LEVEL I SPELLS:
Amplify Damage (Curse)
Necromancy (Death)
Level: Nec1 (Cleric 1, Death 1)
Components: V, S
Casting time: 1 action
Range: Close (25 ft.+ 5 ft./2 levels)
Effect: 1 creature
Duration: 1 round/level
Saving throw: Will negates
Spell Resistance: Yes

Magical energy sheaths foe, which takes an additional 1d6 points of damage from any melee attack that hits.

Bone Armor
Conjuration (Creation)
Level: Nec1 (Cleric 2)
Components: V, S
Casting Time: 1 action
Range: Personal
Effect: Creates shields of bone
Duration: See Text
Saving Throw: None (Harmless)
Spell Resistance: No

From the bodies of your enemies, you create an array of warding bones that rotates about you continuously. It provides a +1 armor bonus per caster level (+10 AC bonus maximum). The array has no weight, does not effect your spell casting or dexterity bonus, and lasts until its destroyed in combat. It has 6 hit points per caster level ( maximum 60 hit points). You require the bones of one Medium-sized or larger creature (or two Small creatures) to cast this spell.

Raise Skeleton
(Summoning)
Necromancy (Death)
Level: Nec1 (Cleric 3)
Components: V, S
Casting Time: 1 action
Range: 30 feet
Effect: 1 skeleton/level, see text
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You raise up to one skeleton per level, to a maximum of 10. You can not raise more skeletons than there are corpses within range (this uses them up) The Skeletons attack your enemies until ordered to cease, the duration ends, or the skeletons are slain. You can give the skeletons simple commands, including � guard� or �tote,� if no immediate foes need be fought. Unless it is in melee, the skeletons move to remain within 30 feet of you. If you summon any creature before this spell ends, then this spell ends immediately.

Teeth (Curse)
Conjuration (Calling)
Level: Nec1 (Cleric 1)
Components: V,S
Casting Time: 1 action
Range: 30 feet
Effect: 1 or more creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Magic teeth from another realm spray from your fingertips. They riddle creatures in a 5 foot-wide line away from you. You deal 1d6 points per level (maximum 5d6). If the first creature dies, the remaining damage applies those directly behind the first, and so on out to your maximum range.

LEVEL II SPELLS:
Clay Golem (Summoning)
Conjuration (Creation)
Level: Nec2 (Sorcerer/ Wizard 7)
Components: V, S
Casting Time: 1 full round
Range: 30 feet
Effect: 1 golem
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You raise a clay golem. The golem attacks your enemies until ordered to cease, the duration ends, or the golem is slain. You can give the golem simple commands, including �guard� or �tote,� if no immediate foes need be fought. Unless it is in melee, the golem moves to remain within 30 feet of you. Cure spells and healing potions have no effect on golems. If you summon any creature before this spell ends, then this spell ends immediately.

Corpse Explosion (Curse)
Necromancy (Death)
Level: Nec2 (Cleric 2)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Effect: 1 corpse
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You target a dead body, which instantly explodes. The explosion deals 1d6 points of damage per Hit Die the monster had in life or 1d6 per caster level (maximum 10d6), whichever is less, to each creature within its 10-foot radius. A successful Reflex save reduces the damage by half. Animated undead don�t count as corpses until destroyed. Corpses cannot be affected by this spell more then once.

Weaken (Curse)
Necromancy
Level: Nec2 (Cleric 2)
Components: V, S
Casting Time: 1 action
Range: Emanates from caster, 15-foot radius.
Effect: 1 or more foes.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You weaken foes by suppressing their energy with baneful magics. Such foes take an enhancement penalty of -1 to damage rolls while the duration lasts. A 6th level caster deals a penalty of -2, and a caster of 9th level or more deals the maximum penalty of -3. A weakened foe deals a minimum of 1 point of damage with a successful hit.

Dim Vision (Curse)
Transmutation
Level: Nec2 (Cleric 2)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 Creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A foe who fails a Fortitude save loses sight beyond 5 feet- even in bright light, and even if the foe can normally see in the dark. Further, the foe has a -2 penalty to all attack rolls against opponents in its vision range.

Poison Dagger (Poison)
Necromancy
Level: Nec2 (Cleric 2)
Components: V, S
Casting Time: 1 action
Range: Touch
Effect : You dagger
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You gesture and your dagger begins oozing poison. While this spell lasts, any successful hit with it may poison a living foe. Make a Fortitude save ( DC 12 plus casters intelligence bonus) or suffer initial damage of 1d4 points of temporary Constitution, no secondary damage. The dagger continues to ooze poison until the duration expires, whether it hit�s a creature or not. The poison itself dissipates too quickly to be otherwise collected or used.

LEVEL III SPELLS:
Iron Maiden (Curse)
Necromancy
Level: Nec3 (Cleric 4)
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: 1 creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

You must succeed at a melee touch attack to place this curse on a single foe. The creature takes 1 point of damage for each 2 points of damage it deals for the duration of the spell (round down). The curse can be removed by a remove curse spell.

