Necromantic Channeller Necromantic Authority Corruption Effects...
Transcript of Necromantic Channeller Necromantic Authority Corruption Effects...
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Necromantic Channeller
Instead of following one of the moretraditional schools of magic, thecharacter has learned how to channel theenergies of death which flow through theethereal plane.
Prerequisites: This feat must be takenat first level.Benefit: The spellcaster gains poweraccording to the level of necromanticenergy. His caster level for spellsdepends on the necromantic ambientenergy that surrounds him. In effect, thecaster level is increased by the value ofthe necromantic ambient energy, e.g.spells casts on a graveyard have theeffective caster level increased by 1.Special: Taking this feat requires a rollon the corruption effects table.
Necromantic Authority
Due to his research, the necromancer hasgained some insight into the nature ofundeads which gives him power overthem.Prerequisites: necromancer specialistwizard, must be able to cast animatedeadBenefit: The character can commandundead as if he was a cleric of half hisspecialist wizard level. This ability canonly be used once per day plus once forevery point of charisma bonus.
Sinkhole of Evil
The spellcaster is heavily imbued withnegative energy.Prerequisite: There are severalprerequisite trees for this feat:�� Death or decay domains (divine
spellcasters), empower ambiencelevel, caster level 6+
�� (un)holy death pact, empowerambience level, caster level 8+
�� Necromantic channeller, empowerambience level, caster level 6+
Benefit: The caster treats the ambientlevel requirement of spells as one lower.The effect stacks with the empowerambience feat.
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Corruption Effects (1d100)
Is treated as summonedcreature for spells suchas magic circle
96-00
Healing spells cast onthe character are treatedas if the caster was 4levels lower
91-95
The character loses hissenses of taste and smell
81-90
Flies come from thecharacters mouth whenhe casts spells
71-80
The character smells ofmould and decay
56-70
Animals within 30 feetof the character howland go wild
41-55
Teeth fall out and gumstake on a grey colour
31-40Skin turns grey21-30
Light sensitivity: -1 onall attack rolls and skillchecks in daylight
6-20
Healing spells thatrestore hit point haveonly half effect
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(Un)holy Death Pact
The necromancer has made an unholypact with some powerful god of death(which has the same alignment as thecharacter). Prerequisites: necromancer specialistwizardBenefit: Necromantic spells that are alsoavailable to clerics are accessible at thelower level, e.g. animate dead (Cleric 3,
Wizard 5) becomes a level 3 spell. Also,the caster level of the character is treatedas if he were one level higher.However, when gaining this feat, thecharacter must roll once on thecorruption table.
Servant of the Death Spirits
Some druids have extraordinary powersgranted to them by their service to thepowers of death. Often these druidsshow signs of corruption and areshunned by their brethren.Prerequisites: This feat must be takenat first level by a druid or rangercharacter.Benefit: The character is attuned todeath, which radically alters some of hispowers. After 1d4 days, animalcompanions become undead (effectively,the animal gains undead traits, d12 hitdice, and has no constitution score).Also, all creatures summoned aremodified in the same way. Finally, acouple of new spells become availableto the character (e.g. spells marked asservant 3 mean, that a druid that is ableto cast level 3 spells and has taken thisfeat can cast this spell).Special: Taking this feat causes one rollon the corruption table.
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Empower Ambience Level
The character has attuned herself tonegative energy and thus can providenegative energy to power spells.Prerequisite: There are severalprerequisite trees for this feat:
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Necromantic Ambient Energy
Necromantic magic interacts with theworld beyond as well as negativeenergy, which is why clerics arebetter at it than arcane spellcasters.The amount of ambient negativeenergy in an area can vary widely andsome spells or magical feats makeuse of this fact. The table belowdescribes some typical ambientlevels.
An entire nation wiped out ina single cataclysmic event
4
Site of an epic battle or greatatrocity
3
Huge graveyard, site of manyrecent deaths (20+),unhallowed place
2
Graveyard, site of a recentdeath, desecrated place
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�� Death or decay domains (divinespellcasters), caster level 2+
�� (un)holy death pact, caster level 4+�� Necromantic channeller, caster level
2+Benefit: The character can cast spellswhose necromantic ambient levelrequirement are one higher than thecurrent level. The spells take up a spellslot one level higher than normally. Onlyone level of ambience can be bridgedthis way.Special: Every time a spell enhanced bythis feat is cast, on the corruption effectstable. The effect lasts for 3d6 hours.
