Undead Spellcaster
| Statistic | Value |
|---|---|
| Frequency | Very rare |
| No. Appearing | 1 |
| Armour Class | 6 |
| Move | 12 |
| Hit Dice | 1d4/level |
| % in Lair | 0% |
| Treasure Type | special |
| No. of Attacks | 1 |
| Damage/Attack | 1d8 or by weapon |
| Special Attacks | See below |
| Special Defences | See below |
| Magic Resistance | None |
| Intelligence | 15-16 |
| Alignment | Chaotic Evil |
| Size | Medium |
| Psionic Ability | Nil |
Description
This zombie can gain experience and levels as a normal human necromancer can, it also gains a +1 on it's saves versus necromancy and it's enemies save at -1 to it's necromantic spells. The spellcaster has the usual immunities Juju-zombies have (Half damage from Fire, Immume to cold based spells, Immume to death magic, Immume to electricity, Immume to illusions, Immume to Magic Missile, Immume to mind afflicting spells, Imumme to poisons, Immume to psionics, Immume to Charm, Sleep & Hold spells), and due to it's evil actions and it's high intelligence and wisdom, it is also vunerable to the extra powers and curses that normal (N)Pc necromancers can gain (check the Complete Necromancer's Handbook). The spellcaster from that moment on "lives" it's own undead "life". It has it's own oppinion, and it's own ways of doing things. In game terms, it becomes an Npc wizard who is bound to the caster. The Undead Spellcaster will serve it's creator until it dies. If the creator dies before the Undead Spellcaster is dead, it will become a full Npc and will start it's own life. (Nice for a campaign). The first plan that always comes to the mind of the Undead Spellcasters is to avenge it's creator. After that is done (if that is possible) then the Undead Spellcaster is free to do what it wants. The Undead Spellcaster can cast spells just like a normal necromancer, and control the same amount of undead a normal necromancer could. It can also control undead like an evil cleric does, of half it's level. The casting necromancer can have one of these creatures in service for every 13 levels (2 at 26).
Also in this section of the source
Unlife (Necromancy)
| Attribute | Value |
|---|---|
| Range | Touch |
| Components | V,S,M |
| Duration | Permanent |
| Casting Time | 8 |
| Area of Effect | One creature |
| Saving Throw | Negates |
This spell enables the caster to transform a single victim into an undead creature under his or her control. The caster touches the subject, who must then save vs. death magic. If the save fails, the subject instantly dies and is transformed into an undead creature under the control of the caster.
The exact type of undead depends upon the level of the victim. Individuals of levels 1-3 become skeletons (50%) or zombies (50%). Those of levels 4-6 become ghouls, those of levels 7-8 become wights, and those of level 9 or higher become wraiths.
Using this spell, the caster can control a number of undead creatures equal to his or her level.
The material component of this spell is dirt from a freshly dug grave.
Vandaern's 'Carnation Missile (Necromancy)
| Attribute | Value |
|---|---|
| Range | Line of sight |
| Components | V, S |
| Duration | Instantaneous |
| Casting Time | 3 |
| Area of Effect | One creature |
| Saving Throw | Special |
This spell is extremely powerful. Vandaern was the worlds most powerful mage at one time, unfortounately after the creation and use of this spell he went insane (this means caster must make a save vs. spell - or a Sanity Check with a –5 penality, whichever is more hard to save - or go insane with a Dm’s chosen insanity).
It is belived the chaotic energies released in this spell cannot be controlled enough for a caster to keep his sanity.
What this spell does is creates a missile of energy tht will slay one target and then reincarnate it into a random creture. Use any monster summoning table to determine which.
The spell negates any attempt to resurect or raise the creature (see spell description for Reincarnate).
A successful saving throw vs death magic will cause a character to loose ½ their normal hit points, but, if this brings them down to zero, then the character is reincarnated.
This spell will not reincarnate an already dead character and cannot harm undead.
Wall of Flesh (Necromancy)
| Attribute | Value |
|---|---|
| Range | 15 yards |
| Components | V, S |
| Duration | 1 hour/level |
| Casting Time | 2 rounds |
| Area of Effect | 10 – feet thick by 50 – feet tall by 40 – feet long |
| Saving Throw | Neg |
This spell creates a wall of stacked pieces of flesh. A strong odor permeates from this flesh and any creature that smells this odor passes out for the duration of the spell unless they make their save vs spells.
The wall of flesh cannot be cut through except by weapons of +3 enchantment or higher.
Whisper's Dicey Healing Gate (Necromancy)
| Attribute | Value |
|---|---|
| Range | 20 yards |
| Components | V, S |
| Duration | Special |
| Casting Time | 4 |
| Area of Effect | One creature |
| Saving Throw | Special |
This powerful spell opens a small gate to the positive material plane inside the target creature. If the creature wishes, he could attempt to resist the spell by successfully making a saving throw versus spell, in which case the opening of the gate fails. The caster must upon casting the spell decide for how long the gate should remain open. The caster can attempt to maintain the gate for up to 1 round per three caster levels. However, such a gate is not completely stable, and the actual effect will be 1 to 2 rounds longer or shorter (roll 1d4: 1 = 2 rounds less, 2 = 1 round less, 3 = 1 round longer, 4 = 2 rounds longer). The effect of such a concentrated gate inside the target's body is the following. The positive radiance will add 2d10 HP to the creature per round of exposure. However, if the total amount of hit points is exceeded (the creature is fully healed, but the gate remains in effect), the hit points will temporarily be added, but with the cumulative chance of 20% per round of "overloading" that the creature's body receives a surge of radiance, causing the body to explode. If the body explodes in this manner, there is no way to bring the creature back to life.
