tome of Necromancy for that sort of stuff done right. But in all I get a kick out of classes like the True and Dread Necromancers as well as the Pale Master. Ever since the beginning of my gaming career, I've like to play the bad guy. It is my goal to compile a list of 100+ spells of my own creation. And I'd appreciate any comments.
Necromancy's scope in magic is much deeper than one might initially think. In almost any situation, there is a necromantic solution. And it has answers to almost any threat: if it was created, necromancy usually has a spell to destroy it. It contains both specialized and open-ended spells. Between evocation and transmutation, I consider necromancy to be one of the three most useful schools. And necromancers themselves are cunning and methodical; no slacker pursues a mastery of the dark arts. They are tactical and without restrain in their methods. They'll strike when you're down and when they have an advantage.
Sabotage Subschool
Necromancy features a wide array of turning the enemy's powers against him. In turn, the sabotage subschool has arisen to become a newer style of spells. A sabotage spell is a cunning adaptation that is hard to detect and doesn't take effect until the victim triggers the necessary conditions. It is not exclusive to necromancy, but the crafty villains have taken strides to perfect the tactic.
Properties of the Sabotage Subschool
* A victim is never aware that he has been afflicted by a Sabotage spell until its effects go off. The saving throws are rolled in secret or without the victim's knowing. Even upon witnessing the effects, it is up to them to figure it out from just a stroke of bad luck or a random anomaly. * Someone might see the spell casting being performed but Sabotage spells have a 75% chance of being mistaken for another spell of that spell level if they try and figure it out by any method. Someone with a Sabotage spell prepared (or cast, for spontaneous casters) that day only mistakes it 25% of the time. * Sabotage spells frequently deny saving throws and/or spell resistance in exchange for the off-chance that they might not be called into effect.
Conjuration (Healing) -> Necromancy (Healing)
As discussed in the Tome of Necromancy on the Wizards forums, it is proposed that healing spells be moved to Necromancy. I've always thought this was a good idea as necromancy is a magic of life and death, a two-sided coin. With moderation, you can do some good, but delving might bring some suspicion from your Pelor buddies, silly paladin. Necromancy isn't necessarily evil, but it is a powerful sort of magic and with such untapped power comes corruption and evil. You might start out casting cure wounds spells and before you know it you think you're the king of life and death, and continue on your way to raising the dead with dark spells, seeking to wield the darkness as a tool of light.
Altogether, this adds 24 'new' spells from Conjuration (healing) to Necromancy (healing) from the SRD/Core. Select 'Conjuration' -> '-Healing' to see which ones. Spell Compendium probably has many more...
In-game, I doubt the Clerics/Paladins of Pelor will be much obliged to consider themselves necromancers. They'll probably still call it 'conjuration of healing aid' or something like that. Oh well, a rose by any other name...
Spells of note from Conjuration (Healing)
* Cure wounds - Channel positive energy to heal; if I channel negative energy to damage and that's necromancy, then why not with positive energy. Fire and cold are opposite, but both are a part of evocation. * Heal - See above. * Restoration - Pretty much the same as with cure wounds. If you can do it with necromancy, why not undo it with necromancy. * Resurrection - Spells that bring the dead back to life are epitomes of conjuration (healing)'s role in necromancy. "I use conjuration magic, the art of summoning things, to bring him back to life" versus "I use necromancy, the art of life and death, to bring him back to life." * True resurrection - See above. * Raise dead - See above. If you don't think this is necromantic, I'll slap you. * Regenerate - A spell of the flesh. "I use spells to constantly summon new flesh to replace what goes missing!" No. Necromancy. * Remove disease - "I USE THE POWER OF CONJURATION TO UNCONJURE A LIVING, REAL ORGANISM (DISEASES)!!!" Nuff said. * Remove paralysis - Nine Hellsssss no. This isn't conjuration. It could go for necromancy or abjuration, but has more to do with necromancy's healing aspect. * Neutralize/delay poison - Leave it to the pros, please. If they poisoned you in the first place, I'm sure they know their way around poisons.
Spells to Consider from Other Schools
* Remove curse - Abjuration works here, because it is a defensive sort of spell. But arguments can be made for necromancy, seeing as a necromancy would know how to remove it best. Seeing as they most likely set forth the curse in the first place. Why isn't remove blindness/deafness abjurative as well? It's listed as conjuration(healing). Perhaps make it a dual school spell. * Reincarnate - It deals with death, but also transmutation. A dual school spell, perhaps?
Necromancy Spell Guidelines (a sort of portfolio)
* Good/Evil * Healing/Torture/Pain * Anatomy: Bones, blood, organs * Life/Dead/Undeath * Positive/Negative energy * Undead, souls, spirits
Healing the Healing Spells
I propose that conjuration (healing) be split amongst necromancy and abjuration. Abjuration rarely comes into need for healing, but there are a few exceptions amongst various sources. I find necromancy to be the 'home school' of good/evil spells, but often times that role is moved over to abjuration for more defensive than thematic spells. Elemental spells are often evocation, thus a 'home school', to draw a parallel.
Class Fixes
Dread Necromancer
Undead Mastery
* Problem: Multiclassing from Dread Necromancer past level 8 comes at the cost of nerfing your army size... * Exhibit A: Animate Dead - "... she can control 4 + her Charisma bonus HD worth of undead creatures per class level" * Exhibit B: Control Undead - "... the spell targets up to (2 + her Cha bonus) HD/[spell] level... rather than the 2 HD/[spell] level normally granted" * Verdict: Animate dead gets boosted by this ability to have a maximum of "(4 + her Cha bonus) HD/level" instead of by class level. If control undead goes by spell level, then why not animate dead? All other benefits of Undead Mastery stay when the Dread Necromancer multiclasses, so the animate dead boost should too.
3rd-level Death Ward Typo
* See the Dread Necromancer spell list below for more information
Dread Feats of Maerok
See Complete Lich for more evil feats, and undead ones too.
Fear Feats: [Fear] feats are special adaptations the character has made in the face of fear. They generally negate some of fear's damaging effects on your abilities, improving those abilities while they're at it. A creature with immunity to fear trying to use a fear feat may negate its fear immunity for six hours at a time (unable to regain it prematurely). Creatures without Intelligence cannot gain or use fear feats.
Calm, Cool, and Collected [Fear] You can recover from fear with relative ease. Prerequisite: Iron Will, Persuasive Special: When calming yourself down, you always succeed. When calming others down, you gain a +4 bonus to your attempt (with whatever type of check you wish to make from the given choices).
Counter-Saboteur You've spent a great deal of time preparing yourself in deciphering the tactics of those who wield Sabotage spells. Prerequisite: Caster level 5, able to cast two or more spells of the Sabotage subschool, Spellcraft 8 ranks Special: As long as you have a Sabotage spell prepared or have cast one this day, you can identify a Sabotage spell's true nature as long as you sucessfully identify it as a spell in the first place. Your chance to misidentify it correctly with no Sabotage spells prepared or cast is reduced to 50%.
Dark Supplicant Your exceedingly powerful faith in your evil god grants you further prowess in the dark arts. Prerequisite: Supplicant (twice) to an Evil god, arcane caster level 15 Special: You may choose one of the following benefits each time you take this feat: -Choose a divine spell of third level or less, without the Good subtype. You may cast it as spell-like ability twice per day without the need for XP, focuses, or material components. -You may rebuke outsiders or undead (choose one) as a Cleric of a level equal to your arcane caster level. -You gain a Vile feat of your choice. -You gain a +2 profane bonus to Intelligence, Wisdom, or Charisma. -You gain an additional 1st-, 2nd-, and 3rd-level spell per day as long as they are of the necromancy, evocation, or conjuration schools, or they have the Evil subtype.
Dead on the Inside After years of spending your time with the undead, they've imparted their stoic nature upon you. Prerequisite: Able to cast two necromancy spells per level, has animated at least 40 HD of undead at one time, caster level 10, Spell Focus (Necromancy) Special: You gain immunity to any penalties brought on by intense pain, such as wrack or symbol of pain. Mindless undead with less HD than you regard you as an undead creature. You gain a +2 bonus to saves against mind-affecting effects and fear effects.
Deny Fear [Fear] By channeling your internal anguish outwards, you can avoid most of fear's debilitating effects, at a cost. Prerequisite: Toughness or Improved Toughness Special: Whenever you would apply your Fear Modifier to a fear-affected check or save, you may lose a number of hitpoints equal to your Fear Modifier in order to treat your Fear Modifier as zero for all checks and saves for the rest of that turn (including that save or check; even if it wasn't your turn). This damage cannot be healed until your fear ends, and you could die from it.
Dread Lord [Feat] Even the stoutest of creatures may fall victim to your fear inducing spells. Prerequisite: Able to cast three Fear spells or spell-like abilities, caster level 13 Special: You can instill fear in the most fearless of creatures. When your fear-inducing spells or abilities are put against a creature immune to fear, they receive a +4 bonus to their saving throws. If the attempt succeeds, the creature suffers the fear effect but at one category lower (to a minimum of shaken). Creatures immune to fear as per their type traits or with Intelligence less than 2 are effected as normal (or with more HD than the spell allows to effect). Normal: You cannot instill fear in a creature immune to fear.
Dread Lord of Legend [Epic] Your fear spells can afflict more powerful creatures. Prerequisite: Able to use eight Fear spells or spell-like abilities, caster level 21, Dread Lord Special: Double the maximum HD of creatures your fear spells/abilities can effect. Cause fear now effects creatures with 12 HD or less, rather than the normal 6 HD. You gain a +4 insight bonus to your spells' DC.
Dreadnaut [Fighter, Fear] As the dangers around you increase, you become more dangerous as well. Prerequisite: Base attack bonus +6 Special: When afraid, you ignore any penalties to your attack or damage rolls resulting from your fear. Add your Fear Modifier to your attack and damage rolls.
Elite Executioner As a master of execution, few survive your grim work. Prerequisite: Profession (executioner) 12 Special: The Escape DC of your execution attempts is increased by 4. Once per day when you make your Profession (executioner) check, you may roll twice and take the better of the two outcomes. If you botch the execution, it deals twice as much damage instead (Exceptions: crucifixion deals 20% of their total hitpoints each hour; the DC of the Fortitude save for the headsman's axe coup de grace is increased by 4).
Fear Caster [Fear] Prerequisite: Able to use two spells or spell-like abilities of the Fear subtype. Special: While under a fear effect, you don't suffer from fear-based spell failure and your spells aren't limited by their casting time. You don't receive any penalties to caster checks or any rolls made as part of a spell you've cast.
Inquisitor of Pain Your skill at wrenching secrets and information from others is unsurpassed. Prerequisite: Intimidate 8 ranks, Sense Motive 8 ranks, any Evil, must have used torture devices to extract information Special: You gain a +4 bonus to Sense Motive and Intimidate checks while using torture devices (see Book of Vile Darkness). If you ever roll a natural 20 on your Intimidate check while torturing, your victim is automatically put under a zone of truth effect for 1 minute, its DC is equal to 10 + your ranks in Intimidate.
Natural Courage [Fear] While in animal form, your connection to the raw power of nature helps to resist the effect of fear. Prerequisite: Wildshape class ability (2/day) Special: When wildshaped, treat your Fear Modifier as if your fear were one category lower. You may still move once per turn while cowering.
Necrotrophic Your insidious nature has allowed you to consume the very energy of necromancy spells and abilities. Prerequisite: Any Evil, able to cast level 5 Necromancy spells Special: When you make a successful save against a spell of the Necromancy school, you may heal 5 hitpoints per level of the spell. You may use this ability to heal up to twice your HD in hitpoints each day. Undead creatures may heal up to four times their HD each day.
Object of Fear The fear you exude is debilitating when your victims try to muster their courage against you. Prerequisite: Frightful Presence or some other fear-inducing supernatural or extraordinary ability, Ability Focus for that ability Special: When you are a creature's source of fear, their Fear Modifier is increased by 2 on rolls or saves against you (when attacking you, making opposed checks, being affected by your spells).
Purveyor of Fears [Fear] By learning from your own terror, you can empower the fear you try to bestow on others. Prerequisite: Fear Caster, able to use three spells or spell-like abilities of the Fear subtype. Special: While under the effects of fear, add +1 to the DC of your spells with the Fear subtype for each level of fear you have.