Necromantically Empowered Spell
Prerequisites: must be able to castnecromantic spellsBenefit: As empower spell but the spellstays the same level. However, at thetime of casting, the necromancer has tochannel some of his life force into thespell, taking 1d4 points of damage perspell level in the process. Special: Every time a spell enhanced bythis feat is cast, on the corruption effectstable. The effect lasts for 1d4 hours.
Negative Energy Spell
Prerequisites: Caster must be undeadBenefit: The caster can memorise spellsthat deal energy damage in such a waythat they will cause negative energydamage instead. The spell effects takeon a black and sinister quality, e.g. afireball will look like a ball of blackflames from which ghostly faces starehungrily at the target.Special: Every time a spell enhanced bythis feat is cast, on the corruption effectstable. The effect lasts for 1d6 hours.
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This domain covers the aspects ofundeath, physical decay, and rotting
diseases. In many aspects it is theopposite of the healing domain.Effects: The cleric must roll on thecorruption table once to see how he isaltered by the foul nature of his god. Asa blessing by his god, the cleric isimmune to the negative effects of allkinds of diseases, even magical ones.However, he can still be infected bythem and infect other in turn. A typicalcleric of decay carries several diseaseswithin his body at any given time.1. Dead Flesh2. Cone of Flies3. Contagion4. Rotting5. Numb Flesh6. Harm7. Repulsion8. Creeping Doom9. Energy Drain
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There are several new spell componentswhich are used by the spells below.Ambience: The spell requires a certainnecromantic ambience level to be cast.See the necromantic ambient energytable for details.Spell: In order to cast this spell, anotherspell must currently be active and thecaster must be within its area of effect.For example if spell - obscuring mistwas a spell component, the spell wouldonly work if cast with the fog cloudscreated by the obscuring mist.
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Animate Skeleton
Necromancy [Evil]Level: Wizard 6, Cleric 5, Servant 5 Components: V, S, MCasting Time: 1 full roundRange: short (25 ft. + 5 ft./2 levels)Targets: One being with a skeletonDuration: 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes
This spell is similar to animate dead buthas a twist - it can be applied tocreatures that are still living! If the willsave is failed, the skeleton of the targetwill start to move on its own, trying toclaw its way out of the creature. Thetarget cannot act and is considered tohave a dexterity of zero. Also, eachround the skeleton inflicts 1d6 points ofdamage. Should it be able to kill thesurrounding creature, the skeletonemerges and acts like a summonedcreature for the remainder of the spellduration.
Bestow Intelligence
Necromancy [Evil]Level: Wizard 3 Components: V, S, MCasting Time: 1 hourRange: touchTargets: One undead and living beingDuration: 1 week per level (see below)Saving Throw: WillSpell Resistance: Yes
This spell transfers intelligence from aliving donor to a mindless undead.During the one hour ritual, both theundead and the donor must be touchedseveral times. At the end the caster candecide to transfer intelligence points tothe undead. This effectively dealspermanent intelligence damage to theliving being and grants the undead a
temporary intelligence bonus. Theintelligence of the living being cannot belowered to zero though. After the spellduration expires, the undead loses onepoint of intelligence bonus per day.Dispel magic causes an immediate lossof all intelligence, however.Material Component: candles madefrom the wax of abyssal bees worth 100gp.
Bloated Double
Conjuration (Creation) [Evil]Level: Wizard 3 Components: V, S, MCasting Time: 1 actionRange: short (25 fet + 5 feet / 2 levels)Duration: concentration Saving Throw: NoneSpell Resistance: Yes
The caster creates a double of himself ata point within the range of the spell.This double has the same AC,movement etc. as the caster but is amindless clone that is controlled througha mental link. When the caster stops toconcentrate on the double, it explodes,spreading a rain of worms and smallcrawling insects within a circle of 10feet radius. Everybody within this radiusis attacked with a ranged touch attackbased on the base attack bonus of thecaster and a dexterity of 20 (+5). Thosehit have a vile insect creature attacked tothemselves, which will bite them untilslain (the first bite occurs immediately,before the character can react). The otherinsects disappear immediately.Dealing damage to the bloated double inany way causes it to explode. A spotcheck vs. DC 10 + caster level revealsthat the double is slightly bloated asopposed to the original.Material Component: a dead insectVile Insect Creature: HD: 1, hp: 2, AC:17 (+2 dex, +1 size, +4 natural), bitedamage: 1d4 per two caster levels.
