Firebird
| Statistic | Value |
|---|---|
| Activity Cycle | Any |
| Intelligence | Same as the caster |
| Treasure | None |
| Armor Class | 2 |
| Movement | 3"/36" class B |
| Hit Dice | Same as the caster |
| THAC0 | Attacks as a monster equal to caster's level |
| No. of Attacks | 2 claws or 1 bite |
| Damage/Attack | 2-12/2-12 or 3-18 |
| Special Attacks | Excess heat causes all within 10' to take 1-6 points of damage/round. |
| Special Defenses | Ethereal at will, homing instinct for nest, hit only by +2 or better weapons. |
| Magic Resistance | Same as the caster |
| Size | Wingspan is 2' per every level of the caster |
Description
Also in this section of the source
Power Drain (Evocation, Necromancy)
| Attribute | Value |
|---|---|
| Range | 0 |
| Components | V, S, M |
| Duration | 1 round per level |
| Casting Time | 3 |
| Area of Effect | Creature touched |
| Saving Throw | Negates |
This spell can be used to drain someone else's Constitution permanently and use this energy for certain spells such as permanency. To do this, the wizard casts the spell and touches the subject, who gets a saving throw versus spell. If the saving throw fails, 1 point of Constitution of the subject is drained and stored in the material component: a 1000 gp black opal. This energy must then be used within the spell's duration or it is lost forever. When the point is used or the spell ends, the opal disintegrates. Casting this spell is very tiring for the wizard, causing him to lose 1d6 points of Constitution that can be regained by having 3 hours of rest for every point lost.
Power Word, Undeath (Necromancy)
| Attribute | Value |
|---|---|
| Range | 5 yards/ 2 levels |
| Components | V, S |
| Duration | Permanent |
| Casting Time | 1 |
| Area of Effect | 10' radius |
| Saving Throw | None |
When the Power Word, Undeath is uttered, one or more creatures of any type are instantly slain if the fall in the area of effect of the spell. The spell slays one creature with up to 40 hit points, or it kills two or more creatures with less than 10 hit points, up to a maximum of 100 hit points of creatures. Those slain by the spell are instantly raised up under the caster's control as zombies. The option to slay a single individual, or multiple individuals, must be stated before the spell is cast. The current hit points of the victim(s) is used to determine if the spell is effective.
Ralorn's Bolt of Dragon Slaying (Necromancy)
| Attribute | Value |
|---|---|
| Range | 20 yards per level |
| Components | V, S, M |
| Duration | Istantaneous |
| Casting Time | 9 |
| Area of Effect | One dragon |
| Saving Throw | Negates |
This spell launches a bolt of killing energy specifically tuned to slay dragons. Any dragon struck by this spell must save versus death magic or die. If the saving throw succeeded, it suffers 1d10 HP of damage per level of the wizard. Against any other creature, the spell inflicts 1d6 per level, save for half damage. The material component is the tooth of a wyrm or greater dragon slain by the wizard without using this spell.
Ray of Death (Necromancy)
| Attribute | Value |
|---|---|
| Range | 0 |
| Components | V, S, M |
| Duration | Instantaneous |
| Casting Time | 9 |
| Area of Effect | 10' wide path 60' long |
| Saving Throw | None |
This spell is one that has seen many uses by evil wizards as a tool of assassination. It slays anything in its 10 feet wide, 60 feet long path. Those of lesser level than the spellcaster die without a saving throw, but those of equal level or greater than the spellcaster gain a saving throw vs. spells to avoid the effect. Those slain by the spell cannot be raised short of a Wish spell.
The material component of this spell is the eyes of a necromancer of no less than 21st level. The eyes are not destroyed in the casting of the spell.
Ray of Repeating Summoning (Necromancy)
| Attribute | Value |
|---|---|
| Range | 0 |
| Components | V, S, M |
| Duration | Permanent |
| Casting Time | 10 |
| Area of Effect | 50-feet radius |
| Saving Throw | None |
Ray of Repeated Summoning turns all dead creatures within 50 feet of caster to zombies. If these are killed, they return to their undead state in 5 days, chasing after some major wizard.
Re-Animate (Necromancy)
| Attribute | Value |
|---|---|
| Range | 5 feet |
| Components | V, S, M |
| Duration | Permanent |
| Casting Time | 9 |
| Area of Effect | 15 – feet radius |
| Saving Throw | None |
This spell restores 5-10 undead within the radius to full strength, even if they have been destroyed by a high level cleric.
The material component is the head or the skull of a priest (it can be from any priest, even an evil one).