Push the Boundary In your travels, you've learned that sometimes you must push your faith in order to succeed. Prerequisite: Cannot cast spells of opposing alignment, caster level 10 Special: Once per day, you may prepare and cast a spell of the chosen opposing alignment (Law, Chaos, Evil, Good). An Evil Cleric may cast a Good spell, etc. This feat may be taken multiple times, either for a different alignment or to allow for a second/third use per day of a given alignment.
Running Scared [Fear] You can run like the wind from anything that scares you. Prerequisite: A Fear feat. Special: You may move once per turn while cowering. At the end of your movement, you may attempt to calm yourself. You gain a +10 foot bonus to your base land speed while shaken or frightened, and a +20 foot bonus to your base land speed while panicked or cowering. You keep your Dexterity bonus and do not gain the -2 penalty to AC, nor can the Shreak Attack feat be used against you.
Saboteur As a wielder of Sabotage spells, you get multiple chances to mess up your enemies' intentions. Prerequisite: Able to cast four or more spells of the Sabotage subschool. Special: Sabotage spells you cast last for an additional use if they are discharged or only apply once per casting. You may take this spell multiple times, increasing the amount of extra occurrences by one each time. Normal: Generally, your Sabotage spells are triggered once per casting.
Shreak Attack You know when to hit a guy when he's down. Prerequisite: Ability to perform a coup de grace as a standard action Special: You may perform a coup de grace on a cowering opponent as a standard action that provokes attacks of opportunity. This only works if they have not regained the ability to move when cowering.
Sinister Blade [Vile] You can manifest your deceit as a miasma across your blade. Prerequisite: Sneak attack +3d6, Evil Special: You deal 1 point of vile damage per die when you deal Sneak Attack damage.
Supplicant Though you profess in the arcane, your god acknowledges you with power deserving of your faith. Prerequisite: Arcane Disciple (choose one), arcane caster level 11 Special: You gain +1 to the caster levels of spells from your chosen domain. You also gain the granted power of that domain as a Cleric of a level equal to the number of levels you have in classes that grant arcane spells.
Tomb Master You're an expert of tomb construction and could find your way through the most convoluted of crypts. Prerequisite: 9 ranks between Know (Architecture and Engineering), Know (Geography), and/or Know (History) Special: You gain a +4 bonus to Knowledge checks and bardic lore checks concerning tombs, crypts, and other burial places. You gain darkvision 30' while in such a place.
Spell Level Index
Special
Reverse Magic Jar: Added retroactively to any spell list containing magic jar, at that level
Bard
5th-level Cure Grave Wounds
6th-level Cure Lethal Wounds
Blackguard
1st-level Shadow Eyes
4th-level Life Ward Pervert Healing
Cleric
Orisons Draw Blood Grim Embrace
1st-level Blacksand Bolt Bless these Hands, Curse those Claws Bury Body Incorporeal Surgeon Shadow Eyes Tomb Friends
2nd-level Brand of Evil Buried Alive Caress of Night Dread Shroud Good Intent, Poor Execution Hapless Soul Possess Trapper
3rd-level Transfer Touch
4th-level Ashes to Ashes Call of Death Inner Maiden Life's Gambit Life Ward Open the Scars Pervert Healing
5th-level Cure Grave Wounds Death to the Summons Devour Self Inflict Grave Wounds Lichbind Reverse Magic Jar
6th-level Conscience Burn Cure Lethal Wounds Inflict Lethal Wounds Reckoning of the Flesh Waning Death
7th-level Cure Mortal Wounds Inflict Mortal Wounds Unleash Spirit
8th-level Abolish Vitality Betrayal of the Soul Cure Legendary Wounds Elemental Evil Inflict Legendary Wounds Life Ward, Mass
9th-level Cure Immortal Wounds Dust to Dust Inflict Immortal Wounds Will of Vecna (change as appropriate for deity)
Dread Necromancer
1st-level Blacksand Bolt Draw Blood Dread Shroud Grim Embrace Shadow Eyes Tomb Friends
2nd-level Buried Alive Flesh Formation Transfer Touch
3rd-level Desecrate ** (Death Ward typo -> Desecrate) Ghoul Beacon Mask of Forever Tomb Choke
4th-level Call of Death Death to the Summons Forever Flesh Lifeward Pervert Healing
5th-level Corpsedance Contagious Fear Devour Self Inflict Grave Wounds Reverse Magic Jar Waning Death
6th-level Bestow Mind Blacksand Decay Inflict Lethal Wounds Reckoning of the Flesh
7th-level Elemental Evil Inflict Mortal Wounds Unleash Spirit Utterfear
8th-level Abolish Vitality Betrayal of the Soul Entropic Field Inflict Legendary Wounds Life Ward, Mass
9th-level Dust to Dust Inflict Immortal Wounds Throne of Bone Will of Vecna
- Dread Necromancers have Death Ward at both 3rd and 4th level in Heroes of Horror. I propose that 3rd level Death Ward be changed to Desecrate. This is due to the lack of this most appropriate spell. And since Dread Necromancers are not divine spellcasters, they might as well get it at 3rd level since many spells are given earlier to some classes than others. A Dread Necromancer has less attachment to the divine, thus delaying their acquisition of Desecrate. If they get Unhallow, it is just as appropriate that they get Desecrate.
Duskblade
Cantrips Draw Blood Grim Embrace
1st-level Blacksand Bolt Dread Shroud Hapless Soul Shadow Eyes
2nd-level Brand of Evil Caress of Night
3rd-level Ghoul Beacon Mask of Forever Tomb Choke Transfer Touch
4th-level Call of Death Life's Gambit Life Ward Pervert Healing
5th-level Bloodwork Puppet Darkened Caster Inner Maiden Open the Scars
Druid
6th-level Cure Grave Wounds
7th-level Cure Lethal Wounds
8th-level Cure Mortal Wounds
9th-level Cure Legendary Wounds
Sor/Wiz
Cantrips
Draw Blood Grim Embrace
1st-level Bless these Hands, Curse those Claws Bury Body Dread Shroud Hapless Soul Shadow Eyes Tomb Friends
2nd-level Buried Alive Caress of Night Flesh Formation Possess Trapper
3rd-level Ghoul Beacon Mask of Forever Tomb Choke Transfer Touch
4th-level Call of Death Death to the Summons Forever Flesh Inner Maiden Life's Gambit Open the Scars Pervert Healing
5th-level Bloodwork Puppet Contagious Fear Corpsedance Darkened Caster Devour Self Drag to Depths Instill Fear Lichbind Reverse Magic Jar Waning Death
6th-level Bestow Mind Blacksand Decay Drag to Depths Reckoning of the Flesh
7th-level Elemental Evil Utterfear
8th-level Bone Cycle Entropic Field
9th-level Avatar of Fear Exhume Memories Throne of Bone
Domains
Blood Domain
Granted Powers: You gain the Blood Drain ability of a Vampire, except it deals 1d3-1 points of Constitution damage. Any creature killed does not become a Vampire Spawn. 1- Magic Fang 2- Greater Magic Fang 3- Bloodstar (Libris Mortis) 4- Open the Wounds* 5- Bloodwork Puppet* 6- Reckoning of the Flesh* 7- Avasculate (Libris Mortis) 8- Avascular Mass (Libris Mortis) 9- Abolish Vitality*
Fear Domain
Granted Powers: You gain Purveyor of Fears as a bonus feat. 1- Cause Fear 2- Scare 3- Fear 4- Instill Fear* 5- Contagious Fear* 6- Symbol of Fear 7- Utterfear* 8- Weird 9- Avatar of Fear*
Flesh Domain
Granted Powers: You gain a +4 bonus to Fortitude saves except against effects that also work on objects. 1- Incorporeal Surgeon* 2- Flesh Formation* 3- Death to the Summons* 4- Inner Maiden* 5- Waning Death* 6- Reckoning of the Flesh* 7- Entropic Field* 8- Clone 9- Abolish Vitality*
Funeral Domain
Granted Powers: You may use planar ally spells to summon the souls of those you have laid to a peaceful rest. They return as either a shadow, a spectre, a ghost, or a wraith. You may either pay them as normal or you can choose to only summon them once (and end their debt to you). 1- Bury Body* 2- Buried Alive* 3- Gentle Repose 4- Ashes to Ashes* 5- Guards and Wards 6- Create Undead (mummies only) 7- Unleash Spirit* 8- Create Greater Undead (spectres only) 9- Dust to Dust*
- New spells listed here.
Dread Spells of Maerok
Abolish Vitality
Necromancy Level: Clr 8, Dread Necromancer 8 Component: V, S, DF Casting Time: 1 full action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saves: Fortitude negates Spell Resistance: No
With a wave of your hand, you unravel the soul of another. If the victim fails their Fortitude save, 1d4+2 of their ability scores (chosen by the caster) are reduced to 1. As long as this spell is in effect, their scores can not be reduced below 1 by any means.
Ashes to Ashes Necromancy Level: Clr 4 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One corpse Duration: Instantaneous Saving Throw: No Spell Resistance: No
Typically used in ceremonies and the destruction of horrific murderers, this incantation reduces a corpse to dust. The resulting pile of dust weighs about one-fourth of the original weight. This form blocks resurrection unless the ashes are reverted back into the body's original form.
Material Component: A corpse.
Avatar of Fear Necromancy [Fear] Level: Sor/Wiz 9 Component: V, S, F Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/level
Through your studies of what makes your enemies afraid, you have identified one of the most potent beasts of fear. A phantasmal slayer (Heroes of Horror, page 152) appears in an empty square adjacent to the subject. It acts after you in the initiative order and goes after the subject of this spell. Slaying the phantasmal slayer ends this spell.
Focus: A drawing or sketch of your deepest fear, placed on parchment with red and black ink, created with a successful DC 25 Profession (artist) check after spending 6 hours and 500 gp to complete.
Bestow Mind Necromancy Level: Sor/Wiz 6, Dread Necromancer 6 Component: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: One mindless undead creature per level, no two of which can be more than 30 ft. apart Duration: 1 hour/level Saves: Fortitude negates Spell Resistance: Yes
Upon expending the brain of another creature, the caster grants the affected undead an Intelligence score of 1. See awaken undead (Spell Compendium) for details on skills, abilities, and feats acquired. The total Intelligence gained cannot exceed half of the Intelligence score of the brain being used.
Material Component: The brain of a living creature (see above).
Betrayal of the Soul Necromancy Level: Clr 8, Dread Necromancer 8 Component: V, S Casting Time: 1 full action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature with a soul Duration: One encounter (up to 1 hour) Saves: Will save (negates) Spell Resistance: Yes
"You're probably right. The only person who can defeat you... is you."
As waves of arcane power radiate out from the caster, it splits the soul of a nearby creature, creating a sort of cloned soul. This resulting presence manifests itself as a ghost (apply the ghost template to a copy of the target; it is permanently manifested onto whatever plane the spell was cast on). The remainder of the dark power is spent on coercing the opponent’s soul into aiding the caster. It has full loyalty to the caster and fights until destroyed or the duration ends. The effects of any magical items that the subject is wearing are not copied over to the ghost, but their appearance remains.
Outsiders who can't be brought back to life cannot be affected by this spell.
The maximum CR of creatures this spell can affect cannot exceed the caster's HD minus 2.
Blacksand Bolt Necromancy Level: Clr 1, Dread Necromancer 1, Duskblade 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
You fire skulls of angry blacksand at your enemies.
This spell works as per magic missile, but deals negative energy damage instead.
[Now I've got the image of an Entropomancer of Blacksand sort of PrC.]
Blacksand Decay Necromancy [Evil] Level: Sor/Wiz 6, Dread Necromancer 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude Spell Resistance: Yes
Before her eyes, the barbarian dissolved into a splash of hideous sludge. But it wasn't just muck, it was something else... seething with death.
