Cadaver

undead · CR 1/2 · from Ancient Tome of Dark Magic
Cadaver
StatisticValue
AC8
MV6
HD2+2
THAC019
Number of Attacks1
Dmg1d6
Morale19-20

Description

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Blood Coils (Necromancy)

AttributeValue
Range30 yards
ComponentsS, M
Duration1 round/level
Casting Time3
Area of EffectSpecial
Saving ThrowNegate

By cutting himself on the wrist and chanting this spell, the wizard is capable of controlling the blood that flows from the wound to become a length of bloody rope-like bands. The bands can shoot out to 30 yards distant, and can entrap one victim per three levels of experience of the caster. The victims must be within 5' of each other for the blood coils to catch them. The caster does not need to capture the victims on the first round, and if he is capable of catching more, he may wait until others come to free the captured victim(s) before expanding the coils to catch those coming within range.

To avoid the blood coils, the victim must make a successful saving throw vs. spells. Once caught in the blood coils, no amount of strength can free the victim. However, the coils can be severed from the caster. The coils must be struck by magical weapons or attacks, and are considered AC -2 and can take 4 hit points of damage per level of the caster before they are cut.

If the spell is dispelled or the caster decides to end it, the remaining blood flows back into the wound created by the wizard, and then seals itself, causing no harm to the caster. If the coils are cut, the wizard loses 1d4 hit points per victim he had bound in the coils.

The wizard must cut himself with a silver dagger to activate the spell. The initial wound causes 2 hit points of damage to the wizard, but this damage is healed when the spell ends. The dagger is not consumed in the casting.

Bone Brittle (Necromancy)

AttributeValue
Range30 yards + 10 yards/level
ComponentsV,S,M
DurationPermanent until dispelled
Casting Time3
Area of EffectOne creature
Saving ThrowNegates

Upon the casting of this dread incantation, a chill force hurtles from the caster's hand, striking the target and inflicting a rare and advanced bone condition on them, should they fail their save vs. spells with a -1 penalty. If they make their save, the spell has no effect, but should they fail, their bones become brittle and fragile. Should the target roll any attack over a 16, the limb they use will fracture, rendering it useless for 2 weeks while it heals. Should the target roll over a 18, the limb or body part they use to attack will snap, leaving them stunned and dazed for 2d4 rounds.

In addition, any attack that is made against the target does double the regular damage if used with a blunt weapon attack, and +5 damage with and edged weapon.

The target can only be healed of the affliction, often known as Osteoporosis, by a remove curse and a heal spell.

The material components are a small hammer, and a fire dried bone, broken at the casting.

Bone Cage (Necromancy)

AttributeValue
Range15 yards
ComponentsV, S, M
Casting Time4
Duration1 round per level
Area of EffectFive cubic feet per level
Saving ThrowNone

The spell summons all bones within the area to come out of the ground and form a cage around the intended victim. The cage can withstand 25 points of damage before it is destroyed. A dispell magic spell will work to negate it, The material component is a piece of bone.

Bonelock (Necromancy)

AttributeValue
Range10 feet + 10 feet/level
ComponentsV, S, M
DurationPermanent
Casting time2
Area of EffectOne creature
Saving ThrowsSpecial

This spell affects 1d4 joints, causing them to fuse into inflexible, solid bone. Roll 1d6 to determine affected joints...the first joint listed is affected first, then if the same joint is rolled again, the next joint is affected or the penalty is worsened (see text below).

  1. Neck [-1 AC to flank attacks, cumulative]
  2. Wrist, Elbow, Shoulder (L) [-1 hit/dmg cumulative]
  3. Wrist, Elbow, Shoulder (R) [-1 hit/dmg cumulative]
  4. Ankle, Knee, Hip (L) [-1 AC penalty cumulative]
  5. Ankle, Knee, Hip (R) [-1 AC penalty cumulative]
  6. Back [negates Dex bonus, -1 AC penalty cumulative]

If target saves, duration becomes 1 round/level. The material component is a piece of clay mixed with bone dust.