Red Bomb (Invocation/Necromancy)
| Attribute | Value |
|---|---|
| Range | 30 feet |
| Components | V,M |
| Duration | Instantaneous |
| Casting Time | 9 |
| Area of Effect | 200 ft per level of caster |
| Saving Throw | ½ |
Red Bomb is a spell for the magic-user who knows he or she is likely to lose a comming conflict, and wishes to take a few precautions. In the privacy of the caster´s favorite hidey-hole, the caster must draw a circle from the kidneys of puppies born in the fall, and within that draw runes with the livers of roosters hatched in the fall. Within the pentagram, the caster must write down the runes that will open a portal to the Plane of Fire. (Al drawing of runes must be performed with the arm-bone of a 7th level Paladin.) In the spaces between pentagram and circle, the caster must draw the runes to open a portal to the Plane of Water. Now the caster must dig a trench around the circle, pouring in the blood of at least 20 plague-ridden beings, preferably sapients, and add any number of magical poisons to increase the strength of the mix. Caster must be careful to isolate themselves against infection during this part of the spell, which takes part in the 3d to 4th round. Around this trench, the caster must write down runes to open a special portal to the Plane of Air, and open it in such a way that a Bloodspout is caused; as the streams of Air whirl up the contaminated blood, this liquid is forced into the shape of a massive globe, which hovers above the center of the pentagram. At the start of the 5th round, the caster must open the portal to the Plane of Fire, causing dangerous energies to be infused into the Red Bomb-Orb. In the 7th round, the caster must cast spells on the Red Bomb to make sure it will not explode of its own accord at some time. In the 7th round, the caster must sprinkle a mixture of their own blood and black dust on the runes of the Plane of Water, enabling the caster to open this wherever they happen to be. Now, using the arm-bone of a level 6 Dark Cleric, the caster must scratch runes into the earth outside the circle of runes already enclosing the empty blood-trench, while reciting the proper words of power. If this is successful, then the caster may at any time teleport to the exact center of the pentagram, wherever they happen to be at the time. 8 rounds have now passed and, after an appropriate resting period, the caster must seek out their enemies. If the battle goes as badly as the caster had expected, then the caster need only perform a 1-round ritual to be translocated to the absolute center of the pentagram, in their favorite hidey-hole. The Red Bomb, however, takes their place. During the 1 round that the caster performed its escae-measure, by the way, the portal to the Plane of Water was opened, and showered the Red Bomb with icecold fluid. Add to this the energy-surge that occurs during the sudden transport, and the Red Bomb is extremely volatile when it arrives. It will explode, causing all beings within a circle with a 30 ft. radius 4 Hit Points worth of damage from the explosion, and showering them with blood. Temporarily reduce Charisma to 2, until the characters may wash themselves and their possessions clean. But the temporary loss of charisma is not the worst of it; these characters are now infected with virulent plague, and the only means to be rid of it, is to approach a level 3 Good Cleric, who may heal only one individual of this magical plague per day. And all the while, the caster may be spying on their enemies, laughing their head off at the devastation wrought...
Reinvest Unholy Soul (Necromancy)
| Attribute | Value |
|---|---|
| Range | Touch |
| Duration | Permanent |
| Components | V, S |
| Casting Time | 1 turn |
| Area of Effect | One undead |
| Saving Throw | None |
This spell is the equivalent of Resurrection for the undead. When this spell is cast upon an undead's remains, the creature's soul is reinvested into the body, which reforms into its original whole. The undead must make his/her Resurrection Survival in order to survive the transformation, and a system shock check or lose one point of constitution.
Relive (Necromancy)
| Attribute | Value |
|---|---|
| Range | 1 foot/level |
| Components | V, S |
| Duration | Permanent |
| Casting Time | 7 |
| Area of Effect | Special |
| Saving Throw | Special |
This is a very powerful spell that deals with life and death, literally. This spell’s main purpose is to make an intelligent, undead creature become a normal, living, being. It will make the undead become the way they were before they became undead, but their minds will stay the same. The age and type of the undead determines its saving throw. First, consult the priest turning table and treat undead as if being turned by a 20th level priest. Then, if successful, roll above the undead’s level, if any, with a 1d100. Add 1 to the undead’s number for every 100 years of existence. If this roll is successful, the undead will be turned to a normal person.
Another use of this spell is to turn undead like a priest of the same level of the caster up to level 20.
The last use, and least known, is to bring a body back to life that is normally dead. The body must be in condition to live. So it must be in practically perfect condition. Poison, spell victims, and heart-attacks are some ways of dying that will leave the body fit to live, but not without help from this spell. If cast on an Immortal, it will slow their healing for 1 day to ½ of normal. The reason for this is unknown. If cast on an Immortal that has never returned, it will slay them, effectively making them Immortal. Note that this spell is extremely rare and is only known by a handful of wizards.
Remembrance (Enchantment/Charm, Divination, Necromancy)
| Attribute | Value |
|---|---|
| Range | Touch |
| Components | V, S, M |
| Duration | Permanent |
| Casting time | 5 Rounds + special |
| Area of Effect | 1 creature |
| Saving Throw | None |
This spell allows the wizard to plant a memory into a person so that they can remember it days, years, or even lifetimes later with perfect clarity. The person on which the spell is cast must be willing or the spell will fail. The subject must be given a symbol or phrase which will activate the memories, otherwise they simply are never