Animate Dead
Necromancy [Evil]
Components:: V,S, M
Casting Time:: 1 standard action
Range:: Touch
Target:: One or more corpses touched
Duration:: Instantaneous
Saving Throw:: None
Spell Resistance:: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice you caster level with a single casting of Animate Dead. (The desecrate spell doubles this limit; see page 218.)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. (you choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons:: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones, so creating a skeleton from a purple worm, for example, is not possible. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. The Monster Manual has game statistics for skeletons.
Zombies:: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy, so a dead gelatinous cube, for example, cannot be animated as a zombie. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. The Monster Manual has game statistics for zombies.
Material Component:: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.
(Desecrate Spell page 218 of the PHB)
Evocation [Evil]
Level:: Clr 2, evil 2
Components:: V,S, M, DF
Casting TIme:: 1 standard action
Range:: Close (25 ft. + 5 ft. / level)
Area:: 20-ft.-radius emanation
Duration:: 2 hrs/level
Saving Throw:: none
Spell Resistance:: Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a + 1 profane bonus on attacks rolls, damage rolls and saving throws. An undead creature created within or summoned into such an area gains + 1 Hit points per HD.
If the desecrated area contains an altar, shrine or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, + 2 profane bonus and + 2 Hit Points per HD for undead in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine or other permanent fixture of a deity, pantheon or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Material Component:: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.
Skeleton:: Monster Manual pg 225
This creature appears to be nothing but a set of animated bones. Pin points of red light smolder in its empty sockets.
Skeletons are the animate bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain.
A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple, such as "Kill anyone who enters this chamber."
A Skeleton attacks until destroyed, for that is what it was created to do. The threat posed by a group of skeletons depends primarily on its size.
Creating A Skeleton::: "Skeleton" Is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type::: The creature's type changes to undead. It retains any sub-type except for alignment sub-types (such as good) and sub-types that indicate kind (such as goblinoid, or reptilian ). It does not gain the augmented sub-type. It uses all the base creature's statistics and special abilities except as noted here.
Hit Dice::: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.
Speed::: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.
Armor Class::: Natural Armor bonus changes to a number based on the skeleton's size:
Attacks::: A skeleton retains all the natural weapons, manufactured weapons attacks and weapon proficiencies of the base creature, except for attack that can't work without flesh (such as a mind flayer's tentacle attacks). A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attacks bonus. A Skeleton's base attack bonus is equal to 1/2 its Hit Dice.
Tiny or smaller +0 Small +1 Medium or large +2 Huge +3 Gargantuan +6 Colossal +10
Special Attacks::: A skeleton retains none of the base creature's special attacks
Diminutive or fine 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 2d8
Treasure::: None.
Hit Dice Challenge Rating 1/2 1/6 1 1/3 2-3 2 4-5 2 6-7 3 8-9 4 10-11 5 12-14 6 15-17 7 18-20 8
Base Attack:: A zombie has a base attack bonus equal to 1/2 its Hit Dice.
Tiny or smaller +0 Small +1 Medium +2 Large +3 Huge +4 Gargantuan +7 Colossal +11
Special Attacks:: A zombie retains none of the base creature's special attacks.
Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6
Treasure:: None
Hit Dice Challenge Rating 1/2 1/8 1 1/4 2 1/2 4 1 6 2 8-10 3 12-14 4 15-17 5 18-20 6
Human Commoner Zombie
Medium Undead
Hit Dice:: 2d12+3 (16 hp)
Initiative:: - 1
Speed:: 30 ft. (6 squares; can't run)
Armor Class:: 11 (- 1 dex, + 2 Natural), Touch 9, flat footed 11
Base Attack/Grapple:: +1 / + 2
Attack:: Slam + 2 melee (1d6 + 1) or club + 2 melee (1d6 +1)
Full Attack:: Slam + 2 melee (1d6 + 1) Or Club + 2 Melee (1d6 +1)
Space/Reach:: 5 ft. / 5 ft.
Special Attacks:: ----
Special Qualities:: Single actions only, damage reduction 5 / slashing, darkvision 60 ft., undead traits
Saves:: Fort + 0, Ref -1, Will +3
Abilities:: Str 12, Dex 8, Con ---, Int ---, Wis 10, cha 1
Skills :: ----
Feats:: Toughness
ENvironment:: Any
Organization:: Any
Challenge rating:: 1/2
Treasure:: none
Alignment:: Always Neutral Evil
Advancement:: None
Level Adjustment:: -----
Bestow Curse
Necromancy
Components:: V,S
Casting Time:: 1 standard action
Range:: Touch
Target:::: Creature touched
Duration:: Permanent
Saving Throw:: Will Negates
Spell Resistance;: Yes
You place a curse on the subject. Choose one of the following three effects.