This beam of blacksand is concentrated enough to reduce a creature into more of the sinister material. If the creature fails its Fortitude save, it is reduced to a 5 foot square of black sand (10 pounds). Any creature who moves through or waits on blacksand takes 1d4 negative energy damage per round. If killed by the dark effects, that creature is reduced to an adjacent pile of blacksand as well. The soul departs as normal and only its physical remains are destroyed (treat like a disintegrate). Its items fall into the pile of blacksand, unscathed.
Constructs, elementals, undead, and oozes are unaffected by blacksand decay.
Arcane Component Material: A pinch of onyx dust (1 gp).
Bless These Hands, Curse Those Claws Necromancy [Sabotage] Level: Clr 1, Sor/Wiz 1 Components: V, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes
You are able to sap the healing prowess of others to empower your own. The target suffers a profane penalty to Heal checks equal to half your caster level, to a maximum of the victim's Heal ranks. You gain a sacred bonus to Heal checks equal to that penalty.
Bloodwork Puppet Necromancy [Evil] Level: Sor/Wiz 5 Component: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature with blood Duration: Concentration, up to 1 round/level (D) Saves: Fortitude negates Spell Resistance: Yes
Thrusting the handle outwards, blackened strings lash out the subject and enter their body, fusing with their veins. With a second jolt, the caster winds up the black strings, leaving the veins as strings in their place. While the caster concentrates, he may spend his turns directing the actions of the subject. The subject is treated as paralyzed until directed by the caster to move or attack (skills and abilities cannot be used). Any creature along the path between the two creatures may sever the link with a slashing or piercing weapon as an attack action (the AC of the strings is equal to the DC of this spell). Severing the veins causes 1d3 Constitution damage and 6d6 damage to the subject, ending the spell.
Focus: The handle to a marionette's strings, typically a H-shaped assembly of sticks, worth at least 5 gp.
Bone Cycle Necromancy Level: Sor/Wiz 8, Dread Necromancer 8 Component: V, S, F Casting Time: 1 minute Effect: 30-ft.-radius spread Duration: 1/minute level
Upon jabbing a scythe into the ground blade-down, it unleashes a powerful evil into the air. Any mindless undead destroyed inside the 30-ft.-radius spread centered around the scythe will reassemble themselves and return to action in 1d6 rounds. If their remains are moved outside the area, they will not be brought back to unlife.
To end this spell prematurely, the scythe must be sundered. It gains a number of extra hitpoints equal to twice the caster level.
Focus: A scythe with a total enchantment bonus of at least +3.
Brand of Evil Necromancy [Evil] Level: Clr 2, Duskblade 2 Component: V, S Casting Time: 1 standard action Range: Touch Target: One creature Duration: Permanent Saves: No Spell Resistance: Yes
"You'll have a tough time explaining this to your boss!"
With a touch, you bestow a hideous symbol of profane might across the hide of your opponent. They gain a +4 profane bonus to Intimidate checks as well as a -4 profane penalty to Diplomacy checks. The mark can be removed by sheer force of will. If the opponent is Good, doing so causes 3d6 negative energy damage and 1d3 Constitution damage. Leaving the Brand on will undoubtedly lead to complications with Good creatures as it is on par in severity with the Evil Brand feat.
Buried Alive Necromancy Level: Clr 2, Sor/Wiz 2, Dread Necromancer 2 Component: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature Duration: Instantaneous Saves: Reflex negates Spell Resistance: No
As you drag a filthy hand across the body of your victim, the ground beneath them gives way to consume them in a death grip five feet below the ground. The victim begins to suffocate and spend each turn making a Strength check against the DC of this spell in order to escape. They can take no other actions, unless using actions that don’t require movement. The DC to hear the entombed creature is increased by 10. A DC 15 Spot check can find the burial site as well, which is a visible spot of disturbed soil or sand. It takes a full round action from those above to dig out the victim, thereby ending the effect. This spell cannot be used on solid rock or similar ground types that would prevent mundane digging.
Material Component: Dirt or mud, which you must cover your hand with.
Bury Body Necromancy Level: Clr 1, Sor/Wiz 1 Component: V, S Casting Time: 1 standard action Range: Touch Target: One corpse Duration: Instantaneous Saves: No Spell Resistance: No
With a touch, the affected corpse sinks below the ground to a depth of five feet. The corpse is not damaged in the process and no evidence is left. This only works above five feet of loose soil, mud, sand or dirt.
Call of Death Necromancy Level: Clr 4, Sor/Wiz 4, Dread Necromancer 4, Duskblade 4 Component: V, S, M Casting Time: 1 minute Effect: 60’ burst Duration: See below Saves: None Spell Resistance: No
The Call of Death brings about a horde of undead creatures to attack all within the given area, even the caster. 1d4 HD of undead creatures per caster level are commanded to travel to the afflicted area and attack any living creature they find. The maximum CR of any called creature can’t exceed half the caster level (the DM chooses which creatures to send forth). The undead arrive 10 minutes after the casting, and remain for 3d10 minutes at which time they disappear back to where they came from. Certain types of intelligent undead may wish to stay, if properly convinced.
Many undead creatures consider this a form of the Calling (as discussed in the Book of Vile Deeds).
Material Component: One corpse per two caster levels.
Caress of Night Necromancy Level: Clr 2, Sor/Wiz 2, Duskblade 2 Component: V, S Casting Time: 1 standard action Range: Touch Target: One creature Duration: 1 round/level Saves: Will negates Spell Resistance: Yes
While in areas untouched by light (where darkvision would be needed in order to see) or areas of magical darkness, the target of this spell gains a +4 profane bonus to Move Silently and Hide checks, as well as +2 profane bonus to AC. Spells with the Light subtype deal extra damage as if the creature were undead, or twice the damage if the creature is actually undead.
Conscience Burn Necromancy (gains the alignment subtypes of the caster) Level: Clr 6 Component: V, S, DF Casting Time: 1 full action Range: Medium (100 ft. + 10 ft. level) Target: One creature Duration: Instantaneous Saves: No Spell Resistance: None
The subject takes 2d10 damage for every time its alignment axes have changed since it was last affected by atonement or conscience burn. For NPCs where this is unknown, it is up to the DM's discretion. A shift from TN to CE counts twice. A shift from CE to LG counts six times (C->N->L; E->N->G). Even if it does no damage (if the subject never changed their alignment), any acts in their life that they regret are immediately brought to mind, stunning them for 1d3 rounds.
This spell has no effect on mindless creatures.
Contagious Fear Necromancy [Fear, Mind-Affecting] Level: Sor/Wiz 5, Dread Necromancer 5 Components: V, S, M Casting Time: 1 standard action Range: 30-foot cone-shaped burst Duration: Instantaneous Saving Throw: Will Spell Resistance: Yes
Fear itself is manifested as a disease-like affliction and spread among those in the area. Unless they succeed on a Will save, the creatures become shaken. If they come into contact with another creature (without fear) while under the effect of this fear (attacks, touch attacks, etc.), that creature must make a Will save versus its effects or become shaken as well. Every minute, the afflicted creatures must make a Will save (+1 to the DC per level of fear they have acquired) or their fear advances to the next level (at the final stage of fear, they make a save versus a phantasmal killer effect instead). If they succeed in any of these Will saves, the effect ends for them and they may not be afflicted by contagious fear for the remainder of the week.
Material Component: A handful of feathers.
Corpsedance Necromancy Level: Sor/Wiz 5, Dread Necromancer 5 Component: V, S Target: One corpse Saves: No Spell Resistance: None
This spell works as per magic jar, but you possess the corpse of creature who has died 1 minute/level ago. Preservation, either mundane or magical, does not extend this time period.
It does not need the intermediate gem as there is no other soul to displace.
Cure Grave Wounds Necromancy [Healing] Level: Brd 5, Clr 5, Drd 6
This spell functions like cure light wounds, except that it cures 5d8 points of damage +1 point per caster level (maximum +25).
Cure Immortal Wounds Necromancy [Healing] Level: Clr 9
This spell functions like cure light wounds, except that it cures 9d8 points of damage +1 point per caster level (maximum +45).
Cure Legendary Wounds Necromancy [Healing] Level: Clr 8, Drd 9
This spell functions like cure light wounds, except that it cures 8d8 points of damage +1 point per caster level (maximum +40).
Cure Lethal Wounds Necromancy [Healing] Level: Brd 6, Clr 6, Drd 7
This spell functions like cure light wounds, except that it cures 6d8 points of damage +1 point per caster level (maximum +30).
Cure Mortal Wounds Necromancy [Healing] Level: Clr 7, Drd 8 This spell functions like cure light wounds, except that it cures 7d8 points of damage +1 point per caster level (maximum +35).
Darkened Caster Necromancy [Sabotage] Level: Sor/Wiz 5, Duskblade 5 Components: V, S, DF Casting Time: 1 full action Range: Medium (100 ft. + 10 ft./level) Target: One spellcaster Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
Eltark finished the spell and jumped as the king collapsed suddenly. Seeking to resurrect him, the cleric quickly executed another spell. His attempt was only answered by the thump of the queen falling out of her chair.
With the completion of this spell, a beam of hellish light bursts from the caster's hands and strikes the intended spellcaster, burrowing into the foundation of their soul: specifically the piece which connects them to the source of their magics.
If the spellcaster prepares their spells, two spells from each spell level (if available) are unknowingly converted into inflict wounds spells of the appropriate level which target the nearest creature (even that caster) when they go to cast that spell. The caster level of that spell is either the victim's or the caster's, whichever is higher.
If the spellcaster doesn't prepare spells, there is a 20% chance that each spell they cast will be converted into an inflict wounds spell (targeted as previously described). This effect lasts until two spells from each spell level have been converted (spell levels that have already been converted twice no longer suffer from this effect).
This spell persists until after the spellcaster chooses new spells for the day.
Epic spells are not affected by this spell.
Multiple castings of darken caster stack.
A remove curse cast on the afflicted spellcaster will remove the effects of this spell, but each spell has a 10% chance of being used up (and the caster is made aware of it).
Death to the Summons Necromancy [Sabotage] Level: Clr 5, Sor/Wiz 4, Dread Necromancer 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One spellcaster Duration: 1 round/level Saving Throw: No Spell Resistance: No
Any summoning spell the victim casts acquires the skeleton or zombie template (chosen at random; applied even if it usually couldn't be, unless already undead) and has a 50% chance (+2% per caster level, to a maximum of 90%) of following you as if you had summoned it. Any summoned creatures afflicted by this spell lose the template and resume their loyalties at the end of this spell. The initiative of any creature you take control of is changed so that it acts on your turn, as if you had been the one to summon it.
Material Component: A handful of tomb or grave dust.
Devour Self Necromancy [Evil] Level: Clr 5, Sor/Wiz 5, Dread Necromancer 5 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature that can eat Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes
"It's the sort of hunger that eats at you."
As the spellcaster finishes their incantation, the victim is suddenly possessed by both a demonic presence and the insatiable appetite for their own flesh. The victim is rendered helpless and begins to tear away at itself with its own hands, teeth, claws, or any other natural attacks it has. Each round, the victim spends its actions by attacking itself with its own natural weapons, dropping any weapons it carries immediately. Every 1d3 rounds, the victim may attempt a new Will save after it attacks itself.
The demon possessing the victim can be expelled automatically with two turning attempts (across two turns) or any spell that cancels possession. This ends the spell.
Any effect that would secure the demon's stay, such as a spell or evil area, denies the effects of any spell below its caster level and any turning attempt must turn the twice demon as if it were an undead of HD equal to the caster level of the enforcing spell.
Arcane Material Component: A fork, knife, or spoon, which is consumed by the force of the spell.
Drag to Depths Necromancy [Evil] Level: Clr 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes
As the caster completes this insidious call to evil forces, she utters the name of a plane populated by demons or devils (such as the Nine Hells). Twenty feet behind the subject, a gateway to such a plane opens up and dark, intangible figures loom out, grabbing the victim if they fail to move out of the way. The victim must make several Strength checks to avoid being dragged into the maw of the portal (DC equal to caster level plus 10). For every three points the victim succeeds by, they move 5 feet away from the portal. For every three points the victim fails by, they move 5 feet towards the portal. This process continues until the victim has moved to a distance of 40 feet from the portal or they have been dragged in. If they are dragged in, the victim finds himself or herself in the plane the caster had intended them to be drawn to.