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Blood Mist
Necromancy [Evil]Level: Wizard 5, Druid 5, Cleric 6Components: V, SCasting Time: 1 actionRange: Medium (100 feet + 10 ft./level)Target: 1 living creature with blood Area: 10 feet radius from targetDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: Yes
The target's skin literally explodes,showering the area of effect withthousands of tiny drops of blood.However, at the climax of theexpansion, the target suddenly freezes inplace, along with the airborne blood, asif time around him stopped. The targetcreature is effectively held as if by holdperson (unless the target is immune tothis spell) and surrounded by a cloud ofblood that has an effect similar toobscuring mist. All spell effects arenegated if the fortitude save is passed.
Bone Boomerang
Evocation [Evil]Level: Wizard 1, Druid 2Components: V, S, Spell, MCasting Time: 1 actionRange: Medium (100 feet + 10 ft./level)Target: 1 creature or itemDuration: instantaneousSaving Throw: Reflex for halfSpell Resistance: Yes
The caster can throw a piece of boneripped from a human being by the bonemagnet spell with uncanny accuracy,dealing 1d6 points of damage per casterlevel.
Spell Component: Bone MagnetMaterial Component: Piece of bonerecently torn from a living being by thebone magnet spell.
Bone Magnet
Transmutation [Evil]Level: Wizard 3, Druid 5Components: V, SCasting Time: 1 actionRange: selfArea: 15 feet radiusDuration: 1 round/level Saving Throw: Reflex negatesSpell Resistance: Yes
The caster of the spell becomes amagnet for all bone matter, drawingitems made of bone within the radiustowards him at a rate of 5 feet per round.Items held by creatures get a reflex saveto negate the effect. However, allcreatures within the area of effect alsosuffer from spell, having their bonesdrawn through the skin and towards thecaster. Those who fail their save suffer2d6 points of damage. A new save isrequired each round. If more then 10points of damage are caused this way, asmall bone has pierced the skin and fliesto the hand of the caster at normal speed.
Bone Shield of Naga-Noth
AbjurationLevel: Wizard 1, Servant 2Components: V, S, MCasting Time: 1 standard actionRange: personalDuration: 1 minute / levelSaving Throw: NoneSpell Resistance: None
You throw a thigh bone into the airwhile screaming arcane curses at one ofyour enemies. The bone will now alwayshover between you and this opponent ata distance of max. 10 ft. from you andparry her attacks, giving you a +7 coverbonus (and a +3 reflex bonus) from anyranged or melee actions taken againstyou. It does not affect any other enemiesor their spells even if they come fromthe same direction.
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This spell does not stack with a shieldspell, even if applied to differentdirections.Material Component: a humanoid thighbone.
Cone of Flies
ConjurationLevel: Wizard 2, Cleric 3, Druid 2,Decay 2, Servant 2Components: V, S, MCasting Time: 1 standard actionRange: 15 feetArea: coneDuration: 1 round / levelSaving Throw: Reflex negatesSpell Resistance: Yes
The spellcaster vomits forth a cone ofdisgusting black flies. The flies willstick to all those within the cone that donot pass their reflex save. Those affectedwill be bitten by the flies for 1d4 pointsof damage as long as the spell lasts.Material Component: a dead fly
Dead Flesh
NecromancyLevel: Wizard 2, Bard 2, Decay 1,Servant 2 Components: V, S, MCasting Time: 1 roundRange: personalDuration: 1 hour / levelSaving Throw: noneSpell Resistance: no
The caster takes on some of theproperties of an undead creature. For theduration of the spell, the skin of thecaster gets an almost unnoticeablegreenish tinge. Like an undead who hasno constitution score, the character useshis charisma for concentration checksand gets no constitution bonus (orpenalty) on his skills, saves, or hitpoints. However, all other immunitiesincurred by having no constitution score
do not apply to this spell, i.e. a fortitudesave vs. poison would still be required.Material Component: a ghoul finger
Death Head of Naga-Noth
Necromancy [Fire]Level: Wizard 1, Servant 1 Components: V, S, MCasting Time: 1 minuteRange: see belowDuration: 1 hour / levelSaving Throw: noneSpell Resistance: Yes
In a ritual that takes 1 minute, the casterimbues a skull with the eldritch energyof the ancient necromancers ofNaga-Noth. When touching a creatureother than the caster who created it, theskull bursts into flames and does 1d6fire damage to anything touching it. It isnot triggered when hitting non-livingthings such as items, constructs, orundead. Usually it is thrown (use thetouch attack AC) to avoid damaging itswielder. (The range increment is 10 ft.)The skull keeps its special properties for1 hour per level or until it is triggered,which means that it can be picked upafter a missed attack and used again (itwill miss the same way as anygrenade-like attack).The ancient Naga-Nothans used thisspell to create cheap fire missiles whichthey gave to their undead minions (whodid not trigger the skulls).Material Component: a skull human orotherwise, which is not part of astandard component pouch.
