Hi, here are a few extra spells for you. These are Necromantic spells for any magic user.
As with the spells of the Brotherhood of the Crystal Star, Tier I spells can be cast as often as the necromancer wishes. Tier II spells can be cast once per day plus a number of times equal to the necromancers Wisdom modifier. Tier III spells can only be cast as often as the necromancers Wisdom modifier (placing them beyond the reach of a Necromancer without at least a +1 Wisdom modifier).
Whenever a Necromantic spell allows a saving throw to avoid or reduce its effects, the Difficulty Class for the spell is always 10 + casters Intelligence modifier + Tier of effect + half the Necromancer’s class level.
A magic user wishing to study the necromantic arts is treading a dangerous path indeed. Few necromancers willingly share their secrets without demanding something in return, for slowly but surely the nature of the magic takes its toll on the body and mind of the necromancer. Many people learn about necromantic magic from dark tomes written long ago by ancient wizards, but even this method of study is not without its drawbacks. Most texts on the subject are written in the dark tongue or some other ancient language and needs to be translated to be fully understood. This takes a great deal of time and the deciphering of some of these ancient and usually dark languages puts a mental strain on the would-be necromancer.
The Summoning
Tier I - Animate Dead (Endurance: 1 for every full BMD of undead created)
This spell turns the bodies or bones of dead creatures into undead skeletons or zombies that follow the casters commands. It takes a standard action to cast and a further round for the bodies to become animated. Summons a number of Skeletons or Zombies equal to the casters Base Magical Damage die roll. They can be commanded to protect the caster or remain in the area and attack any creature (or just a specific type of creature) entering the area. The summoned undead carry out the casters command given during the summoning round and carry out that order until they are destroyed or are commanded by the Control Undead spell. The caster can maintain control over a number of undead equal to his class level multiplied by his WIS modifier (minimum of class level +1.)
Material Component: Dead bodies.
Tier II - Create Undead (Endurance: 2)
This is a much more powerful spell than Animate Dead, creating a more powerful undead servitor for the caster. It takes an hour long ritual to create the undead and can only be cast at night. Unlike the previous spell any undead created with Create Undead is not automatically under the control of its creator (something that less knowledgeable necromancers may not be aware of.. to their cost) and will need to be controlled using the Control Undead spell. The ritual to cast this spell required a jar of grave dirt to be placed on the chest of the body used and a black onyx gem (value of at least 100gc) to be placed in each of the eye sockets of the corpse. At the end of the hour long ritual the undead servitor will rise up (taking a full round to do so) and unless controlled by the caster (or some other person) it will attack all living beings it sees until it is destroyed or otherwise stopped.
Material Component: Dead body, jar of grave dirt, 2 onyx gems (worth at least 100gc each).
Tier III – Stealing Graves (Endurance: 4)
Possibly the most frightening thing to witness a necromancer doing, Stealing Graves is best carried out (for obvious reasons) in a Graveyard or other mass burial site. The spell is cast as a full round action and all corpses over a day old in an area equal to the casters BMD x10 feet are raised as if by the Animate Dead spell. The undead created by this spell are not all under the control of the caster – only those equal to the casters class level multiplied by his WIS modifier are initially under their control. Remaining undead behave as normal for their type. In subsequent rounds the caster (or others how know the spell Command Undead) can try to gain control of other undead.
Material Component: Dead bodies.
Affect the Living
Tier I – Death Knell
This spell takes what life remains from those already near death. As a result it is quite easy for the necromancer to affect their intended target, but the rewards to the necromancer are not great. It takes one action to cast this spell and then a successful touch attack on the target. The target must already be at -1 END or less to be affected by the spell. The target gets to make a Fortitude save against a DC of 15 to avoid the effects of Death Knell. Failure results in the target loosing the necromancers BMD in Endurance. The Necromancer gains this much END temporarily and also a +2 STR bonus. These temporary effects last for 10 minutes. The spell cannot grant the caster more END than would take the victim to -10 END.
Tier II – Death Rictus (Endurance: 2)
While this spell does not cause damage to those unfortunate enough to be affected by it, it paralyses them and also causes their skin to give of the stench of a rotting corpse. It costs one standard action to cast followed by a successful touch attack. The target is allowed a save (DC 15) to completely avoid the effects of this spell. If the save fails the victim is paralysed for a number of rounds equal to the casters BMD roll +1 per level of the caster and also gives of the stink of a rotting corpse for the same length of time out to a radius of 10 feet. This causes nausea and retching in all living creatures within that area, amounting to a -2 penalty to all attack rolls, saving throws and skill checks until the spell ends.
Tier III – Steal Life Force
This spell leeches the life force of even strong, vital creatures fuelling the energies of the necromancer. It takes one standard action to cast and after that a successful touch attack against the target. The target takes the casters BMD+1 per caster level in END damage. The caster receives this as a temporary bonus to his END and also this can increase his maximum END if it would take it above that level. However, the caster can only gain up to the targets remaining END plus 10 (i.e. caster cannot take target to below -10 END). The temporary Endurance points wear of in 24 hours.
Affecting the Dead
Tier I – Halt Undead (Endurance: 1)
This spell affects a number of undead equal to the casters WIS modifier (1 if not a positive modifier). It takes a standard action to cast. Non-intelligent undead like skeletons and zombies get no Will saving throw, intelligent undead do so in the usual way. Those affected by the spell are rendered immobile for the duration of the spell, which is a number of rounds equal to the casters BMD+1 round per two full levels of the caster. The undead affected must all be within 60 feet of the caster and no two can be more than 10 feet from each other.
Tier II – Disrupt Undead (Endurance: 2)
The necromancer uses his learned powers to affect the substance of the undead, causing them physical damage. It takes a standard action to cast. Maximum range is 30 feet. The caster does BMD to the single undead targets END by using the positive aspect of his necromantic learnings to disrupt the physical and magical nature of the undead.
Tier III – Control Undead (Endurance: 4)
This spell enables the necromancer to command undead creatures for a period of time. It takes 1 action to cast, has a range of 30 feet and can be used to control a maximum number of undead up to the casters level x WIS modifier. Each casting affects up to the casters BMD in END Die of undead. The undead targeted make a Will save against the control spell. The undead are commanded by voice. Psychic communication is not possible, but the undead understand the caster no matter what language is spoken. Even if vocal communication is not possible (in an area of a Silence spell for example), the controlled undead do not attack the caster of this spell. At the end of the spell the undead revert back to their normal behaviour. Intelligent undead remember the necromancer that controlled them.
There are more to come if anyone is interested. Comments would be appreciated.