The conflict between subject and portal is resolved in one round, instantaneously.
Material Component: A chunk of flesh from an outsider innate to the destination (must be acquired personally).
Draw Blood Necromancy Level: Clr 0, Sor/Wiz 0, Dread Necromancer 1, Duskblade 0 Component: S, M Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with blood Duration: Instantaneous Saves: Fortitude negates Spell Resistance: Yes
Pointing a needle towards the creature, you draw a drop of its blood into a perfectly preserved sphere in the palm of your hand. It is perfect for any spell component requiring a drop of blood. The creature is dealt 1 point of nonlethal damage.
Material Component: A needle.
Dread Shroud Necromancy Level: Clr 2, Sor/Wiz 1, Dread Necromancer 1, Duskblade 1 Component: V, M Casting Time: 1 standard action Range: 30 ft. Target: Cone-shaped burst Duration: 1 round/level Saves: Fortitude negates Spell Resistance: Yes
Those affected by a dread shroud spell become the victims of small swarms of mischievous spirits who fly above the head of the creature, incessantly mumbling and obscuring vision. The creatures receive a -1 penalty to Listen, Spot, and Search checks per two caster levels. Trip attempts against those affect gain a +2 circumstance bonus. Spellcasters gain a 25% spell failure chance, stacking with other sources of spell failure.
Material Component: A small piece of a wedding veil or similar material.
Dust to Dust Necromancy Level: Clr 9, Dread Necromancer 9 Components: V, S, DF Casting Time: 1 hour Range: Universal Target: One soul Duration: Instantaneous Saving Throw: No Spell Resistance: No
Upon performing this spell over the place where a creature was killed, the caster attempts to make certain that the creature is never returned to life. By expending XP (see below), the caster sets a caster level required for any spell to bring the chosen creature back to life. Even divine intervention and high level spells are useless unless the deity's divine rank is greater than the level of reinforcement or the caster level of the spell is greater than the level of reinforcement. Creatures who regenerate from complete destruction, such as liches, may only return if their HD or CL exceeds this level.
XP Cost: 250 XP per level of reinforcement
Elemental Evil Necromancy Level: Clr 8, Sor/Wiz 7, Dread Necromancer 7 Component: V, S, F, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature per two levels, no two of which can be more than 30 ft. apart Duration: 1 hour/level Saves: Will negates (harmless) Spell Resistance: Yes (harmless)
By raising your mace into air, you bestow your chosen undead with a specific element. Choose an elemental type for each undead creature. It gains that elemental's subtype and deals an additional 1d6 damage of the chosen type (earth->acid; water->cold; air->electricity; fire->fire; taint->1 point of taint instead; others at DM's discretion) with its natural weapons. It also gains immunity to that type of damage, and one extraordinary ability of the chosen elemental.
They cannot be affected by this spell multiple times.
You may create multiple types of elemental undead, depending on the focus.
Focus: A mace that has killed at least one Elder elemental of the chosen subtype(s).
Entropic Field Necromancy Level: Sor/Wiz 8, Dread Necromancer 8 Component: V, S Casting Time: 1 full action Effect: 60-ft.-radius spread Duration: 1/round level
Those who enter the area of effect must succeed on a Fortitude save. If they fail, the victim no longer benefits from any manner of fast healing, regeneration, or damage reduction. Spell resistance and energy resistance function normally. Nonlethal damage from any source is converted into lethal damage upon being inflicted upon a creature inside the spread who failed their save.
A severe form of necromantic hemophilia manifests itself in creatures within the field who failed their Fortitude save. At the beginning of their turn, each creature will lose 1 hitpoint for every 5 hitpoints they have lost. Even unliving creatures are afflicted by the entropy present in the area; this damage manifests itself as rot, rust, or another form of damage specific to that creature.
Corpses within the field cannot be brought back to life as long as the field persists.
If a creature who failed their Fortitude save leaves the afflicted area, the effects of this spell persist until they receive magical healing (requiring an opposed caster level check) or a dispel-type effect. Reentering the area after being removed of its effects requires another Fortitude save.
Exhume Memories Necromancy Level: Sor/Wiz 9 Components: V, S, M, XP Casting Time: 1 hour Range: Universal Target: One soul Duration: Instantaneous Saving Throw: No Spell Resistance: No
"I can crush your body, I can shatter your soul. But you'll live on as an idea, for a while."
Some say the most terrible death is to be forgotten. With this cursed incantation, the very existence of a dead creature is scoured from most memories. Creatures with less HD than the caster lose any memory of the subject, seeing them as a stranger. If they find evidence of the subject's existence (pictures, papers, memories from those who remember), they immediately regain their knowledge of the creature. The DC of Bardic lore checks and Gather Information checks about the subject are doubled unless specifically asking those who know about the subject. The caster retains any memories of the subject, despite the caster's HD; creatures with divine ranks of 0 or higher also retain memories of the subject, if any.
Sometimes a subject will have this spell cast upon them willingly, in order to make a new life for themself or hide a dark secret.
Material Component: One piece of non-magical evidence per HD of the subject. Pages of sets of papers count individually, as well as possesions or pieces of the subject.
XP Cost: 2000 XP
Flesh Formation Necromancy Level: Sor/Wiz 2, Dread Necromancer 2 Component: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature (see below) per three levels, no two of which can be more than 30 ft. apart Duration: Instantaneous Saves: Fortitude negates Spell Resistance: Yes
"Flesh on. Flesh off."
In some cases, zombies prove to be more useful than skeletons, or vice versa. This utility spell was designed for the necromancer who can never decide. Any zombie affected by this spell acquires the skeleton template instead, any skeleton acquires the zombie template, any bone creature acquires the corpse creature template, and any corpse creature acquires the bone creature template. (It is at the DM's discretion for other types of undead.)
Material Component: A one-foot by one-foot square of flesh.
Forever Flesh Necromancy Level: Sor/Wiz 4, Dread Necromancer 4 Component: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature per three levels, no two of which can be more than 30 ft. apart Duration: Permanent Saves: Fortitude negates Spell Resistance: Yes
A spell-cousin to flesh formation, forever flesh bestows the effects of gentle repose on the chosen undead permanently. Upon the creature's destruction, the rot and decay catches up to the creature which may cause it to collapse into dust. Each creature also gains a +2 bonus on saves against effects that would automatically destroy it, such as a disruption weapon or disintegrate (based on effect; damage that would destroy it doesn't count).
Material Component: A one-foot by one-foot square of flesh.
Ghoul Beacon Necromancy [Sabotage] Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3 Component: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One living creature/level no more than 30 ft. apart Duration: 1 hour/level (D) Saves: No Spell Resistance: No
"Shh. I don't think they know we're here... Nevermi-"
The victims of this spell become marked and are made readily visible to undead creatures. Undead gain a +4 bonus to Listen, Spot, and Search checks against the victims. Hide from undead or similar effects no longer apply to those afflicted by ghoul beacon and undead can plainly see the victims even if they are invisible or have partial cover or partial concealment.
Material Component: A pound of rotting flesh.
Good Intent, Poor Execution Necromancy [Evil, Sabotage] Level: Clr 2 Component: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One creature Duration: Until discharged, up to 1 hour/level Saves: Will negates Spell Resistance: Yes
The next act the target takes within the duration of this spell is evil, given a choice. The creature’s alignment doesn’t change during or after this spell. The act is subconscious but isn't powerful enough to influence spell selection. Basic choices like leniency or mercy are most readily affected. It won't lead to murder unless there was originally an opportunity for it.
Grim Embrace Necromancy Level: Clr 0, Sor/Wiz 0, Dread Necromancer 1, Duskblade 0 Component: S Casting Time: 1 swift action Range: Melee touch attack Target: One creature Duration: Instantaneous Saves: Fortitude negates Spell Resistance: Yes
With handshake or hug, you give the creature a feeling of sheer dread, informing them of your necromantic profession infallibly. Creatures of an alignment opposite to your own suffer 1 point of nonlethal damage (Neutral characters afflict others with extreme alignments: CE, CG, LE, LG).
Hapless Soul Necromancy [Sabotage] Level: Clr 2, Sor/Wiz 1, Duskblade 1 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: Self Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes
A flicker of a coin shines in your hand as your opponent's luck begins to fade. For the duration of this spell, a natural 2 counts as a natural 1 for your opponent (if there is an automatic failure on a natural 1, they fail on a natural 2, but the roll is still a 2).
Arcane Material Component: A two-headed coin.
Incorporeal Surgeon Necromancy Level: Clr 1 Components: V, M Casting Time: 1 minute Range: Personal Target: Self Duration: 1 minute/level Saving Throw: None Spell Resistance: No
With a flash, your hands glow with a eerie light and can pass through the body of those you plan on healing. When making Heal checks, you won't harm your patient from a bad roll except on a natural 1.
Inflict Grave Wounds Necromancy Level: Clr 5, Dread Necromancer 5
This spell functions like inflict light wounds, except that it deals 5d8 points of damage +1 point per caster level (maximum +25).
Inflict Immortal Wounds Necromancy Level: Clr 9, Dread Necromancer 9
This spell functions like inflict light wounds, except that it deals 9d8 points of damage +1 point per caster level (maximum +45).
Inflict Legendary Wounds Necromancy Level: Clr 8, Dread Necromancer 8
This spell functions like inflict light wounds, except that it deals 8d8 points of damage +1 point per caster level (maximum +40).
Inflict Lethal Wounds Necromancy Level: Clr 6, Dread Necromancer 6
This spell functions like inflict light wounds, except that it deals 6d8 points of damage +1 point per caster level (maximum +30).
Inflict Mortal Wounds Necromancy Level: Clr 7, Dread Necromancer 7
This spell functions like inflict light wounds, except that it deals 7d8 points of damage +1 point per caster level (maximum +35).
Inner Maiden Necromancy [Evil, Sabotage] Level: Clr 4, Sor/Wiz 4, Duskblade 5 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Until discharged, up to 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes
The subject's bones begin to rearrange themselves ever so slightly and small fractures begin to sharpen the edges. If a creature moves adjacent to the subject or vice versa, the trap is sprung and the victim's bones explode outwards through their skin, dealing 1d10 damage to the victim per caster level and 1d6 damage to every creature in a 5 foot burst (a maximum of 20d10 or 20d6, respectively). The victim is staggered for one round per two caster level afterwards as the bones are reset.
The trap might not be sprung by the time the duration runs out, in which case the effect ends.
Focus: A doll riddled with needles (10 gp).
Instill Fear Necromancy [Fear, Mind-Affecting] Level: Sor/Wiz 5 Component: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One frightened, panicked, or cowering creature Duration: 1 round/level Saves: Will negates Spell Resistance: No
The subject gains a phobia (its severity is based on the Fear section's chart). This phobia pertains to either the source of the fear or the closest situation that is prone to cause fear (heights, water, fire, magic, etc.; at the DM's discretion). See Heroes of Horror, page 61, for information on phobias. Adding two phobias of the same thing increases the severity of the phobia by one degree from the highest of the two.
Lichbind Necromancy [Evil] Level: Clr 5, Sor/Wiz 5 Component: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature with a soul Duration: Instantaneous Saves: Will negates Spell Resistance: Yes
Upon striking your victim with the soul gem, their essence is ripped from them but not entirely. Their soul is removed, killing them instantly, but it does not flow into the vessel. Instead, their soul is half-bound to its corpse, preventing them from being resurrected or brought back to life in any manner without casting dispel on the body or destroying the corpse. Until that time, the corpse is preserved as per gentle repose and a visible, sentient spirit of the victim is left to wander within 20 feet of the corpse per HD.
The spirit is inert, incapable of using any spells, and can only be seen by creatures capable of seeing invisible creatures. However, it may also be perceived via the Spirit Sense feat (after any amount of time the victim has died, rather than 1 minute/Wis modifier) or any similar effect. A creature may communicate with the spirit through speak with dead. While speak with dead persists, the spirit can freely talk with the creature (unrestricted by the normal limitations of speak with dead; you can talk or ask as long as you want during the duration of that spell) as if it were alive, if it wants to, and it cannot be forced into answering a question.
Material Component: A flawed soul gem worth 100 gp per HD of the victim; it shatters and the spell fails otherwise.