Detach Feature
NecromancyLevel: Cleric 2, Wizard 2, Servant 2,Druid 2, Bard 2Components: V, S, F/DFCasting Time: 1 actionTarget: one willing or helpless creatureDuration: 1 hour / level
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Saving Throw: NoneSpell Resistance: No
This twisted spell allows the caster toremove one facial feature from a willingor helpless target. The face looks as ifthe feature has never existed and thecaster can carry it around as if it was anitem. Also, if a sensory organ, itcontinues to work normally.Thus, a wizard can take the eye of hisfriend, place it somewhere and allowhim to spy visually. However, thefeature is as vulnerable as it normallywould be, so 1-3 points of damage candestroy it, leaving the owner crippled.If the feature is not reattached before thespell ends, it withers and the affectedcreature cannot use it any more.A heal spell can reverse this effect.Focus: a sharp knife made of silver
Drain Pawn
NecromancyLevel: Cleric 3, Wizard 4Components: V, SCasting Time: 1 full roundRange: close (25 feet + 5 feet / 2 levels)Duration: 1 hourSaving Throw: noneSpell Resistance: Yes
This spell can be used to drain amindless undead under the control of thecaster for temporary hit points. Whenthe spell is cast, the undead ally loses1d4 hit points per two caster levels(max. 15d4). The caster gains the sameamount (or the total hit points left for thecreature whichever is lower) astemporary hit points for one hour.
Empower Undead
Necromancy [Evil]Level: Cleric 4, Wizard 5 Components: V, S, (D)FCasting Time: 1 actionRange: touchDuration: 1d4 minutes
Saving Throw: noneSpell Resistance: Yes
The undead touched gains the ability tobestow negative levels with its primaryattack mode. On a successful hit, theundead causes one negative level.Undead who already bestow negativelevels cannot be affected by this spell.Arcane Spell Focus: the thigh bone of avampire
Facade of Normality
Illusion (Glamer)Level: Wizard 2 Components: V, S, MCasting Time: 1 actionRange: 20 feet radiusTarget: 1 HD of undeads per levelDuration: 1 hour / levelSaving Throw: see change selfSpell Resistance: none
This spell can be cast on undead to makethem appear as if they were normalliving people of random appearance(with clothes fitting the usual dressingstyle of the donor of the materialcomponent). Otherwise the spellbehaves as change self.Material Component: hair, blood or asimilar sample from a humanoid
Grant (In)corporeality
NecromancyLevel: Cleric 5, Wizard 7, Servant 6 Components: V, S, MCasting Time: 1 actionRange: touchDuration: 1 round / levelSaving Throw: noneSpell Resistance: Yes
This spell grants a willing or controlledundead the ability to become corporealand incorporeal at will as a standardaction. Note that this spell also affectsincorporeal undead, if the caster is able
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to touch them (e.g. by becoming etherealhimself).
Greater Cone of Flies
ConjurationLevel: Wizard 3, Druid 4, Servant 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 feet + 5 feet / 2 levels)Area: coneDuration: 1 round / levelSaving Throw: Reflex negates,fortitude save vs. poison damageSpell Resistance: Yes
In this more powerful version of cone offlies, the spellcaster vomits forth a coneof poisonous slime-smeared flies. Theflies will stick to all those within thecone that do not pass their reflex save.Those affected will be bitten by the fliesfor 1d6 points of damage as long as thespell lasts. Also, they must make afortitude check each round or take 1point of strength damage due to poison(no secondary damage).Material Component: a dead fly
Greater Skull Scrying
DivinationLevel: Cleric 5, Wizard 5, Druid 5Components: V, SCasting Time: 10 minutesRange: Long (400 feet + 40 feet / level)Duration: 10 minutes / levelSaving Throw: Will negates (seebelow)Spell Resistance: Yes
This spell has the same effect as skullscrying but lasts longer and can also becast on the skull of undeads (but noother creatures). The undead gets a willsave both against the scry check fordetection as well as the use of his skullfor remote viewing. The same appliesfor spell resistance.
