Symbol of Withering
Necromancy
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell affects the target as Wither Limb. If the target crosses a threshold warded with this Glyph, their leg will be withered. If they touch the warded item, the limb used to touch it is withered. If the rune is triggered by reading, the limb withered should be determined randomly.
This spell permanently withers the touched limb. Upon triggering the Symbol, the affected limb is crippled and useless and the victim suffers 2d6 points of damage. Depending on what limb is withered, this spell has different effects.
Crippling a leg causes the opponent to fall down unless they make a DC 15 balance check, and halves their land speed. Furthermore, moving on only one leg requires a DC 10 balance check.
Crippling an arm, tentacle, or other grasping limb causes anything held with that arm to be dropped, and prevents it’s use. Full-body strength checks suffer a -4 penalty, as do grapple checks.
Crippling a wing prevents flight and causes an airborne creature to fall from the sky.
As this spell instantaneously destroys use of the limb, heal, restoration, regeneration, or similarly powerful healing magic of at least 5th level must be used to restore use of the crippled limb.
In other ways, this spell operates the same as other Symbol spells.
Unlike symbol of death, symbol of withering has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.
Posted in Spell and tagged cleric spell level 7, necromancy, sorcerer / wizard spell level 7 by Adam A. Thompson with no comments yet.
Ray of Enfumblement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Dexterity score cannot drop below 1.
Posted in Spell and tagged necromancy, sorcerer / wizard spell 1 by Stephen Hilderbrand with no comments yet.
Ray of Befuddlement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Intelligence equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Intelligence score cannot drop below 1.
Posted in Uncategorized and tagged necromancy, sorcerer / wizard spell 1 by Stephen Hilderbrand with no comments yet.
Darkmist
Darkmist
Necromancy
Wiz/Sor 4
Range: Short
Duration: 1 round per level of the caster
Effect: 20′ diameter cloud
Save: Reflex to avoid damage, Fortitude to avoid unconsciousness
This spell creates a 20′ diameter black cloud, which can be moved by concentration at 30′ per round. It will, unless the caster concentrates, envelop the nearest living organism that has blood and start bleeding it, inflicting 2d6hp per round to all within. Also, the victims must succeed at a Fortitide save or be made unconscious by the spell. After inflicting 30 points of damage, the darkmist cloud dissipates.
Posted in Uncategorized and tagged necromancy, sorcerer / wizard spell, sorcerer / wizard spell 4 by Stephen Hilderbrand with no comments yet.
Crippling Grasp
Necromancy
Level: Cleric 3, Sorcerer/Wizard 3, Corruption 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 rd / level
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a magic phrase, your hand glows with dim red energy. Grasping your foe’s arm, all his strength leaves him and he drops his weapon, his once-mighty limb now useless.
This spell cripples the touched limb. On a successful melee touch attack, a random limb is crippled. Depending on which limb is crippled, this spell has different effects.
Crippling a leg causes the opponent to fall down unless they make a DC 15 balance check, and halves their land speed. Furthermore, moving on only one leg requires a DC 10 balance check.
Crippling an arm, tentacle, or other grasping limb causes anything held with that arm to be dropped, and prevents it’s use. Full-body strength checks suffer a -4 penalty, as do grapple checks.
Crippling a wing prevents flight and causes an airborne creature to fall from the sky.
If they wish, the caster can attempt to cripple a specific limb. This type of “called shot” suffers a -4 penalty to the melee touch attack.
After the spells duration ends, when it is dispelled, or when heal, restoration, remove curse, or similarly powerful healing magic is used, the victim regains use of the crippled limb.
As this spell only requires verbal components, it is often used in close quarters and when wrestling desperately with opponents.
Posted in Uncategorized and tagged cleric spell level 3, corruption domain 3, necromancy, sorcerer / wizard spell level 0 by Adam A. Thompson with no comments yet.
Eviscerate
Eviscerate
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One corpse
Duration: Instantaneous
Save: None
This spell removes the flesh from already dead corpses, leaving only bone. The caster determines what parts of the body become clear of flesh.
Posted in Spell and tagged necromancy, sorcerer / wizard spell level 0 by Stephen Hilderbrand with no comments yet.