Life's Gambit Necromancy Level: Clr 4, Sor/Wiz 4, Duskblade 4 Components: V, S Casting Time: 1 standard action Range: Melee touch attack Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No
By succeeding on a melee touch attack, you grab hold of the target gently and utter a few final words. With that, your opponent is allowed a Fortitude save (at a -2 penalty if their alignment is Good and yours is Evil or vice versa). If they fail, they are reduced to -10 hitpoints. In either case, you are reduced to -10 hitpoints as well.
Life Ward Necromancy Level: Clr 4, Blackguard 4, Dread Necromancer 4, Duskblade 4 Component: V, S, DF Casting Time: 1 minute Range: Touch Target: One undead creature touched Duration: 1 minute/level Saves: Will negates (harmless) Spell Resistance: Yes (harmless)
The subject is immune to all spells of the light subtype, sunlight weaknesses, turning attempts, and any positive energy effects. Each turning attempt halves the remaining duration for that creature, if successful.
Life Ward, Mass Necromancy Level: Clr 8, Dread Necromancer 8 Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature per level, no two of which can be more than 30 ft. apart
Mass life ward works like life ward, except that it affects multiple creatures.
Mask of Forever Necromancy [Evil] Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3 Components: V, M, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One evil creature per two levels, no two of which can be more than 30 ft. apart Duration: See below Saving Throw: No Spell Resistance: Optional (on those effected)
"You wouldn't hurt a mere child, would you?"
This dark spells binds the souls of the innocent onto the bodies of despicable creatures. Its intent is to lure the forces of good into letting their guard down, only to fall victim to an ambush. This spell acts as disguise self for each creature affected, but only fools Good creatures. Even during combat, this mask persists creating a horrific situation for the Good. They suffer a -2 morale penalty to attacks and damage against the disguised fiend and cannot use any ability (class, supernatural, or spell-like) that specifically targets Evil creatures. The DC of any spell cast on the creature suffers a -2 penalty. There is a 1% chance per caster level that the Good creature will be moderately familiar with this innocent soul, thereby doubling any penalties incurred; however, no specific soul can be called upon and very rarely do they appear as anything more than a distant acquaintance.
The duration of this spell lasts until the end of a creature's next encounter (durations among multiple creatures are handled individually) or 3 hours, which ever comes first.
Focus: A white mask, usually porcelain, costing no less than 250 gp.
Open the Scars Necromancy [Evil] Level: Clr 4, Sor/Wiz 4, Duskblade 5 Components: V, M, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One living creature per two levels, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Fortitude (half) Spell Resistance: No
"Every scar has a story, I'm told. Now let's see what they have to say!"
The stoutest of warriors have the stoutest of wounds, and you'll prove it. Those affected by open the scars must roll dice as if they were rerolling their hitpoints (leave out the Constitution modifiers, feats, and other effects). That outcome is dealt as damage (a level 12 Barbarian would be dealt 12d12 damage; a level 12 Wizard would be dealt 12d4 damage), to a maximum of 6 damage per caster level (to a final maximum of 120 damage).
Those who are left with less than half their hitpoints are staggered for three rounds, and could potentially be killed. Succeeding on the Fortitude save lets the subject resist the effects of becoming staggered.
Focus: A bloody dagger.
Pervert Healing Necromancy [Sabotage] Level: Clr 4, Sor/Wiz 4, Blackguard 4, Dread Necromancer 4, Duskblade 4 Components: V, S Casting Time: 1 standard action Range: 20-foot burst Duration: 1 minute/level
The air around the caster begins to froth with dark energy, creating a zone of negative energy that interrupts positive energy spells intent on healing. Any spell of the healing subtype (cure wounds, heal, restoration, etc) cast from or to a space within the perverse area is affected as below:
Cure Wounds spells: Deal negative energy instead of positive energy Restoration spells: If the subject would recover lost levels, they lose another instead. If the subject would recover from a status effect, the duration of that effect is increased by 1 round per spell level (unless permanent). If the subject would recover from ability damage or drain, the ability damage to each afflicted score is increased by 1 (as well as any ability drain). Heal spells: Works as the corresponding Harm spell.
Consecrate, hallow, or a turning attempt within the zone will end pervert healing at the end of that round.
Possess Trapper Necromancy [Sabotage] Level: Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 hour/level Saving Throw: No Spell Resistance: No
A bane to kobolds and rogues, the caster calls forth malevolent spirits of dead pranksters that follow a potential trap setter. If the subject sets a trap during the duration of this spell, the spirits will intervene and it will immediately backfire. The victim might be pushed into the trap if trying to manipulate it from afar, or the spirits might flip a switch when the victim tries to set the final piece. The forces try their best to assure success, wielding their knowledge of traps to increase the DC of the trap by 1d4.
Reckoning of Flesh Necromancy [Evil] Level: Clr 6, Sor/Wiz 6, Dread Necromancer 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: One living creature with flesh, up to one size larger than caster Duration: 1 round/level Saving Throw: Fortitude negates; see below Spell Resistance: Yes
With a touch, the victim's skin begins to flay itself away from the point of contact upon failing a Fortitude save. This horrific effect causes 1d6 damage per round and suspends any natural healing properties of the creature (regeneration, fast healing), bypassing damage reduction as well. The creature is wracked with pain and becomes staggered unless it passes a Fortitude save at the beginning of its turn.
A creature killed by Reckoning of the Flesh is stripped of all flesh, leaving gory ribbons of skin cascading around them. What remains is the skeleton and by the dark forces at work the creature's bones are animated as a skeleton (apply the skeleton template; apply the bone creature template instead if the caster level exceeds 20; either way, it has an Intelligence score of 0). This creature is neutral to the caster but will attack any of its friends who are enemies to the caster, defending itself from others as well.
Material Component: A bow tied from a length of skin ribbon, which is wrapped around the fingers of the hand making the touch attack (if they have hands/fingers; otherwise, held as normal).
Reverse Magic Jar Necromancy Level: At the same spell level as magic jar for any who have it on their spell list Target: One willing creature Duration: 1 hour/level or until you return to your body (D)
This spell works as per magic jar, but the target possesses you instead. You may terminate the spell effect whenever, though.
Shadow Eyes Necromancy Level: Clr 1, Sor/Wiz 1, Blackguard 1, Dread Necromancer 1, Duskblade 1 Component: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature per two levels, no two of which can be more than 30 ft. apart Duration: 1 minute/level Saves: Will negates Spell Resistance: Yes
The subjects of this spell cannot be dazed or dazzled by light. They gain darkvision out to 10 feet (or keep their own, if higher), but receive a -4 penalty to Spot and Search checks.
Material Component: A lens made of black onyx, so thin that it is almost translucent, worth 150 gp.
Throne of Bone Necromancy Level: Sor/Wiz 9, Dread Necromancer 9 Component: V, S, F Casting Time: 1 hour Effect: 10-ft.-radius/level spread Duration: See below
Upon seating on this throne of necromantic prowess, you exude an aura of undeath. You automatically gain a rebuking attempt against any undead who enters the area. You may rebuke as a Cleric equal to your character level or use your own rebuking ability, if any. If you succeed in rebuking the creature, it is automatically commanded. You may command twice as many HD of undead this way.
You also gain the power to reanimate the dead. You may use animate dead once per round as a full round action, without the need for material components. The range is extended to the outermost extent of the area. You may control twice as many HD of undead this way (applied after any other modifications).
All undead you control in this area gain the effects of desecrate as if it had been cast upon a permanent altar of evil (improved benefits). A constant unhallow effect permeates the area, and you may change the spell effect tied to it each round as a free action. Hallow has no effect on this area of unhallow unless you or the throne would be caught in the area of the hallow's effect, in which case the unhallow effect is negated for the time being.
While seated, you cannot make any melee attacks other than with touch attack spells. You may cast spells, however.
Once you leave your throne, the spell ends. When the spell ends, any extra HD of undead are released, but you get to choose which ones.
Focus: An ornate throne or chair, worth at least 10,000 gp, anointed with grave dust and four units of holy or unholy water.
Tome Choke Necromancy Level: Sor/Wiz 3, Dread Necromancer 3, Duskblade 3 Component: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 30-ft.-radius spread Duration: 1 round/level Saves: Fortitude negates Spell Resistance: Yes
You call upon the suffocating dust of crypts and mausoleums to choke out the living. All living creatures within the affected area take 1d2 points of Constitution damage and begin to suffocate if they fail their Fortitude save. They continue to suffocate each round until they leave the area, allowing them a Fortitude save at the end of each round to end the effect.
Material Component: A handful of gravedust.
Tomb Friends Necromancy [Summoning] Level: Clr 1, Sor/Wiz 1, Dread Necromancer 1 Components: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 3 minutes Saving Throw: None Spell Resistance: No
With a bit of scraps from the tomb or crypt you now traverse, you create a couple of guides with intimate knowledge of your surroundings. You create one tomb mote (Libris Mortis) per four caster levels. Each has a +10 bonus to Know(Local) and Know(History), though its communication is limited. The tomb motes gain the bardic lore ability (gaining a bonus equal to the caster level) to unveil secrets of the tomb. The tomb motes last three minutes before collapsing back into dust, and cannot leave the tomb they were created in.
Material Component: One handful of tomb dust or dirt (gathered from the tomb you cast this spell in).
Transfer Touch Necromancy Level: Clr 3, Sor/Wiz 3, Dread Necromancer 2, Duskblade 3 Component: S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature you control per two levels, no two of which can be more than 30 ft. apart Duration: 1 round/level Saves: Will negates (harmless) Spell Resistance: Yes (harmless)
For each undead affected by this spell, you may expend one of your spells per day to grant that undead creature a single use of that spell as a spell-like ability at your caster level. This only works on spells with a range of touch. Sentient creatures are aware of the spell and its effects and will employ them as they see fit. Mindless undead require being told when to use their ability, or else they will use it on their next turn of combat.
At the end of the duration, you regain any spell uses that were not used. Spells given to creatures who were destroyed are lost.
Material Component: A skeletal hand.
Unleash Spirit Necromancy Level: Clr 7, Dread Necromancer 7 Components: V, S, M, F Casting Time: 2 hours Range: Personal Target: One soul gem (see material component) Duration: 1 hour/level Saving Throw: No Spell Resistance: No
With a lengthy process, you unleash the soul of one who has been imprisoned into a soul gem for the purpose of serving you. The creature within acquires the ghost template and appears in a space adjacent to you, serving you for the duration of the spell (its loyalty is bound as per dominate, DC equal to the norm for a spell of this level, including metamagics). At the end of the duration, its soul departs with memory of what has transpired. A soul might later seek a vendetta against you. Casting this spell for another time ends any previous castings.
Material Component: A soul gem of a creature with CR of up to two less than your character level, which is destroyed by smashing it with the tiny silver hammer at the end of the ceremony.
Focus: A tiny silver hammer worth 500 gp, with various gemstones around its handle.
Utterfear Necromancy [Fear*] Level: Sor/Wiz 7, Dread Necromancer 7 Components: V, S Casting Time: 1 standard action Range: 60 ft. Effect: Cone-shaped burst Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes
(*Penetrates fear immunities.)
The Utterfear is a technique strong enough to pierce the mental defenses of even the most courageous or apathetic of creatures.
Subjects without immunity to fear become cowering; those already afraid suffer the effects of phantasmal killer. Subjects with immunity to fear become frightened and lose their immunity to fear for the duration of this spell.
Waning Death Necromancy Level: Clr 6, Sor/Wiz 5, Dread Necromancer 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes
The Waning is a horrific curse which dooms a creature to death. Each round, the subject loses 1 hitpoint (which can only be healed by spells). To display the devastating effect of this curse: in a one hour period, the subject will lose 600 hitpoints without the intervention of healing to delay the inevitable. The subject's skin begins to rot, giving them the appearance of a zombie at 30-60% hitpoints, and finally a skeleton at 0%-30% hitpoints (a DC 20 Spot check to tell the difference in either case). While afflicted with the Waning, the subject feels as though they were water slowly flowing down a drain. Only a perfect skeleton remains from one afflicted with Waning.
Remove curse will end waning death, but requires a successful opposed caster level check.