Illuminate Undead
Transmutation [Fire]Level: Wizard 3Components: V,SCasting Time: 1 actionRange: TouchDuration: SpecialSaving Throw: noneSpell Resistance: noThis spells causes a mindless undeadcreature under the control of the casterto burn inside, with flames licking fromits joints, breast cage, and other orifices.While under the spell, the spell targetgains several special abilities. Theundead inflicts an additional 1d4 firedamage with its natural attacks, deals1d6 fire damage each round whilegrappling, and gains fire resistence 7.However, each round the undead takes1d12 fire damage (deduct resistance).The spell ends as soon as the undeadcreature is either destroyed or consumedby its internal fire.
Necromantic Dispel
AbjurationLevel: Cleric 2, Servant 2Components: V, SCasting Time: 1 actionRange: Long (400 feet + 40 feet / level)Duration: instantaneous
This spell acts just like a dispel magicbut only works on necromantic spells.Also, subtract the current ambient levelfrom your dispel check roll.
Numb Flesh
NecromancyLevel: Wizard 3, Decay 5, Assassin 4Components: V, S, MCasting Time: 1 actionRange: touchDuration: 1 hour / levelSaving Throw: Fort (harmless)Spell Resistance: Yes (harmless)
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The creature touched becomes wrinkledand grayish and loses some of its painsensitivity. At the time of casting, roll aneffect number of 1d4/caster level (max.15d4). Attacks or effects that inflict lessthan damage than this treshold are notfelt. This has the advantage that noconcentration checks are required andthe disadvantage that attacks that are notseen (e.g. an arrow fired at one's backduring a sneak attack) might not berealised until one is dead. The spell canalso be used to ease the pain of ill orinjured people but the necromantic"visuals" cause some prejudice againstit.Material Component: a ghoul finger
Materialise Ghost
Evocation [Force]Level: Wizard 5, Servant 5Components: V, S, FCasting Time: 1 actionRange: touchDuration: 1 round/levelSaving Throw: YesSpell Resistance: Yes
This spell is designed to work againstincorporeal or ethereal creatures. Thecaster causes a force effect to surround acold-wrought iron rod. If she succeeds intouching the target with the rod, itimmediately is dragged to the realworld. While the creature can go back tothe ethereal without problem (as long asit has that ability), the caster can make atouch attack with the rod again andagain, as long as the spell lasts.
Raise Animal Headed Servitor
Necromancy [Evil]Level: Cleric 4, Wizard 6Components: V, S, M, Ambience 1Casting Time: 1 hourRange: touchDuration: instantaneousSaving Throw: none
Spell Resistance: No
The following spell is similar to thespell animate dead, with the followingdifferences. The spell only affects oneskeleton or corpse. Additionally, thehead of an animal is required. Duringthe rite, the head merges with the newlyraised undead, appling the animalheaded servitor template describedbelow.
Rotting
Necromancy [Evil]Level: Cleric 4, Wizard 4, Decay 4,Servant 4Components: V, S, (D)FCasting Time: 1 actionRange: touchDuration: 1 round / levelSaving Throw: Fortitude (see below)Spell Resistance: Yes
The touched creature starts to rot alive.This inflicts 1d4 point per damage perround and is extremely painful. Eachround the affected creature must make afortitude save or start vomiting blood,convulse etc. These effects prevent thecharacter from taking any action for thatround. He also loses his dexterity bonus.The save does not prevent the damage.Arcane Focus: the dried hand of a ghast
Screaming Skull
Conjuration [Evil, Sonic]Level: Cleric 4, Wizard 4Components: V, SCasting Time: 1 roundRange: Medium (100 ft. + 10 ft. / lv.)Area: see belowDuration: 1 hour/levelSaving Throw: Will negatesSpell Resistance: Yes
The caster conjures a screaming skull atthe spell's point of origin. For each twocaster levels another skull appears whichhas to be places within 5 feet of another
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skull, thus creating some kind of chain.All creatures within 5 feet of one ofthese skulls must make a will save ortake 2d6 points of sonic damage. Also,non-evil creatures who fail their save geta -2 morale penalty on attacks and ACfor as long as they can hear the skulls(i.e. are at least within 100 feet of atleast one skull). The conjured skulls canbe destroyed - each one has an AC of 10,hardness of 5, and 1 hit point per casterlevel.Note: The effect of the spell is notaffected by the number of skulls thatcould reach a creature - the skulls onlyaffect the shape of the area of effect.
