[Dying Breath and Malaise came from this section. I think Corpse Colossus would have looked pretty nice in the Book of Vile Darkness...]

 

Evil Animations

 

Minor Animation.

Animates one severed hand.

 

Necromancy [Evil]

Level: Clr 0, Sor/Wiz 1

Components: V, S, F, DF

Casting Time: 1 full round

Range: Touch

Target, Effect or Area: Animates one severed hand

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: No

 

Description

This unnerving cantrip is often the very first spell taught to the apprentices entering the Animators guild.  The spell arrived at what would be later called Hollowfaust with Barastrondo, although he never claimed to have invented it, but that it was old when he learnt it as a youth.

 

Spell Effect

The caster pushes a long bone pin through the center of her wrist to activate this spell and then touches the temporarily lifeless member to the skeletal remains of a severed humanoid hand.  Inserting or removing this pin within the casting of this spell causes no harm to the casters hand, although she loses all feeling and use of that hand until the pin is withdrawn.

 

Once animate, the hand will remain functional as a Tiny Skeleton (core rulebook III p, 165) and scuttles about anywhere within Close range (25 ft. + 5 ft. / 2 levels) of the spells caster, acting or attacking as she mentally directs for the duration, either with bony claws or a scorpion-like stinging action with any splintered remnants of its forearm bones.  If the caster and skeleton are ever separated by more than Close range, the construct falls into dust and shards of bone.  The caster can end this spell at by pulling the bone pin from her wrist as a free action, which also causes the hand animated to fall to dust.  Active constructs of this sort do not count against the total number of undead that may be commanded per core rulebook I p. 174.

 

Material Components: The severed hand of a humanoid being.  This hand must be primarily stripped of flesh, but remain intact.  (Mummifying the hand works best.)

 

Arcane Focus: A long pin of thinly carved bone from a humanoid being.  A divine spellcaster need not pierce her hand, but simply casts the spell normally, with her holy symbol in hand.  If she ever loses her grasp on the holy symbol, either because she puts it down, has it disarmed or taken away, or it is targeted and destroyed, the spell ends prematurely.

 

Bone Armor.

Animates a skeleton to serve as armor for the caster.

 

Necromancy

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 full round

Range: Touch

Target, Effect or Area: Animates a skeleton to serve the caster as armor

Duration: 13 hours

Saving Throw: None

Spell Resistance: No

 

Description

An apprentice necromancer named Hadat crafted this spell as a necromantic variation on the popular armor spell, which he could not cast.  The somatic component of the spell reflects his rather unhealthy obsession with the dead, but in Glivid-Autel, such behaviors are considered desirable by certain undead necromancers...

 

Spell Effect

With imploring gestures and caresses over an intact (non-undead) skeleton of his general size, the caster causes the skeleton to fly apart and re-assemble around his body as a protective shell.  It moves as he moves, never impeding his movement and serving as +4 armor protection with no chance of spell failure, no armor check penalty and no maximum dexterity limitation.  It will not take hold if the caster is already wearing any sort of armor, although it will fuse itself over normal, or even magical, clothing.  The bone armor weighs 10 to 20 lbs. (depending on the skeletons freshness), but it supports its own weight, leaving the caster entirely unencumbered by its presence.  Throughout the duration of the spell, the bones re-knit themselves if damaged, so long as the caster remains alive beneath them.

 

The bone armor confers an armor bonus, and as such does not stack with the bonuses conferred by the mage armor spell, or any form of mundane physical armor (but does stack with the armor bonus conferred by a shield).

 

If the caster is slain while under the protection of this spell, the bone armor draws power from the from the casters death and rises as a free-willed Skeleton of medium-size (or as appropriate to the casters size), attacking any living creatures nearby indiscriminately, starting with the closest, for 1 minute / caster level or until it is destroyed.  If the caster is merely dropped to Disabled or Dying, the armor remains functioning as armor until the moment of the casters actual death.

 

Material Components: An intact humanoid skeleton of the same size as the caster.  (Note that if the caster is not humanoid, the skeleton must be of an appropriate racial type and size to match.)

 

Bone Servant.

Animates a single skeleton.