Will of Vecna Necromancy Level: Clr 9, Dread Necromancer 9 Components: V, F Casting Time: 1 hour Range: 120 ft. Effect: 120-ft.-radius burst Duration: 1 hour/level (D) Saving Throw: Will negates Spell Resistance: Yes
The caster utters forth a command of up to five words per level. Intelligent undead within the affected area must succeed on a Will save or follow the directions spoken by the caster. Mindless undead will automatically follow the command of the caster. They will do the task to the best of their intelligence; mindless undead will perform it quite literally while sentient undead will probably accomplish exactly what has been asked as it was intended. Sentient undead remember what was asked of them. Undead you control are not affected by this spell. If the caster encroaches on the undead of another, the caster must succeed on the opposed caster level check to take control. If the task is accomplished prior to the end of the spell's duration, the caster may utter another command of up to half the original amount of words. This proceeds until the spell runs out or no comprehensible message can be delivered.
The true voice of undeath does not rely on language as living creatures would call it. Living creatures do not understand what is being said, except those with the Dark Speech feat who can understand the basics of the instructions.
Focus: A severed left hand holding the left eye of its former owner.
Lords of Necromancy
He of the Blacksands
File:Http://www.wizards.com/dnd/images/ToMagic Gallery/96104.jpg
If you travel the Material Plane long enough, you'll find that the Negative Energy Plane occasionally crosses its planar borders and manifests itself as blacksand, blackwater, or blackfire. Of the three, blacksand is highly prized by disciples of evil for its durability and persistence. There are some who have come to be tainted by the Negative Energy of blacksand, and eventually become one with it. Their powerful magics and abilities are vital to any undead legion, serving as healers where they had originally become destroyers. As cohorts to great necromancers, Those of the Blacksands are powerful allies.
A female is called a She of the Blacksands.
HD: d6
Requirements: Alignment: Any Evil Skills: Know (the planes) 13 ranks, Spellcraft 13 ranks Feats: Necrotrophic, Spell Focus (Necromancy), Spell Focus (Evocation) Spells: Can cast a spell with 'Blacksand' in its name, caster level 10 Special: Must have come in contact with blacksand at least once, and must have visited the Negative Energy Plane once.
Class Skills: Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Hide (Dex), Know (arcana), Know (the planes), Know (religion), Move Silently (Dex), Spellcraft (Int) Skill Points at Each Level: 2+Int modifier
He of the Blacksands Level|BAB|Fort|Ref|Will|Special 1 |+0 |+2 |+0 |+2 |One with the Sands 10; Blacksand Bolt 2 |+0 |+3 |+0 |+3 |+1 level of existing spellcasting class 3 |+1 |+3 |+1 |+3 |One with the Sands 15; Gaseous Form 4 |+1 |+4 |+1 |+4 |Dark Conversion; +1 level of existing spellcasting class 5 |+1 |+4 |+1 |+4 |One with the Sands 20; Blacksand Wall 6 |+2 |+5 |+2 |+5 |+1 level of existing spellcasting class 7 |+2 |+5 |+2 |+5 |One with the Sands 25; Whirlwind 8 |+2 |+6 |+2 |+6 |One with the Sands (Immunity); Blacksand Spells; Positive Energy Vulnerability; +1 level of existing spellcasting class 9 |+3 |+6 |+3 |+6 |Greater Blacksands 10|+3 |+7 |+3 |+7 |Blacksand Transformation
Class Features: Weapons and Armor Proficiencies: None
One With the Sands He of the Blacksands becomes increasing resilient. At level one, He of the Blacksands gain resistance 10 against negative energy. This increased by 5 at every odd level until level eight were He of the Blacksands gains immunity. At tenth level, He of the Blacksands heals from negative energy.
Blacksand Bolt (Sp) At will, He of the Blacksands can use blacksand bolt as a spell-like ability (CL equal to his own caster level).
Gaseous Form (Sp) He of the Blacksands may use gaseous form for up to one hour each day, traveling as blacksand across the surface of the ground. He deals no damage to others though.
Dark Conversion (Su) At level four, He of the Blacksands may spontaneously convert any elemental damage of his spells or spell-like abilities into negative energy. He may also convert the damage from inflict wounds spells into negative energy.
Blacksand Wall (Sp) Once per day at fifth level and beyond, He of the Blacksands may create a wall of blacksand (as per wall of fire; CL equal to class level) that deals negative energy damage instead as a standard action. (Heals undead twice as much, rather than damaging them.) It lasts for a total of 1 minute per day, spread out across the day as he chooses. In reaction to a charge, ranged attack, or similar effect, He of the Blacksands may expend the remaining uses of this ability to create the blacksand wall as an immediate action for one round. He must still have at least half a minute left to do this.
Blacksand Whirlwind (Sp) Once per day at level 7 and beyond, He of the Blacksands may use whirlwind as a spell-like ability (CL equal to class level). Any damage it deals is converted into negative energy damage.
Blacksand Spells (Su) At level 8, enemies killed by negative energy from He of the Blacksands's spells also suffer the effects of blacksand decay.
Positive Energy Vulnerability (Su) At level 8, He of the Blacksand's increasing connection to the Negative Energy Plane results in his weakness to positive energy. He can no longer have any form of positive energy resistance. Positive energy deals an extra 50% damage. This includes heal and cure wounds.
Greater Blacksand (Su) At level 9 and above, He of the Blacksands gains the ability to purify any blacksand they create, giving it a greater connection to the negative energy place. Any blacksand he creates deals 2d4 negative energy damage per round instead.
Blacksand Transformation At level 10, with a consummate understanding of blacksand, He of the Blacksands becomes one with the sands. He changes in the following ways: -Negative energy healing; cannot regain hitpoints in any other way. Must rest in a pile of blacksand to regain spells, heal, or rest. The Necrotrophic feat may also be used to heal. -Type changes to Elemental and gains the [Evil, Extraplanar] subtypes. He gains Elemental traits. -The Negative Energy Plane is now seen as his home plane. Planeshift once per day, between the Negative Energy Plane and the Material Plane. When slain, He of the Blacksands reforms in the Negative Energy Plane 2d6 days later. His corpse dissolved into inert dust, leaving behind any equipment. -He gains a slam attack appropriate for his size plus one category. Any damage dealt is negative energy. -DR 10/bludgeoning or magic. -Opponents grappling him are dealt 2d4 negative energy damage each round. -Opponents attacking from an adjacent square are dealt 1d4 negative energy damage if they make a successful hit (only 1d4 damage per attack action). -Greater Positive Energy Vulnerability: Positive energy deals 100% extra damage. He cannot gain the benefit of positive energy resistance. Includes heal and cure wounds. -Blacksand Combat Mastery: +1 to attacks and damage against an opponent standing in blacksand. -Resembles a shifting figure made from a cloud of blacksand; has some semblance of its past looks in the way it is shaped but details are vague, except for the face. Equipment is held in place by the myriad of tiny particles, but any organic materials such as food are destroyed in 2d8 minutes unless properly protected from the effect of the sand.
Stalwart Consumer
File:Http://library.thinkquest.org/27661/pic/eater.jpg
Prerequisites: Alignment: Any nongood. Feats: Iron Fortitude, Skill Focus ( Profession[Cook or Competitive Eater]) Saves: Fortitude +5 Special: Must have consumed an entire 12-course meal or at least 50 pounds of food in one sitting. Special: Must have a discernible anatomy and be capable of consuming food for nutrients.
HD: d8 Skills: Concentration, Craft, Intimidate, Profession (Cook or Competitive Eater), and Survival. Skill Points: 2 + Int
Level BAB Fort Ref Will Special 1st +1 +2 +0 +0 Iron Gut; Not Picky; Efficient Digestion 2nd +2 +3 +0 +0 Just Desserts; Maw of Hunger 3rd +3 +3 +1 +1 The Discerning Palate; Doresain's Favor
Class Features: Iron Gut (1): A Stalwart Consumer gains a bonus to all saving throws against ingested poisons, intoxication, nausea, becoming sickened, potions, and other ingestion-based effects equal to twice his class level.
Not Picky (1): A Stalwart Consumer can consume one-fourth of its body-weight in organic matter instead of eating normal food. He never becomes 'full'.
Efficient Digestion (1): The amount of days it takes for a Stalwart Consumer to begin thirsting or starving is increased by his class level. He also gains the Endurance feat.
Just Desserts (2): By devouring a creature of equal or greater HD than his own, the Stalwart Consumer regains 2 hitpoints per HD of the creature consumed. Upon passing up the opportunity, the Stalwart Consumer must succeed on a DC 18 Will save or fall victim to temptation and devour it. The DC is increased by one for every successful save that week, this value being reset after a failed save. This cannot be used on nonliving creatures and requires 5 minutes, provoking attacks of opportunity.
Maw of Hunger (2): At level 2, the Stalwart Consumer gains a bite attack that deals damage as if he were one size category larger. He may add it to a full-attack action with a -5 penalty to attack, or employ it once each round while grappling in addition to any attack actions. For every successful attack that deals damage, the Stalwart Consumer regains 1 hitpoint. If he already has a bite attack, use the one with the higher size category (applying the additional benefits of this ability).
The Discerning Palate (3): By using his heightened taste and smell, a Stalwart Consumer gains the Track feat and a +4 bonus to Sense Motive checks through subtle changes in sweat. By studying someone's scent for a minute, he gains a +4 bonus to checks to uncover someone's disguise. He also gains a +4 bonus to checks related to cooking, including Craft, Profession, Perform, and Knowledge, in specific cases.
Doresain's Favor (3): Having honored the god of ghouls, the Stalwart Consumer chooses one of the following benefits: -Gains the Hunger domain (any caster). -Double the benefits of Endurance. -Gain a Ghoul, Ghast, or Lacedon cohort whose CR is 2 less than your HD. This cohort advances by class levels.
Artifacts
The Staff of Slaughter (Major Artifact)
This staff is always found sticking up from a pile of bodies and rubble. It's spikes and bladed edges make finding a place to hold the staff a difficult task. Across some of the larger blades are inscriptions, which if read off, power the staff's insidious effects. Rumors say that this devious creation is the work of demons, created for the Blood War. How such an artifact reached the Material Plane is still a mystery.
Command words (in Abyssal) must be read off the staff while held. So long as the staff is held, the wielder is immune to any damaging effect of the staff.
While held, the wielder is considered to be a demon for all effects and receives a +8 bonus to all Charisma-based checks when dealing with demons.
Using the staff turns the wielder Chaotic Evil, with immunity to the Atonement spell. They are automatically detected on the first round of using Detect Evil or Chaos, and by paladins with such abilities instantly (whether the paladin is using the ability already or not).
* And So It Rained Blades (15 charges): Within a 40' radius around the staff, red clouds form 80' overhead. In the next moment, hundreds of blades fall from the cloud to impale those below it. Anyone within the radius of the effect must make a DC 23 Reflex save or receive 6d6 slashing damage. Once the blades have fallen, creatures move through the area as if there were caltrops (BAB is +10, instead of +0) for 2d3 rounds. * Raze the Heavens (10 charges): Upon reading out the inscription and thrusting the staff into the ground, the staff emits a cloud of suffocating gas in a 80' high cylinder with a radius of 40'. Creatures who must breathe have to succeed a DC 23 Will save each round or begin to suffocate so long as the cloud is in effect. The cloud lasts 2d4 rounds and the wielder may half one dimension of the cloud to double the other once each round as a free action. * Reap the Stars (15 charges): A meteor strikes a 30' radius within sight of the wielder. Anything in that area must make a DC 25 Reflex save to move outside but adjacent to the impact area. Failing the save kills the creature. Any creature within 30' of the impact zone (even those that pass the save) are knocked prone and take 2d6 bludgeoning damage. * Let Loose the Inner Fury (15 charges): Within a 60' ray, all creatures must choose to become Chaotic Evil and suffer from Berserk for a year and a day, or resist the effect. If they choose to resist, they must pass a DC 25 Will save. If failed, each creature is rendered helpless for the next 1d4 rounds as their bodies convulse from some inner force. On the last round, a Vrock (HD is equal to the victim's) explodes from within them and serves the wielder for 1d3 day so long as they hold the staff) before going off on their own. * Call Forth the Judgment (35 charges): The wielder must also speak the name of any Balor, if they wish. Throwing the staff into the air, it rockets into the sky and explodes in a flash of black and red lightning. The lightning reshapes itself and becomes the chosen Balor or a generic Balor at HD 20 for 1 hour. It knows no loyalties, and the wielder is at its mercy as the Staff of Slaughter is within the creature. After 1 hour or its destruction/death, the creature reforms back into the staff, which spears itself into a pile of bodies once more.