Caress of Infinite Pleasure (Necromancy)

AttributeValue
Range0
ComponentsV, S, M
Duration1 round/level
Casting Time3
Area of EffectPerson touched
Saving ThrowNegates

This spell causes the target to feel intensely pleasurable feelings when ever in skin to skin contact with the caster. The strength of these sensations may be varied by the caster by concentrating, from mildly pleasurable to near incapacitating (Target must make Wis + Con x 2 roll to take any action at all). The material component is a velvet glove, which vanishes at the conclusion of the spell.

Cause Impotence (Necromancy)

AttributeValue
RangeTouch
ComponentsV, S
DurationPermanent
Casting Time3
Area of EffectOne creature
Saving ThrowNone

When this spell is cast, the caster must make a successful attack roll to hit the target. If the hit is successful, the target suffers 1d6 damage and is doubled over in pain for 3d6 rounds, unable to perform any action. In addition, the recipient is unable to perform any sort of sexual activity until a Cure Impotence is cast.

Charm Undead (Enchantment/Charm, Necromancy)

AttributeValue
Range30 yards
ComponentsV, S
DurationSpecial
Casting Time3
Area of EffectOne or more creatures in a 20-foot radius sphere
Saving ThrowSpecial

This spell works just like the Player's Handbook's spell charm monster, except as noted above and that it only works on undead.

Circle of Protection: Undead (Abjuration, Necromancy)

AttributeValue
Range0
ComponentsV, S,M
Duration1 round + 1 round/level
Casting Time7
Area of Effect5 foot circle around the caster
Saving ThrowNone

This spell creates a circle that provides protection against undead beings that do not have an intelligence or hitdice that are one third of that of the caster. Undead that fall under this discription cannot enter the circle, they will simply be stopped as if running into an invisible wall. This spell does not protect from the special abilities of certain spellcasting undead (like Liches or Mummies) or special effects that undead might posess (like Ghoul Lords' stink). It just prevents the undead from entering the circles all together.

Close Wound (Necromancy)

AttributeValue
RangeTouch
DurationPermanent
ComponentsV, S, M
Casting Time1 round
Area of EffectCreature Touched
Saving ThrowNone

This spell helps close a wound, giving a small amount of healing. This spell will heal 1d4 HP. However, this spell causes excruciating pain for 1 round while the spell is taking effect. It feels like the wound is being cauterized by a hot iron, which is in effect what is happening, except magically. This spell leaves scarring unlike Cure Light Wounds. For every 10 times this spell is used, it lowers Charisma by one for purposes of physical beauty from the scarring. The material component of this spell is a needle and thread.

Continual Rehydration (Alteration, Necromancy)

AttributeValue
Range5 yard per level
ComponentsV, S, M
Duration1 day per level
Casting Time1 hour
Area of EffectThe Caster
Saving ThrowSpecial.

This spell is a more specific version of the Rehydration spell. It continually draws water from the surroundings to supplement the water lost by the caster.

The water is drawn from, in order of preference, surface water, ground water, air, soil, covered water, plants, animals and non-intelligent monsters, intelligent beings (the last three receiving a saving throw vs. death magic). Also, the spell cools the caster's skin, minimalising the loss through sweat. It also gives a increased resistance against sunburn and normal fires.

In very dry surroundings, most of the water will be drawn from the water supply of the other party members.

A Detect Magic will display a diffuse magical aura around the caster with strands leading to the spells water supplies. Note that the spell only replenishes water, not salts or other soluble substances. This prevents poisoning and also means that the caster will still have to consume salt to make up for his losses caused by sweating.

The material component is blue phosphorus (150 gp), which turns to white phosphorus at the end of the casting.

Cure Impotence (Necromancy)

AttributeValue
RangeTouch
ComponentsV, S, M
DurationPermanent
Casting Time3
Area of EffectOne creature
Saving ThrowNone

When this spell is cast, it removes any form of non-magical or magical impotence caused by a Crushing Balls spell, Cause Impotence or any

All 820 monsters in the Netbook Bestiary