From alvalent@husc
Subject: RL-L: Promised Necromantic Spells


Sorry guys, but these aren't formatted for 80-columns, but were instead done
in MS-Word.  So if you download them and put 'em in a word processor you'll
have no problem, but otherwise....

Here goes:

Affect Normal Fires
Animate Dead Animals (Dragon #167)
Chill Touch
Corpse Visage (TOM)
Death Armour (Best of Dragon IV & GNSB, revised version included)
Detect Magic
Detect Undead
Gaze Reflection
Protection from Good
Read Magic
Shield
Unseen Servant
Wall of Fog


Alter Self
Carrion's Foul Stench (new spell)
Choke (TOM)
Darkness 15' Radius
Death's Dark Grasp (new spell)
Delay Death (TOM)
Detect Good
Garinthrall's Hideous Leech (new spell)
Protection from Paralysis (TOM)
Shatter
Spectral Hand
Summon Swarm
Tread of the Corpse (new spell)
Web

Blink
Dispel Magic
Feign Death
Hold Undead
Infravision
Lighning Bolt
Spirit Armour (TOM)
Strength of the Damned (new spell)
Vampiric Touch
Wraithform

Contagion
Create Darkenbeast (FRMC)
Curse
Dimension Door
Enervation
Evard's Black Tentacles
Life Force Transfer (Dragon #148)
Mask of Death (TOM)
Merald's Murderous Mist (FR Box)
Mist from the Grave (Isle of the Ape module, synopsis included)
Necromantic Runes (new spell)
Polymorph Self
Rary' Mnemonic Enhancer
Wall of Fire

Animate Dead
Cloudkill
Dismissal
Magic Jar
Summon Shadows
Wall of Bones (CWH)


CWH=Complete Wizard's Handbook
FR Box=Forgotten Realms Boxed Set
TOM=Tome of Magic
FRMC= Forgotten Realms Monstrous Compendium
*=See me for description--unique or altered spell
 =Normal PHB spell


----------------------------------------------------------------------
NEW & MODIFIED SPELLS:

Death Armour (Necromancy)
Level: 2
Range: 0
Components: V, S
Duration: 1 round/level of caster
Casting Time: 3
Area of Effect: caster
Save: None
 
While this spell is in effect, any creature who touches the caster
with exposed flesh (to cast a spell, for example) will suffer 1d8
points of damage.  The spell will not protect the necromancer from
damage, nor does it have any effect on an armed or gloved opponent, but
it will affect undead.  As a side benefit, the mage adds one point of
damage to the amount he would normally inflict with his bare hands in
unarmed combat.
 
Tread of the Corpse (Alteration)
Level: 2
Range: Touch
Components: V, S, M
Duration: 1 hour + 1 hour/level
Casting Time: 2
Area of Effect: Creature Touched
Save: None
 
The creature affected by this dweomer will find that their movements
have become utterly silent.  So long as the creature does not exceed
its normal base movement rate for the environment it is in (i.e.
measured in tens of feet indoors and tens of yards outdoors), then it
will make no perceptible sound as it moves about, regardless of the mode
of transport be it flight, swimming, climbing, walking, etc.  If the
subject of the spell is willing to take no other actions besides movement
in a given round, inanimate objects may be handled silently as well, meaning that a sword may
be unsheathed without being heard, or a door opened that is not jammed
in its frame.  Any object that requires great force to move or open will
not allow for this silent action.  
 
Environmental factors will not normally affect the subject's ability to
move silently, and thus squeaky doors, floors, water, and mud offer no
resistance: squeaky doors will not squeak when opened by the subject of
the spell, squeaky floors will not give enough to creak under the
subject's weight (although unsound flooring will, of course, not remain
silent if the floor cannot support the subject at all and breaks out
from underneath him), water will not splash with the subject's passing,
and mud will not slosh.  Traps or other items which react in a noisy manner by snapping
shut violently or trip wires strung with bells must be avoided normally as
they will hinder the subject's passage and make noise as usual.
 