Whenever an effect of the Staff of Slaughter kills or destroys a creature, the staff gains a charge (to a maximum of 50).
Chaotic Evil, Strong Evocation
The Mask of Amsh (Cursed Major Artifact)
Carved from the bone of a black dragon, this mask was forged into a masterpiece by a demilich known as Amsh. It proudly wore the mask throughout its many years of existence before the undead wizard was cut down by paladins. Since then, this delicate mask, polished down to an almost porcelain quality, has traveled the world, bringing the madness of its creator to others.
This simple but elegant white mask has almost no weight to it, as if it would float if dropped. Any attempt to discern its magical properties fails, as if it weren't magical, unless it is brought into contact with a lich or demilich. In such a case, the mask radiates a black energy from the eye sockets and has Overwhelming Necromancy and Overwhelming Chaotic Evil auras. The mask itself is an intelligent item: CE, Int 21, Wis 21, Cha 10. It seeks to wreak havoc upon the most people possible.
When worn, the wearer suffers the effects of Insanity if they fail a DC 27 Will save (even if the mask is removed). Attempting to remove the mask fails unless Remove Curse is cast upon it at CL 25 or higher. Every day at sunset, the mask tries to drain the wearer of their mind. The wearer takes 1d3 points of Intelligence, Charisma, and Wisdom damage (rolled independently). The mask's own ability scores are increased by 1 (improving its Ego score with which it can alter the wearer's mind). Once removed, the mask loses any ability score increases. If any of the wearer's mental ability scores goes to zero, the mask takes over their mind and no longer drains their scores. Removing the mask in this state leaves them to suffer from the zero ability score(s) as normal.
The Fist of Undeath
The Fist of Undeath is a small orb, about 1 foot in diameter, and made of bone with a highly polished black surface. It levitates 5 feet off the ground at all times when at rest.
As a continous effect, the Fist is imbued with Unhallow at CL 20. Within the range of this effect, the Fist may cast Animate Dead (CL 20) as a ranged touch spell. This is cast on anyone who dies within the spell's radius (centered on the sphere) instantly. It may animate skeletons past 20 HD and zombies past 10 HD, unlike the actual spell. Roll a 1d2 to determine which is created. The resulting dead are under the control of this artifact, seeking to protect it from all intruders no matter what their intent may be.
The Fist may also cast Animate Dead (CL 20) on any remains within range once per round.
Its Animate Dead spell cannot penetrate more than 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Its effects may pass freely through items or things associated with death: gravedirt, coffins, tomb walls, tombstones, altars to death gods, bones, etc. Its effects will radiate further than its normal 40 feet if placed within a place of death, taking up the entire tomb/crypt/mausoleum as long as it is not purposefully hidden from sight.
It may control up to 120 HD of undead minions. Undead bound to the Fist may not leave the range of its Animate Dead effect; if they are moved outside that range, they revert back to whatever remains spawned them.
If any undead are within the spell's radius but were not created by the Fist, the Fist makes a Rebuking attempt each turn (as a level 20 Cleric) to assume control of that creature (no matter how HD the creature has).
Any intelligent undead within range must make a Will Save or lose their intelligence for as long as they are within the Fist's range (the range of its Animate Dead effect, that is).
Any living creature that in willing contact with the Fist benefits from the spell Hide from Undead as a continous effect but also suffers from Bestow Curse (no Will save, 1d3 to determine either one of the three effects in the spell description). Neither of these effects can be removed until contact is broken or the Fist is destroyed
A Sunder attempt (or any other attack on the Fist) automatically fails, and results in the Fist casting Circle of Death (CL 20). Any attacker is made a priority of the Fist's minions.
Destroying the Fist releases any undead it commanded and instantly destroys all of its animate dead.
The Fist of Undeath cannot be moved by any means except by the will of the one who created it. Using a command word unlocks the Fist from its position and it moves as per the Floating Disc spell (5 feet from ground). Saying the command word again locks it into place.
Fist of Undeath Quest
The Fist of Undeath is an artifact forged by a forgotten necromancer sect hundreds of years ago. The sphere is forged from the bones of a thousand executed necromancers, melted down into a molten liquid and cast in a mold formed from the skull of the sect's demilich leader. With the sphere formed, the necromancers sought extraplanar beings to assist them in enchanting the artifact that would grant them power beyond their wildest nightmares.
Aware of the Blood War between demons and devils (and preferring the trust the side they believed to be less treacherous and chaotic), the group contacted a devil by the name of Grygadorim. He, along with a devil from each of the Nine Hells of Baator, bestowed the sect with the knowledge and rituals required to imbue the orb with the dark powers they sought.
The group proceeded as planned, successfully creating the device as Grygadorim instructed. With the artifact at hand, they activated the Fist and its dark powers animated a horde of undead minions. But they had been deceived. The devil tricked them into building his phylactery*, and with its creation, he became a powerful lichfiend. His soul, encased within the sphere, controlled the dead for his own benefit and he killed off the necromancers. As the last few met their demises, he animated them as the first of his dark minions on the Material Plane. If victory in the Blood War was uncertain, he would take another plane for his own.
(*= If Grygadorim dies outside of the plane containing the Fist, he may reform his body from remains anywhere within 10 miles of an altar bound to the Fist, more on that later. He cannot reform from his phlactery unless he died in the plane containing the Fist, or there are no more altars remaining.)
Grygadorim, however, was betrayed as well. The demons learned of his new-found change and bought the secrets to his undoing from his nine devil allies. A demon messenger named Ivorak bound the secrets within a tome and plane shifted away to his masters, but he was ambushed while preparing the shift and dropped the tome. It was caught in the riptide of the spell and materialized in the Material Plane. Ivorak is still being tortured for his inability to deliver the secrets.
As per the instructions of the Tome, the Fist can only be destroyed as follows:
The Fist is bound to each plane of the Nine Hells, at nine altars rising up from the land (or anything that passes for land), by nine interplanar string (sort of like Astral Projection). Through these strings, the Fist draws its necromantic powers from the nine layers of Baator. These nine tethers to its fuel sources must be severed by destroying each altar. Only one from outside of the Nine Hells may see or interact with these altars (even True Seeing won't work for demons/devils, and a demon/devil blindly casting spells [even if they know where it is] won't work).
Once the Nine Threads of Death have been severed, the orb's death magic and necromancy effects cease to work. But the artifact is still empowered by its owner's soul. Only a single blow from Grygadorim's own hammer will destroy the remaining sphere of bone (and the demonic soul within). His phlactery is broken and he can no longer remain 'immortal' as a lich.
His soul will try to possess the nearest person (within 500 feet) as per Magic Jar (CL 20) (unless Soul Bind is cast on it, no save). Killing the possessed person allows the soul to jump to the next victim (within 150 feet). If successful, the 2d4 pieces of the sphere must have Atonement cast on them seperately to finally destroy Grygadorim's soul (and anyone it possesses is freed).
If his soul fails to possess someone either the first time or after the person he possessed was killed, the soul is destroyed.
In either case, once his soul is destroyed, Grygadorim may finally be killed once and for all (unless he is already dead and was waiting to be reformed) in a dramatic and vengeful battle.
Reward: The DM may give a reward of their choice (perhaps a Wish, granted by the thousands of souls displaced by the Fist's dark magic) when the remains of the sphere are picked up.
Sample Story Arcs: -Ivorak escapes and wants to recapture the book. -Killing the nine 'allies' of Gryagorim.
Bestiary
Bestiary Corpsekin
The spindly little creature strides slowly across the room, standing a little taller than a dwarf. For its stature, the thing had fought you well enough. Now you lie on your back as the atrocity skitters your way. You try to roll over; to get to your feet and escape. But your attempts meet resistance and you realize you're strapped down to a table. The creature hops up onto the table and sits on your stomach. Its dark, soulless eyes peer into your own before its three weak arms reach behind it to remove a small tattered package. It lays out the package across your chest and unrolls it. You look down past your chin to the canvas pouch and its contents: a scalpel, a saw, and some cruel looking blades. Your gaze returns hesistantly to the face of the beast, but its eyes are fixated on the tools, which it picks up one by one. A small chitter rings out from scrapping its tools across one another before it begins...
Size/Type: Medium Undead Hit Dice: 8d12 (52 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 Base Attack/Grapple: +4/+8 Attack: Slam +4 melee (1d8) Full Attack: Slam +4 melee (1d8) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack 4d6 Special Qualities: Undead traits, Spider Climb, Autopsy Saves: Fort +2, Ref +6, Will +9 Abilities: Str 10, Dex 19, Con Ø, Int 21, Wis 18, Cha 15 Skills: Heal +15, Know(anatomy) +16, Hide +15, Use Rope +15, Spot +15, Move Silently +14, Sleight of Hand +14, Profession(surgeon) +16, Search +15 Feats: Improved Grapple Environment: Places of the dead and dying Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always lawful evil Advancement: 9-15 (Medium)
Corpsekin do not speak and don't know any languages.
Autopsy (Ex): A corpsekin is a master of surgery and anatomy of humanoids and monstrous humanoids. With the tools they carry on their backs, they harvest the organs of both the living and the dead. A corpsekin who has pinned an opponent may choose to begin a living autopsy on the next round (or with a helpless opponent). Performing the autopsy requires is a full round action that provokes attacks of opportunity. As long as it maintains its pin, the corpsekin begins to cut away at the opponent from wherever it is holding on. Each round, the opponent loses 1d20% of their maximum HP and must succeed on a Fortitude save opposed by the corpsekin's Heal check or become staggered and suffer 1d4 points of Constitution damage. The corpsekin cannot take 10 on this check unless the opponent is not fighting back (unconscious, paralyzed, helpless, sleeping, etc.). If an opponent fails their save by 3 or more, the corpsekin severs an extremity. If an opponent fails by 5 or more, the corpsekin removes a limb instead. If they fail by 10 or more, the corpsekin takes an organ instead. When a corpsekin kills an opponent during one of its autopsies, the corpsekin gains 1 HD.
Corpse Sphere
Huge Construct Hit Dice: 15d10+40 (122 hp) Initiative: +5 Speed: 50 ft., climb 30 ft. Armor Class: 19 (-2 size, +5 Dex, +6 natural), touch 13, flat-footed (immune) Base Attack/Grapple: +11/+26 Attack: +16 Spines (2d8+11 piercing; 18-20/x3, possible poison) Full Attack: +16 Spines (2d8+11 piercing; 18-20/x3, possible poison) Space/Reach: 15 ft./0 ft. Special Attacks: Rolling Death, Spike Flicker, Poisonous, Death Barrage Special Qualities: Construct traits, blind-sight 60 ft., spherical, dynamic spines, DR 10/adamantine Saves: Fort +5, Ref +10, Will +0 Abilities: Str 25 , Dex 21 , Con - , Int - , Wis 1 , Cha 1 Skills: None Feats: None Environment: Dungeons and ruins Organization: Solitary Challenge Rating: 12 Treasure: Per corpses attached (see below) Alignment: Always Neutral Advancement: 15-20 HD (Gargantuan) Level Adjustment: -
Like a sea urchin with spines in every direction, this horrific devise is a 15 feet in diameter from spine tip to spine tip, built around a 5-foot diameter 'core' that houses the mechanical components. A Corpse Sphere is a deadly machine created to patrol derelict ruins and other tight areas where few can evade their attacks. Those slain by its gruesome spikes become grim trophies to others who seek to plunder the lost areas of ancient civilizations. Poison is usually applied to the tips of their spines for an added bonus. Many necromancers employ these deathbringers to harvest the corpses of fallen adventurers, though they cannot create them for themselves as the ancient processes to build a Corpse Sphere have been lost. Most attempts to recreate the design fail, and the core breaks into a hopeless mess of pieces when opened and examined.