Bone Wall (Bone)
Conjuration (Creation)
Level: Nec3 (Cleric 4)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Effect: Bone wall whose area is 10 ft. high and 5 ft./level long
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

An opaque wall of bone 10 feet high, 6 inches thick, and up to 5 feet long per level appears anywhere you choose within range. The wall won�t appear in a space occupied by creatures or objects-these will be on one side of the wall or the other, as determined by the DM. The wall has hit points equal to 1d10 per caster level, to a maximum of 10d10 hit points. The entire wall crumbles to dust when it has taken this amount of damage or when the spell duration ends.

Raise Skeleton Mage (Summoning)
Necromancy (Death)
Level: Nec3 (Cleric 4)
Components: V, S
Casting Time: 1 action
Range: 30 feet
Effect: 1 skeleton mage/level, see text
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You raise up to one skeleton mage per level over 4th, to a maximum of 10. You can not raise more skeleton mages than there are corpses within range (this uses them up) The skeleton mages attack your enemies until ordered to cease, the duration ends, or the skeleton mages are slain. You can give the skeleton mages simple commands, including � guard� or �tote,� if no immediate foes need be fought. Unless it is in melee, the skeleton mages move to remain within 30 feet of you. If you summon any creature before this spell ends, then this spell ends immediately.

Terror (Curse)
Necromancy (Fear, Mind-Affecting)
Level: Nec3 (Bard 3, Sorcerer/ Wizard 4)
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Effect: Cone
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

An invisible cone of terror causes living creatures to become panicked. They suffer a -2 moral penalty on saving throws, and they flee from you. A panicked creature has a 50% chance to drop what it�s holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers.

LEVEL IV SPELLS:
Bone Spear (Bone)
Conjuration (Creation)
Level: Nec4 (Cleric 4)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/ 2 levels
Saving Throw: None
Spell Resistance: Yes

A spear of bone flies from your hand to fight a chosen foe. It strikes automatically for 1d6 points of damage, plus 1 point per caster level, to a maximum of 1d6+15. The spear then continues to attack the same foe each round until the foe either leaves the bone spear�s range, or dies, at which point the spell ends. The bone spear affects any creature vulnerable to physical, non-magical damage. Except as noted above, this spell functions as a spiritual weapon spell.

Blood Golem (Summoning)
Conjuration (Creation)
Level: Nec2 (Sorcerer/ Wizard 7)
Components: V, S
Casting Time: 1 full round
Range: 30 feet
Effect: 1 golem
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You raise a blood golem (see Chapter Five: Monsters). The golem attacks until ordered to cease, the spell's duration ends, or the golem is slain. You can give the golem simple commands, including "guard" or "tote," if no immediate foes need be fought. Unless it is in melee, the golem moves to stay within 30 feet of you. If you summon any creature before this spell ends, then this spell ends immediately.
When the blood golem strikes a living foe, you receive magical curing equal to 1 point for each 2 points of damage the golem deals- any curing over your normal hit point total is ignored. When the golem takes damage, you take 1 point of damage for every 5 points dealt to the golem. The blood golem falls to dust when reduced to 0 hit points or when the spell's duration elapses. Cure spells and Healing potions have no effect on golems.

Confusion (Curse)
Enchantment (Compulsion) (Mind-Affecting)
Level: Nec4 (Bard 3, Sorcerer/Wizard 4)
Components: V,S
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Effect: 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures affected by this spell behave randomly, as indicated on the following table:
1d10___Behaivor
1 Wander away for 1 minute (unless prevented)
2-6 Do nothing for 1 round
7-9 Attack nearest creature for 1 round
10 Act normally for 1 round

Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creatures turn. Any confused creature who is attacked automatically attacks its attackers on its next turn.

Poison Explosion
(Poison)
Necromancy
Level: Nec4 (Cleric 5)
Components: V, S
Casting Time: 1 action
Range: Emanates 20 ft. from caster
Effect: Ring, see text
Duration Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You become the center of a venomous flash of lethal poison that appears in a ring 10 feet away from you and blasts outward to a radius of 20 feet. Each living creature within the area may be poisoned. Make a Fortitude save (DC 14 + casters Int bonus); or suffer inital damage of 1 point of temporary Constitution and secondary damage of 1d4 points of temporary Constitution. The poison dissipates quickly, leaving no other effects.

Life Tap (Curse)
Necromancy
Level: Nec4 (Sorcerer/Wizard 3)
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Effect: 1 creature
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes

The foe you choose begins leaking life energy for one round per caster level (maximum 15 rounds). A melee hit on the creature gives the attacker temporary hit points equal to have the damage dealt (round down, and you don�t get hit points for any damage that was more then enough to kill the creature). The temporary hit points are always lost first-any left 1 hour after the spell was cast disappear.