Any sudden action on the subject's part will make the expected amount of
noise, but cautious, slow actions will make no sound at all.  This spell
does not actually mask sounds that the subject intends on making, and thus
speech, spell casting, and forcefully opened doors will all be heard
normally.  The subject of this spell may, of course, alternate between making
noise and moving unheard for the spell's duration.

Note that this spell is not an illusion, and actually alters the amount of
sound a creature makes when interacting with its environment.

 
The material component for this spell is a bit of zombie flesh.
 
Carrion's Foul Stench (Evocation)
Level: 2
Range: 30 yards
Components: S, M
Duration: 1 round/level per level above first
Casting Time: 3
Area of Effect: 20-foot cube
Save: Special
 
This spell in many respects duplicates the effects of the 2nd level spell
Stinking Cloud.  Except where noted, this spell duplicates the effects of
Stinking Cloud.
 
It has a slightly longer casting time and a duration which is shorter by
one round, but it has the advantage of lacking a verbal component: the
material components are waved in the air and the spell's gestures made, but
otherwise the spell is utterly silent.
 
It produces a thin grey cloud of vapor which reeks of rotting flesh and
the odors of the tomb.
 
The material component for this spell is a bit of zombie or ghoul flesh or
a small strip of carrion crawler hide.
 
If ghast flesh is substituted saves versus this spell will be at -1.
 
 
 
Death's Dark Grasp (Necromancy, Conjuration/Summoning)
Level: 2
Range: 10 yards + 10 yards/level
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 2
Area of Effect: one creature
Save: special
 
This spell is a variant of Maximillian's Earthen Grasp from the Tome of
Magic.  Except where noted, this spell duplicates the effects of
Maximillian's Earthen Grasp.
 
When this spell is cast, rather than producing an earthen hand, this spell
causes many undead arms to spring from the ground underneath the target's
feet.  If the target's save is successful, then the arms sink into the
earth and the spell progresses as per the spell description.  If the target
fails his save, undead forms resembling zombies burst up from the ground,
lashing out at the target to grasp and hold him with unyielding strength.
 
The AC of the arms/creatures is 6 (as opposed to AC 5 in Maximillian's).
 The hit points of the undead forms created are equal to twice the caster's
normal hit points to a maximum of 40.  The undead forms created are
unturnable, and at the end of the spell's duration will sink down into the
earth from whence they came.
 
If this spell is cast in a graveyard, the soil of the graveyard
will be more likely to produce the undead forms in a quick, unexpected
manner.  Thus saves vs. this spell would be at -1 and the chance that the
undead hands/forms reappear under the target's feet after a successful save
throw is 10%/level of the caster rather than 5%/level which is the usual
chance for this occurrence if cast in other environments.
 
Garinthrall's Hideous Leech (Conjuration/Summoning)
Level: 2
Range: 150 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: one target
Save: special
 
 
 
This is a variant of Melf's Acid Arrow.  Unless otherwise noted this
spell mimics many of the properties of Melf's Acid Arrow.
 
When this spell is cast, a small black sphere a few inches across appears
in the caster's hand.  The caster then proceeds to hurl this sphere at
the target of the spell.  If it does not strike the target or is not
thrown immediately after its creation the sphere fades into nothingness.
 
If it hits successfully, on the spot which the sphere struck appears a
huge, black, shiny leech-like creature which bites into the target and
begins to drink the target's blood.  This leech can even bite into creatures
hit by +1 or better magical weapons.  The creature cannot be removed by
anything short of a dispel magic or the caster's own hand until it has had
its fill of the target's blood and is sated, at which time the creature
falls to the ground.  The number of rounds this takes and the damage
inflicted due to the blood drain are as per Melf's Acid Arrow.
 
The creature's bite carries an anesthesia which makes the target oblivious
to it's presence if it is struck by suprise.  The target will, however,
notice that it is growing progressively weaker and may make a wisdom check
every round to spot the creature.
 