If hit points are gained beyond maximum, without exploding, those hit points will remain for 20 rounds and then recede by one point per round until regular maximum hit points are reached. An exploding body will not hurt bystanders, other than bowling them over, and thus maybe causing 1d6 HP falling damage or something like that, but it will definitely smear the area around the exploded creature with the creature's blood and itty bitty pieces. This spell should only be used in dire emergencies, or can be used as an attack spell on an as yet unharmed creature.
Only living creatures are affected by the healing process. If the spell is utilized on undead, the effects will be spectacular. The undead will be allowed a saving throw, but if the saving throw fails, it will explode in a brilliant explosion, shattering the physical body, if any is possessed, into tiny shards, and causing the psyche to be utterly annihilated.
Xander's Charm Undead (Necromancy)
| Attribute | Value |
|---|---|
| Range | Touch |
| Components | V,S,M |
| Duration | 1 hour per level |
| Casting Time | 1 round |
| Area of Effect | One free-willed undead |
| Saving Throw | Negates |
This spell is a very complex version of Charm Person, which is only effective with higher undead that are usually immune to charm spells, such as vampires and the like. It works just like Charm Person but cuts right through the undead's immunity to the spell, yet still allowing them their base saving throw.
The material component is a pinch of dirt from a grave.
Xarian’s Demonic Bodypart (Necromancy, Summoning)
| Attribute | Value |
|---|---|
| Range | 0 |
| Components | V,S,M |
| Duration | Permanent |
| Casting Time | 4 days |
| Area of Effect | Special |
| Saving Throw | None |
Xarians Demonic Bodypart was develloped by, yes, Xarian the Accursed after he lost his arm. This spell somewhat regenerates a destroyed or severed bodypart of the caster and/or any other that is willing to have the spell cast at him/her. The spell sents down to the Abyss a message to a minor demon witch is then connected to the target by psychic brainwaves. The caster will not regain his arm just like that. The demon must be handed something so that it will allow the target to "lend" it's severed limb for a moment. This means that the demon will loose for example an arm and on the target the lost arm will be replaced with that of the demon for 2d10 hours. This may be shorter if the demon wishes his arm back. This will happen if the demon is not paid enough. What the demon wants depends on the demon (D.M.'s choice). The arm itself will have a strenght of 18/00 and does 1d8+5 damage when attacking. If the target's intelligence is lower then that of the demon there is a cumulitiv chance of 5% each time the bodypart is called for that the demon will completely take over the entire body and that the target's soul will end up in the Abyss, but only if he extends the 2d10 hours agreed on. The material components for this spell are: The eyes of a nightmare, an example of the bodypart missing (any arm or leg will do), a payment for the demon, and a pen and paper to sign the contract. The contract must be copied and one half goes to the demon.
If the target dies while this spell is one him, he/she can never be ressurected from the dead, and his soul will dwell in the Abyss for the rest of eternity.
Xarian found that when he got into this plane of existence, his arm does not return to it's owner anymore. I seem to have taken complete control of the arm. I'll soon test to see what happens when I summon the one who lend me this arm to this plane...
Xerion’s Immortality (Necromancy, Alteration)
| Attribute | Value |
|---|---|
| Range | 0 |
| Components | V, S, M |
| Duration | 2 rounds/level |
| Casting Time | 2 |
| Area of Effect | The caster |
| Saving Throw | None |
This spell is the one that saved the day to some high level War Wizards in recent times, and personally to Xerion at least once during the last two years. It is a superior spell, and one that can make the difference between losing a magical fight and winning it.
When completed, the spell transforms the body of the caster in living mercury. The result is that the caster can assume any form that he wishes, as long as his new corporeal form does not exceed his total body volume when he is in normal state; he can then liquify himself, passing under a door and reforming after he has passed it; he can sneak through fissures, no matter how small, to enter in a room prevented to him, and so on. The most important thing, however, is that in this form the caster is immune to physical attacks from normal and magical weapons (except artifacts and relics, which deal their normal damage), and from spells which physically affect the body, such as normal attack spells; they hit the caster normally, but are either absorbed by him, or can perforate him, leaving a hole that will be readily reabsorbed, or can even seem to destroy him. No matter what the power of the spell, the body of the wizard suffers no damage, and even if he is dispersed on the ground or in the air by the raw and destructive power of the attack spell, he can reform his body with a conscious effort in but a single round, during which he can’t do anything else, however. If a part of the body is severed from the main part of it, (for example an arm or a leg, or even the head), it can be reattached with a will effort also in a single round. Only spells which afflict the mind seem to be useful against this spell, and then only those of 8th and 9th-level. Another way is that of