Skeleton Merge
Necromancy [Evil]Level: Cleric 3, Wizard 4Components: V, S, MCasting Time: 1 full roundTarget: selfDuration: see below (max. 1 minute /level)Saving Throw: NoneSpell Resistance: None
The spellcaster merges with an animatedskeleton (humanoid and same sizecategory as caster) under his control.The ribcage expands around his own, theskull forms a helmet and the skeletalarms become extra limbs for the mage(which he has only rudimentary controlof and which cannot be used foranything other than grappling or holding- not using - items). While the spelllasts, the mage gains a +2 naturalarmour bonus and +4 on all grapplechecks due to the extra limbs. The hitpoints of the skeleton are added to thoseof the mage as temporary hit points.When these hit points are gone, the spellexpires.Casting this spell requires a roll on thecorruption table. The effect wears offafter 2d4 hours.
Material Component: a humanoidundead skeleton of the same sizecategory as the caster which is under thecontrol of the caster.
Skeleton Swap
Transmutation [Teleportation]Level: Wizard 4Components: V, S, MCasting Time: 1 full roundTarget: one willing or controlledundead on same plane and one willingcreature touchedDuration: instantaneousSaving Throw: Will negatesSpell Resistance: Yes
This spell can be used for certain typesof surprise attacks, to cross areas ofnegative energy, and other esoterictricks. When casting the spell, thecreature touched and the undead creatureproviding the material componentinstantaneously change places through ateleportation effect. The range isunlimited but both must be on the sameplane of existence. If either the undeador the creature touched are not willing togive in to the spell, it fails automatically.Material Component: some body pieceof the undead (hair, nail clipping, fingersetc.)
Skull Scrying
DivinationLevel: Cleric 3, Wizard 3, Druid 3,Servant 3Components: V, SCasting Time: 10 minutesRange: Long (400 feet + 40 feet / level)Duration: 1 minute / levelSaving Throw: NoneSpell Resistance: None
Using this spell a caster can see throughthe eyes of any skull within range of thespell. He can only see through one skullat a time and only into the direction it is
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facing. Skulls that are part of creaturescannot be used this way.If the caster knows the position of askull he can use it normally.Additionally, while the spell is active,the caster can use his arcane senses tolocate skulls within the range with a scrycheck. The DC is (15 + range in feet/20), i.e. on a roll of 20 all skulls within100 feet are detected.Spells that prevent scrying or similardivination also hamper this spell.
Turn Resistance
NecromancyLevel: Cleric 2, Wizard 3Components: V, SCasting Time: 1 actionRange: 20 feet radiusDuration: 1 round / levelSaving Throw: NoneSpell Resistance: None
All allied undead within the area ofeffect gain turn resistance (+1 per twocaster levels, max. 4) if they do notalready have a better one.
Wraithyard
NecromancyLevel: Cleric 5, Druid 5Components: V, S, M, Ambience 3Casting Time: 1 hourRange: 20 feet radiusDuration: 1 yearSaving Throw: Fortitude (see below)Spell Resistance: None
During a ritual, the energy of ayet-undestroyed wraith is channelledinto a unhallowed site to make it evenmore dangerous for would-be intruders.When the ritual ends, the wraith (whichmust be controlled or trapped in someway) dissolves.When the condition set for the unhallowspell on the site is triggered, thewraithyard effect also activates. Allaffected targets must make a fortitude
save vs. this spell or take 2d6constitution damage.Material Component: a wraith that hasat least 1 hit point left and is somehowrestrained.
���������������These rare items can be used asadditional spell components fornecromantic spells, enhancing theireffects in various ways. While it ispossible to buy these items, they are veryrare and usually gained by quests orconflict with undead. Selling these itemson the other hand can get a character introuble or can be quite impossible forthe lack of customers.