As previously mentioned, when the creature is sated (or if the caster removes
it before this occurs), it will fall from it's target where it may be
collected later by the caster.  The creature will survive for up to one
hour after being removed from the target during which time it retains it's
immunity to all attacks save Dispel Magic and the caster's hand.  After one
hour it will dissolve into a small puddle of blood.
Before the end of this hour, the caster may force the leech to dissolve
itself at any time or alternately bleed it slowly if he has a dagger or
similar weapon on hand (again, only a weapon wielded by the caster will be
effective against this creature).  The blood may be collected in whatever
receptacle the caster has available for later use in poisons, potions, other
spells, sympathetic magicks, etc.
 
If the target of the leech is not a creature of flesh and blood that would be
harmed by the leech's blood drain, then the bite of the leech will inflict
only 1d4 damage before the leech falls off the target.
 
Although it should be obvious, it is worthy of note that this spell does not
damage the target's items as it does not shower the target in acid as does
Melf's Acid Arrow.  Also note the shorter range of this spell.
 
The material component for this spell is a leech which has fed upon the
caster's own blood and has afterwards been lanced with a hot needle and
killed.
 
Strength of the Damned (Alteration, Necromantic)
Level: 3
Range: Touch
Components: V, S, M
Duration: 3 turns/level
Casting Time: 1 turn
Area of Effect: Person Touched
Save: Special
 
This is a variant of the 2nd level spell Strength.  Unless otherwise noted
it mimics the effects of the Strength spell.  This spell can only be cast
on a willing recipient.
 
This spell utilizes a creature's own life force, temporarily binding it
with negative material plane energies, channeling the resulting energy flow
to produce unholy strength in the spell recipient.  Strength gained is
based upon class as follows:
 
Class		Strength Gain
Priest	1d8 points
Rogue	1d8 points
Warrior 	1d10 points
Wizard	1d6 points
 
ALL CHARACTER CLASSES, not just warriors, have the chance to jump into
exceptional strength ratings as if they were warriors providing that this
spell gives the recipient greater than 18 strength.  Warriors, on the
other hand, are allowed to advance as high as 19 strength through the use
of this spell.
 
The recipient of the spell will undergo a minor change in appearance as
well while the spell's duration is in effect.  Bright, white, pinpoints
of light will glow in the centers of the subject's eyes as a result of the
large quantity of negative plane energy that is being utilized to augment
the character's strength.
 
 
At the end of the spell's duration, the recipient will experience a terrible
backlash from the exertion upon his life energies and the terrible
experience of such close contact with negative material plane energies. 
As the spell's duration ends, the recipient must make a save vs. death
magic.  Success means that he takes only 2d8 points of damage.  Failure
indicates that the life force of the character was damaged greatly and the
character takes 2d8 points of damage AND ALSO loses one life energy level
or experience level, HD, etc.).
 
Creatures without strength ratings receive a bonus of +2 to attack and
damage rolls on all attacks.
 
The material component for this spell is a bit of bone from a giant
skeleton or a pinch of vampire dust.
 
Necromantic Runes (Abjuration, Evocation)
Level: 4
 
This spell mimics the 4th level spell Fire Trap in many respects.  Unless
otherwise noted follow the description of the Fire Trap spell for effects.
 
This spell places mystical runes over the area to be warded.  Chance for
detection of these runes is as per detection of a Fire Trap spell.
 
Anyone not attuned to these runes (as per the Fire Trap spell) who disturbs
them will cause a violent explosion of negative planar energy which will
sap life energy from all in the area of effect.
 
Damage is thus the same as per Fire Trap, but as the damage is not fire-based
it is damaging only to living creatures.  This spell has no altered effects
underwater as does fire trap.
 
The material component for this spell is a bit of wraith or spectre essence.
 
 
 

SYNOPSIS SECTION:

Mist from the Grave: in damp lands (like a marsh) or in graveyards this spell
creates a fog which acts as a field of inpenetrable darkness to everything 
but undead.

Merald's Murderous Mists:  a strange corrosive vapor which effects only living
flesh.  It ignores interposing barriers as if they were not there, so you
can kill the guards quietly from the other side of a wall.

Create Darkenbeast:  transforms a small living creature into a dark, horrific
winged predator.