-6 decrease to an ability score (minimuum 1)
-4 penalty on attack rolls, saves, abillity checks and skill checks
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse's effect.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow Curse counters remove curse.
Contagion
Necromancy [evil]
Components:: V,S
Casting time :: 1 standard action
Range:: touch
Target:: Living creature touched
Duration:: Instantaneous
Saving Throw:: Fortitude negates
Spell Resistance :: Yes
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is of the subsequent saves (use contagion's normal save DC for the initial saving throw).
1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.
Disease
Blinding Sickness
Cackle Fever
Filth Fever
Mindfire
Red Ache
Shakes
Slimy Doom
Continual Flame
Evocation [Light]
Components: V,S, M
Casting Time:: 1 standard action
Range :: Touch
Target:: Object touched
Effect:: Magical, heatless flame
Duration::Permanent
Saving Throw::None
Spell Resistance:: No
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispell darkness spells of an equal or lower level.
Material Component:: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
Cure Serious Wounds
Conjuration (healing)
Components::V,S
Casting time:: 1 standard action
Range:: Touch
Target:: Creature touched
Duration:: Instantaneous
Saving Throw::Will half (harmless); see text
Spell Resistance:: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Daylight
Evocation [Light]
Components:: V,S
Casting time:: 1 standard action
Range :: Touch
Target:: Object touched
Duration:: 10 min. / level (D)
Saving Throw::None
Spell Resistance:: no
The object touched sheds light as bright as full daylight in a 60 foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires). If daylight is cast on a small object that is then placed inside or under a light proof covering, the spell's effects are blocked until the covering is removed.
DAylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as Darkness.
Deeper Darkness
Evocation [Darkness]
Components:: V, M/DF
Casting Time:: 1 standard action
Range :: Touch
Target :: Object touched
Duration one day / level (D)
Saving throw:: None
Spell resistance:: No
This spell functions like darkness, except that the object radiates shadowy illumination in a 60 foot radius and the darkness lasts longer.
Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Deeper Darkness counters and dispells any light spell of equal or lower level, including daylight and light.
Lightning Bolt
Evocation [Electricity]
Components:: V,S, M
Casting Time:: 1 standard action
Range:: 120 ft.
Area:: 120 ft. line
Duration:: Instantaneous
Saving Throw:: Reflex half
Spell Resistance:: Yes
You release a powerful stroke of electrical energy that deal 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The Lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting points, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
Material COmponent:: A bit of fur and an amber, crystal or glass rod.
Neutralize Poison
Conjuration (Healing)
Components: V,S,M / DF
Casting Time:: 1 standard action
Range::: Touch
Target::: Creature or object of up to 1 cu. ft. / level touched
Duration:: 10 min. / level
Saving Throw:: Will Negates (harmless object)
Spell Resistance:: Yes (Harmless Object)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. For example, if a poison has dealt 3 points of Constitution damage to a character and threatens to deal more damage later, this spell prevents the future damage but does not repair the damage already done.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration ---- the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.
Arcane Material Component:: A bit of charcoal.
Remove Curse
Abjuration
Components:: V,S
Casting Time:: 1 standard action
Range:: Touch
Targets:: Creature or item touched
Duration: Instantaneous
Saving Throw:: WIll Negates (harmless)
Spell Resistance:: Yes (harmless)
Remove Curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove Curse counters and dispels bestow curse.
Remove disease
Conjuration (healing)
Component :: V,S
Casting Time:: 1 standard action
Range:: Touch
Target:: Creature touched
Duration:::instantaneous
Saving Throw:: Fortitude Negates (harmless)
Spell Resistance:: Yes (harmless)
Removed Disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Note:: Since the spell's duration is instantaneous, it does not prevent re-infection after a new exposure to the same disease at a later date.
Tongues
Divination
Components:: V,M / DF
Casting TIme:: 1 standard action
Range:: Touch
Target :: Creature Touched
Duration :: 10 min. / level
Saving Throw:: Will negates (harmless)
Spell resistance:: no
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Arcane Material Component:: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.