Eyes of Terror
The eyes from the corpse of a creaturekilled by the corrupting gaze of a ghostare imbued with the powerful energiesof the negative plane and can be used tomaximize the effect of all necromanticspells that damage attributes or causenegative levels. Price: 2000 gp
Ghoul Fingers
The hands of a ghoul are centre of itsnumbing powers. While not a powercomponent per se, the fingers arerequired as spell components for somenecromantic spells (such as numb flesh).Price: 100 gp per finger
Morgh Skull
The skull of a morgh can be prepared ina special way (knowledge(undead) DC25, 1 day per try) to tap the power of thedestroyed creature. When used as amaterial component for a necromanticspell, the save DC is increased by 2 forevil and 4 for non-evil creatures. Price:2500 gp
Mummy Ash
The body of a burnt mummy of mediumsize yields 1d4 sacks of mummy ash(only the ashes of certain organs have
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the magical effect). This power tinglesslightly on touch and can be used toextend necromantic spells. Price: 1500gp per sack
Spectral Gold
Gold that was found at a site where aspectre dwelled for at least 5 years cangain bizarre properties due to an eviltaint. When molten down and formedinto a rod (requiring at least 50 gpworth, a (gold)smithing DC 13 and 1day of work) it can be used as a materialcomponent for touch spells (evennon-necromantic ones). The spells willbe able to affect incorporeal targetsnormally, granting a ghost touch abilityfor this one touch attack. Price: 2500 gp
Vampire Rose Buds
The liquid known as vampire blood (seebelow) can be used to irrigate flowers,usually roses. The plants will grow sharpthorns that actually suck a little bit ofblood when somebody hurts himself onthem. A vial of vampire blood used thisway yields, with some care (KnowledgeNature DC 18, no retry) and after a timeof 1d4 month, 1d4 rose buds that havespecial properties. These rose budsempower and extend any necromanticspell cast with them as materialcomponents. Price (per bud): 3000 gp
Vampire Blood
The blood drained from the body of avampire can be distilled into a slime-likegoo (Alchemy DC 25, takes one day, noretry). This liquid, when spilled overones hand, vastly changes the effect ofinflict spells. Successful attacks not onlycause damage but also grant the sameamount of hit points as temporary hitpoints to the caster. Price: 1800 gp
Vampire Blood, Spawn
The blood drained from the body of avampire spawn is less powerful than thatof a real vampire. However, it can be
used for raising vampire roses as well,yielding only 1d2 bids, however. Price:800 gp
Vampire Dust
The dust of a vampire or vampire spawnexposed to sunlight retains some power.It can be used to power intelligent magicitems. The dust of a single vampire isworth 250 xp to an item, the dust of aspawn 100 xp. As often in life, size doesnot matter. Price: 1000 gp (500gp forspawn dust)
��������������The following templates are designed tobe applied to undead. Some of them arethe result of special circumstances,others can be achieved by spells.
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Ancestoral guardians are undead thatnormally rest peacefully within theirgraves until they are needed to defendtheir descendants. Their righteous auraof good makes them special among theundead and probably a nasty surprise forthose who encounter them.Prerequisite: undeadSQ: SR 10 + (hit dice/2) vs. evil spellsor evil spellcasters, turn resistance 4 vs.non-good clericsSA: Ancestoral Vengeance (sp): Allenemies within 15 feet must make afortitude save or take 1d6 holy damageper hit dice of the undead (max. 15d6).A sucessful save negates. This powercan be used once per day.Alignment: any goodCR: +1 if less than 10
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Certain religions with a focus on theafterlife as well as some mages whohave stolen the secrets of these cultscreate animal headed zombies asguardians. Often they are wrapped in
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bandages and decorated to give them amore imposing look.Prerequisite: mindless medium-sizedundeadSQ: depends on headCR: if less than one, increase to one,otherwise +1
Toughness, +2 StrBearScent, Climb 20 feetGt. Ant
Bite (1d6 + poison (DC14, 1d3 str initial andsecondary damage))
SnakeImproved Grab, +2 StrOwlbearScent, +2 StrDogEffectHead
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With the help of an armoursmith, askeleton can be reinforced with ironplating, increasing its staying power,albeit at a price. Creating an armouredskeleton requires 250 gp worth of rawmaterials (+250 gp per size categorygreater than medium) and anarmoursmithing check of DC 18.Prerequisite: must be a skeletonAC: natural armour increases by 6CR: unchanged
����!����Necromancy is a sinister form of magicand many of the items created bynecromantic magic reflect this. Here area few new items as well as "templates"to add to existing items. Note that theprice alteration percentages always applyto the original market price if multipletemplates are applied.
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Wight Ring
The wearer of this ring turns into awhight as soon as he is slain. Only veryinsane people will use this itemknowingly, but few know of its
properties and it is usually designed toresemble some other ring.
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Life Force Powered
This template can be applied to any itemthat has charges. A life powered itemwill usually have old blood stains on itand be engraved with runes of death,skulls, and other morbid motifs.The itemhas no charges but is instead powered bythe life force of the wielder, dealingtemporary constitution damage based onits original level prerequisite.
1d4+2 points131d4 points8-121d2 points5-71 point1-4
Prerequisites: Caster level at least 9+,Vampiric Touch, Market Price: stays thesame
Ambient-Powered Item
Ambient-powered items rely on a highnecromantic background energy to work.They are often made of bone and feelreally cold to the touch, sending shiversdown the spine. An ambient-powereditem will only work if the necromanticambient energy is 1+.Prerequisites: Ambient energy must by2+ at the site of creation, Market Price:reduced by 10%.