Poisonous (Ex): One in four Corpse Spheres contain poison (at DM's discretion for type). Whenever it damages a creature with its spines, the creature must make its saves against the poison or fall victim to it. A Corpse Sphere generally contains enough poison in its reserves for 4d6 poisonings per hour.
Spherical (Ex): A Corpse Sphere 'sees' from all directions, making it immune to being flanked or being flat-footed.
Rolling Death (Ex): Due to its nature, a Corpse Sphere receives the benefit of Improved Overrun. It automatically gains a free overrun attempt whenever it moves through a space occupied by a creature (allowing it multiple attacks per turn). The Corpse Sphere performs its spines attack on each victim it knocks down. It also gets a free spines attack against any creature already prone. The Corpse Sphere cannot attack in any other way (except by its special attacks) and does not make attacks of opportunity. This ability may be used with a charge. Creatures slain by this attack are impaled across its spines and remain there until removed by force, rotted to bone (usually), or dropped off due to the shifting lengths of the spines. Creatures grappling a Corpse Sphere automatically take damage from its spine attack each round.
Hard to Reach (Ex): Melee weapons that are less than 5 feet long cannot damage the vital parts of the Corpse Sphere, unless the wielder is already within the Sphere's space. Ranged weapons are unaffected.
Spike Flicker (Ex): Once every 1d6 rounds, the Corpse Sphere spines will extend an extra 5 feet to impale its prey. It gets an attack against each creature within this range.
Dynamic Spines (Ex): A Corpse Sphere's spines will resize to allow it to fit into any corridor of the ruins it patrols. It may squeeze into spaces 5 feet wide, while still maintaining its size and speed. Its spines also help it to climb almost any type of material or terrain that it might encounter in its area (its climb speed is listed). Corpses impaled on the Sphere may fall off due to the resizing.
Death Barrage (Ex): Upon its destruction, the Corpse Sphere's spines are fired out in all directions. Each creature within 45 feet with a clear line to the core of the Corpse Sphere is attacked by 1d3-1 spines (BAB +16, as a ranged attack; roll seperately for each spine). If any poison is left in the Corpse Sphere for this hour, each spike has a 20% chance to be poisonous. A Corpse Sphere can attempt to trigger this ability (as a free action) in dire circumstances but it only works in 40% of its attempts and must retry on the next round.
Marauder of the Flesh
It's been a long day trying to clean the barricades the kobolds built around the city gates. You weren't sure why, but you were sure they weren't up to any good. The last kobold falls as your blade arcs back up high overhead. You sheath your sword, surrounded by a pile of the little nuisances. Their barricade across the city gates is easy enough to take down with a combination of fire and brute force. With the obstruction cleared, you push the massive wooden doors open to behold the remains of the city. Every structure looks as if it had been ravenged by a pack of ogres. Storefronts smashed open, their contents bleeding out like entrails from a wound. Homes were partially collapsed under a weight no longer there. No trace of blood or human life is anywhere to be seen as you walk up and down the strangely empty road to the center of town. As you look around, you notice a little girl sitting on the edge of a well. She has her hands over her eyes, crying inconsolably. You approach her, putting your sword down to one side as you take a knee by her. You ask her name, what happened, and where is everyone. Her only response is more crying. You wipe your face in exhaustion, and amazement as you survey the wreckage from beside the little girl. She suddenly stops, and gently grabs you by the shoulders holding you towards her. Her eyes bore into your as she looks up at you from her place on the well. "They're gone. All of them..." The little girl begins to smile, a grin too big for that face. "Except me." The child vaults upwards, held aloft by a monstrous tentacle that had been hidden in the well. Her form changes into a mural of human faces and limbs, with four creeping tentacles. You reach to your side for your sword, but it is on the ground. As you bend to pick it up, three of the tentacles ensnare your arms and legs. The last thing you see, before it drags you into a deep, suffocating embrace, is the setting sun.
Medium Aberration (Evil, Shapechanger) Hit Dice: 8d8+8 (44) Initiative: +7 Speed: 40 ft (8 squares) Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14 Base Attack/Grapple: +6/+18 Attack: 2 +10 Tendrils (1d6+4) Full attack: 4 +10 Tendrils (1d6+4) Space/Reach: 5 ft/5 ft Special Attacks: Improved Grab Special Qualities: Take Form, Wield Form, Hide in Plain, Immunity to Fear and Sleep effects, Sight, Blindsight 60' Saves: Fort +3, Ref +5, Will +10 Abilities: Str 18, Dex 16, Con 12, Int 21, Wis 18, Cha 16 Skills: Hide +14, Move Silently +14, Bluff +14, Listen +15, Spot +15 Feats: Improved Initiative, Improved Natural, Multiattack, Ability Focus (Take Form) Environment: Any, migratory across the Material Plane Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Neutral Evil Advancement: 9-12 (Medium), 13-16 (Large), 17-20 (Huge), 21-24 (Gargantuan), 25-28 (Colossal)
It is widely unknown where the Marauders of the Flesh originated from. The most probable guess is in some far off cesspool of the Nine Hells, but no one is certain. The smallest Marauder stands about five feet tall, as an upright-worm-like mass atop four spindly legs. Along what could be called a torso are four whip-like tentacles that flail about in its search for hosts. Any living creature is subject to merge with the sickening abomination, giving it their most essential traits to be wielded by the creature in search for more victims. They infiltrate the ranks of a small society and will eventually consume that entire society, one by one. They are tactical and devious, especially when using the form of those it has assimilated. There is no line between host and Marauder, an advantage the creature plays to its eternal hunt. A seasoned Marauder, laden with hosts, appears to be a hellish amalgram of creature and abomination; a puzzle of faces, limbs, hides, and wings. They pride themselves on the most grotesque appearance achievable.
Marauders do not eat or breath, though it is thought that they eat through melding with their hosts. They do not speak in their native forms, but may create a mouth of one who speaks a language or take the form of a host to communicate.
Hide in Plain Sight(Su): A Marauder can use the Hide skill even while being observed. As long as its is within 10 feet of some sort of shadow, a Marauder can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
Improved Grab (Ex): To use this ability, a Marauder must hit a creature of its size category or smaller with its tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to take the form of its opponent in the each of the following rounds (with Take Form). If the Marauder is unsuccessful, it may try again in 1d3 rounds. A Marauder adds its HD to its base grapple.
Take Form (Su): With a living opponent ensnared in its tendrils, a Marauder can meld with that creature to improve its own abilities. The opponent must succeed on a DC 20 Fortitude save. The DC of the save is Intelligence-based. If failed, the living opponent is rendered helpless and is drawn into the hideous bulk of the Marauder. Various parts of the victim may be exposed, but in effect, the victim is now part of the Marauder. The Marauder then gains 1 HD and a stacking AC bonus of 1. It heals a number of hitpoints equal to twice the victim's HD. As an immediate once per each round, except where stated, a Marauder can use one of the following from those stored in it:
* A natural attack in place of one of its own. (in an attack action) * A non-base land movement, such as flight, climb, burrow, etc. in place of its own. (in a move action) * A prior memory or known fact. Such as language, familiar friends, etc. (The Marauder automatically keeps the highest of Knowledge skills among its victims.) * An attribute in place of its own, for making a single check (including attacks[use for each attack] and saves). * Use the ranks in a skill of one of its victims for a single check that takes a round to resolve. * Use the natural AC of a victim. * Use a spell-like ability of the victim, only if it is inherent to that victim's race (still abides by use limitations). * A feat (is only active for that one turn). * A supernatural or extraordinary ability.
While contained in a Marauder, the victim is rendered senseless and inert. It is kept alive until the Marauder is killed, in which case the victim is killed as well and their soul is released. Victims cannot be targeted by magic, any attempt to do so only affects the Marauder. Familiars and animal companions lose their bounds as if they had been killed, yet are sustained by the Marauder and provide the Marauder unstacking benefits (between familiars and animal companions, choose the best for each benefit) as if it belonged to the abomination.
Oozes, as well as unliving creatures, are not affected by Take Form.
Wield Form(Su): As a full round action, a Marauder may assume the form of one of its victims for up to 8 hours. This is merely a physical transformation, packing that vast bulk and hideous form into the shape of a single victim. The Marauder has instantaneous access to all the form's memories and knowledge, and skills. It emulates all the habits and personal traits of the form. While in this form, the Marauder may still use parts of other victims from its Take Form ability. Its size changes to that of the victim's, to a minimum of two categories below its own. Friends of the victim, even if aware of its true nature now, still hesistate to attack it and take a -1 morale penalty to attacks and saves against the Marauder for every 4 HD it has.
Combat: A Marauder will never attack openly until is has assumed enough forms to give it an open advantage. They usually prey on those incapable of defending themselves, especially ones that would serve as the most unexpected vessels. This usually encompasses children and familiars, putting it in the position to ambush much more suitable targets. Leadership positions are the most desired among Marauders. They are aware of other Marauders, and despite their rarity, have been found competing with one another for the best of hosts. When attacking a party, the Marauder will seek out a stray member and take their form. Once they meet back up with the group, it will usually ambush during the night while they sleep or during early morning preparations, taking them one by one.
If in danger of death, a Marauder will escape and seek to heal itself before resuming the hunt or simply cutting its loses.
Tikelen
The beast stands at your height, but its four arms are spread towering over you. Its patchwork skin seems almost as surreal as the manic grin the thing wears upon its face. A four-pointed hat sits upon its head at an angle, its bells jingle over the sound of its deep breaths. At first glimpse, the creature looked like some sort of jester, but now you know it is much more. With those long arms, it rushes out at you. Two arms pick you up, and begin clawing away at your sides as you writhe in... laughter?
Size/Type: Medium Monstrous Humanoid Hit Dice: 8d10 (44 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +11/+11 Attack: +11 melee (1d3+3) Full Attack: 4 claws +11 melee (1d3+3) Space/Reach: 5 ft./10 ft. Special Attacks: Tickle, Improved Grab Special Qualities: Darkvision 60 ft., Comic Distraction, Madness Saves: Fort +6, Ref +4, Will +7 Abilities: Str 16, Dex 15, Con 10, Int 13, Wis 12, Cha 6 Skills: Hide +13, Move Silently +13, Perform(comedy) +9 Feats: Improved Grapple, Improved Feint Environment: Migratory Organization: Solitary or pairs Challenge Rating: 7 Treasure: None Alignment: Usually chaotic evil Advancement: 9-15 (Medium)
These former jesters once used dire magics to force their audiences into horrific bouts of laughter. Death by suffocation was frequent at their shows. Eventually the insane performers were tracked down and punished. The wizard son of a slain king polymorphed them into the terrible forms they now live as, forever tortured by their insanity and need to cause laughter at any price.
A tikelen speaks a combination of gibberish and insane laughter, both are incomprehensible.
SLA - 1/1d3 rounds: Tasha's Hideous Laughter. CL HD. DC 16, save DC is Dexterity-based.
Improved Grab (Ex): To use this ability, a tikelen must hit a creature with at least two of its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to tickle the opponent in the following round. It uses two of its claws to maintain a pin.
Tickle (Ex): Using the two claws pinning an opponent, a tikelen can tickle the opponent until its grip is broken. It may move during this, but dragging the victim around reduces its base land speed by half. The tikelen's full attack is then reduced to two claw attacks, with which it can take another victim. While being tickled, an opponent must make a DC 16 Fortitude save each round or submit to the frantic tickling of the tikelen. The save DC is Dexterity-based. A victim who fails their save is rendered paralyzed and begins to suffocate each round as their laughter prevents any breathing. The victim still continues to make grapple checks to break free due to their violent spasms. Creatures who don't breath are only paralyzed by a tikelen's tickling prowess. Undead, oozes, constructs, and creatures with an Intelligence score below 2 are not affected by this ability.
Comic Distraction (Su): A tikelen may use a Perform(comedy) check in place of a Bluff check when feinting.
Madness (Su): Any attempt at reading a tikelen's thoughts or making contact with its tortured mind causes 2 points of permanent Wisdom damage. A tikelen cannot be cured of its insanity, even by a miracle or wish