LEVEL V SPELLS:

Bone Prison (Bone)
Conjuration (Creation)
Level: Nec5 (Cleric 5)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./ level)
Effect: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

An opaque wall of bones springs up around the selected foe. The bone prison is 12 feet high, and up to 10 feet in radius (foes of Huge size or larger aren�t caught in the prison, but take 3d8 points of damage, plus 1 point per caster level.) The bone prison can withstand 100 points of damage, plus 20 more points per level of the caster before collapsing.

Decrepify (Curse)
Charm (Mind-Affecting)
Level: Nec5 (Cleric 5)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./ level)
Effect: 1 living creature
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes

A living creature is cursed with a temporary glamour of extreme age, and functions in some ways as if slowed. Any creature subject to mind-influencing effects can take only a partial action each round, and takes a -2 penalty to AC, melee attacks, melee damage and Reflex save rolls. The creature can jump only half as far as normal.

Iron Golem (Summoning)
Conjuration (Creation)
Level: Nec5 (Cleric 7)
Components: V, S
Casting Time: 1 full round
Range: 30 feet
Effect: 1 golem
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You raise a Iron Golem. The spell requires a permanent magic item for the golem to form around. This gives the golem in addition to its normal abilities, the properties of the item (that is the benefits of the items prefix and suffix).
The golem attacks your enemies until ordered to cease, the duration ends, or the golem is slain. You can give the golem simple commands, including �guard� or �tote,� if no immediate foes need be fought. Unless it is in melee, the golem moves to remain within 30 feet of you. No known magic restores damage to a summoned golem. When the spell ends, the magic item can be easily picked up out of its dust. Cure spells and healing potions have no effect on golems. If you summon any creature before this spell ends, then this spell ends immediately.

Attract (Curse)
Enchantment (Compulsion)
Level: Nec5 (Cleric 5)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./ level)
Effect: 1 creature
Duration: 1 minute/ level
Saving Throw: Will negates
Spell Resistance: Yes

If the target creature fails a Will save, all undead and demonic creatures within 30 feet (and those coming this close within the spell's duration) must make a successful Will save or see the cursed one as much their foe as you (they attack whoever is closest). The spell lasts until the cursed one is killed or the duration ends. A nontarget undead or demonic creature that successfully saves need not save again, even if it leaves and reenters the 30- foot radius.

LEVEL VI SPELLS
Bone Spirit (Bone)
Conjuration (Summoning)
Level: Nec6 (Cleric 7)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Effect: Attacks one creature
Duration: Instantaneous
Saving Throw: Will (see text)
Spell Resistance: Yes

This spell releases a spirit, (a shimmering ball). The spirit tracks any one foe you choose within range and strikes it without error. The affected foe must make a successful Will saving throw or loose 2d4 points Constitution and 6d8 hit points. If the saving throw is successful, the foe still looses 3d8 hit points.

Fire Golem (Summoning)
Conjuration (Creation)
Level: Nec6 (Cleric 7)
Components: V, S
Casting Time: 1 full round
Range: 30 feet
Effect: 1 golem
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You raise a fire golem. The golem attacks your enemies until ordered to cease, the duration ends, or the golem is slain. You can give the golem simple commands, including �guard� or �tote,� if no immediate foes need be fought. Unless it is in melee, the golem moves to remain within 30 feet of you. Cure spells and healing potions have no effect on golems. If you summon any creature before this spell ends, then this spell ends immediately.

Poison Nova (Poison)
Necromancy
Level: Nec6 (Cleric 7)
Components: V, S
Casting Time: 1 action
Range: Emanates 20 ft. from caster
Effect: Ring (see text)
Duration: Special
Saving Throw: Fortitude
Spell Resistance: Yes

You become the center of a venomous flash of lethal poison that appears in a ring 10 feet away from you and blasts outward to a radius of 20 feet. Each living creature within the area may be poisoned. Make a fortitude save (DC 16+ casters Intelligence bonus) or suffer initial damage of 1d2 points of temporary Constitution and secondary damage of 1d4 points of temporary Constitution. The poison dissipates quickly, having no other affect.

Lower Resist (Curse)
Necromancy
Level: Nec6 (Cleric 5)
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 creature
Duration: 10 min/ level
Saving Throw: None
Spell Resistance: Yes

You lower the target creature's resistances agenst fire, electricity, and cold by 30, and reduce racial saving throw bonuses against poison and mind- influencing effects by 6, to a minimum of 0.

Revive (Summoning)
Necromancy
Level: Nec6 (Cleric 7)
Components: V, S
Casting Time: 1 action
Range: 30 ft.
Effect: 1 corpse
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell lets you infuse a slain undead or demonic creature with the energy of unlife. If creature's Hit Dice total in life exceeds your level, the spell fails. Otherwise, the corpse rises with the same knowledge, powers, and abilities it posessed in life, and 6 hit points per Hit Die. However, its now undead, with pale skin and red, glowing eyes. It has become immune to spells that affect the mind, cold, and poison effects, but it can be damaged and turned as an undead (see the Turning Undead table in the Player's Handbook). A corpse can be revived in this manner only once per week.
BACK
Hosted by www.Geocities.ws

1