Corrupting Item
This magic item usually contains theessence of some powerful undeadcreature which often creeps into thedreams of a long-term wielder. Thosewho carry this item for longer than aweek will feel its corrupting effectrequiring a roll on the necromanticcorruption table. A heal spell or aremove curse uttered by a caster of level12+ is required to cancel this effect andas soon as the item is even touchedagain, the same effect returns.
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Prerequisites: An undead creature ofCR 5+ must be sacrificed duringcreation, Market Price: reduced by10%.
Empowered Item
This magic item contains the essence ofsome powerful undead creature. Thosewho carry this item for longer than aweek will feel the cold anduncomfortable. On the up side, theessence of the undead empowers allspell-like effects of the item, slowlyeating up the life force of the creature(an effect negligible in game terms).This template is often combined with thecorrupting item template as the sameundead creature can be used for botheffects. Should the item be destroyed,the undead creature breaks free and islikely to attack the wielder.Prerequisites: An undead creature ofCR 7+ must be sacrificed duringcreation, Market Price: increased by30%.
Grafted Item
This template can be applied to rings,amulets, clothing, and armour. The itemwill look like a skeletal body piece, i.e. aring will be a rotting finger, armourrune-covered skin, etc. Instead of beingworn, these items replace parts of thebody, which requires a heal check DC:20. The items do still take up slots butcannot be easily taken from the owner.Prerequisites: Caster level increases byone, skeleton merge Market Price: staysthe same
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Arcane spellcasters manipulate magicalenergy to achieve their spell effects.Some, however, learn how to augmenttheir spellcasting ability with negativeenergy. Their spells aquire a cold andevil taint and fear radiates from themalmost as a tangible energy. This form ofmagic is highly dangerous, however, andfew weavers make it past the first fewyears of their career.Hit Die: d4
Requirements
Feats: (Un)holy Death PactKnowledge (Undead) 8 ranksSpecial: Must have been reduced tonegative hit points by negative energy atleast once.
Class Skills
The Weaver gets 3 + Int modifier skillpoints per level. Chose from: Alchemy(Int), Concentration (Con), Spellcraft(Int), Intimidate (Cha), Knowledge (any)(Int), Profession (any) (Wis).
Class Features
Weapon and Armour Proficiencies: AWeaver gains no weapons or armourproficiencies.Spell Progression: As with originalcaster class, i.e. one level per level ofWeaver.Negative Energy Attunement (su):The Weaver is attuned to negativeenergy and is affected by it as an undead
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Table 1: Negative Energy Weaver
Walking Dead42225Slow Metabolism, Energy Ritual41124Fear Aura, Greater Attunement31113Cold of the Grave30012Negative Energy Attunement, Red Eyes20001
SpecialWillRefFortBABLevel
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would be. Also, positive energy has thesame detrimental effects as it has to theundead. Necromantic Spells are cast asif the Weaver's caster level was onelevel higher.Red Eyes (ex): The eyes of the Weaverstart to glow red and are visible for 20feet in darkness.Cold of the Grave (ex): The Weaverfeels cold like a corpse, having lost thefinal connection with the positiveenergies. Besides this chilling effect, theWeaver gains cold resistance 8.Fear Aura (su): All living creatureswithin 10 feet of the Weaver feel itsnegative aura and must make a will savevs. 10 + weaver level + charismamodifier of the weaver or be shaken. Ifthe make the save, they cannot beaffected within the next 24 hours. Thispower can be turned on and off at will asa free action.Greater Attunement (su): The weaveris so attuned to negative energy that hecan be turned, awed, and controlled asan undead. However, he cannot bedestroyed. Should a destroyed resultcome up the character is turned but alsoparalysed for 1 round per level of theturning cleric.Slow Metabolism (ex): The Weaver'sbody is slowly dying and his bloodcirculation almost comes to a halt. Theonly thing that still keeps him alive isnegative energy. Due to this, he is moreresistant to poison and diseases, gaininga +6 on all fortitude saves vs. theseeffects. However, spells of healing (i.e.that heal disease or stop poison) onlyhave a 50% chance to work properly.Energy Ritual (su): Once per month theWeaver must sacrifice at least his levelin HD of undead in a special hour longritual or suffer from a negative leveluntil the lacking ritual is properlyconducted.Walking Dead (ex): A long history ofnegative energy abuse finally shows itsresults. The Weaver slowly starts to
crumble and will die within a year. MostWeavers have planned to become lichesanyway and thus do not care much. Theygain a +4 circumstance bonus to all skillchecks for becoming a lich due to theiralmost-dead state.
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