 

Necromancy [Evil]

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 hour

Range: Touch

Target, Effect or Area: Animates one medium-sized humanoid skeleton

Duration: Permanent

Saving Throw: None

Spell Resistance: No

 

Description

Whatever the necromancers of Hollowfaust would say of the workings of Glivid-Autel, occasionally a pearl comes from the swine.  This spell in particular, created by the magus Dathon, has spread to many spell-books held by necromancers who publicly deride the Society of Immortals and their works.   Dathons‘ other works are not so well-received…

 

Spell Effect

With a gripping gesture and words of dark power directed towards a specially prepared skeleton, the caster causes it to rise as his servant.  It will only follow the casters spoken directions or emphatic gestures (go, come, halt) while within close range.  If it ever leaves close range of the caster, it collapses into a heap and is destroyed.

 

The skeletal minion has the abilities of a medium-sized skeleton, per page 164 of core rulebook III.

 

A caster can have no more than one bone servant active at a time for each odd caster level, and each requires its own animation ceremony.  Each bone servant counts as 1 Hit Dice of undead controlled, as for the description under the animate dead spell (core rulebook I, p. 174).

 

Material Components: An ointment fashioned from mandrake, monks hood and aconite, mixed with at least 10 gp. worth of powdered black onyx.  The mixture is then massaged into the bones to be affected, leaving no spot uncovered, and a few drops of blood must be dripped onto the prepared skeletons skull from a fresh cut on the casters hand to bind the animation to the casters life.

 

Last Word.

Allows the casters soul a final revenge.

 

Necromancy [Evil]

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 hour

Range: Personal

Target, Effect or Area: Transforms the caster into an undead at the moment of death

Duration: 1 month, or until discharged (then 1 round/level)

Saving Throw: None

Spell Resistance: No

 

Description

In Glivid-Autel, death is but the beginning of ones despair, and even if you slay an enemy, you cannot be sure that she will not rise to take her revenge, as the necromancer Kirith rose to avenge her death at the hands of her brother Hadat.

 

Spell Effect

At the end of this grueling ritual, the casters spirit is infused with an evil spirit of vengeance.  If she dies at any time in the next month’s time, her final act of hatred rips from her corpse as an incorporeal undead to attack her slayer(s).  In the case of a 5th level caster, this spirit takes the form of a Shadow (core rulebook III, p. 161), for a 7th level caster, it manifests as a Wraith (core rulebook III, p. 185-186) and finally at 9th or higher level it rises as a Spectre (core rulebook III, p. 169-170).  This undead remains for 1 round / caster level, at which time it vanishes and the casters soul travels to its final reward (or punishment).  The creature will initially target the casters slayer(s), but if it succeeds in killing them (or they escape beyond its reach), it will use any remaining duration to attack any other living prey within the area, even former friends or allies of the caster.

 

Material Components: The sacrifice of a sentient creature of Hit Dice or level equal to the arcanists’ caster level.  As the caster must perish (fall to –10 hit points) to activate this spell, the caster herself is something of an expendable material component as well...

 

Bone Juggernaut.

Animates many man-sized skeletons into one larger one.

 

Necromancy [Evil]

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 8 hours

Range: Touch

Target, Effect or Area: Fuses 16 intact medium-sized skeletons into one gargantuan one.

Duration: Permanent

Saving Throw: None

Spell Resistance: No

 

Description

Created in a collaborative effort by many necromancers of the Animator’s Guild of Hollowfaust, this spell was crafted to combat the severe shortage of gargantuan and larger skeletons for animation.  The leader of the project, an unhealthy fellow known as Kadeth, proposed carrying the experiment to its logical conclusion by attempting to craft gargantuan zombies.  His fellow Animators voted against that idea, and he quietly vanished one night, along with his personal libraries and servants.

 

Spell Effect

After a full night incanting over sixteen pristine humanoid skeletons of medium size, the bones slither and fuse together into a towering colossus of bone under the casters direct command.  This macabre creation is treated in all respects as a gargantuan skeleton (core rulebook III, p. 165) and counts as 16 hit dice against the total amount of undead the caster can have controlled by such animation magic at one time (per the description under the animate dead spell in core rulebook I, p. 174).

 

The creation remains active until destroyed, and can be commanded by spoken commands from its creator or certain emphatic gestures (go, come, halt).

 

At 16th level, the caster may choose to perform this rite over 32 such skeletons (with the commensurate increase in blood sacrifice) to create a colossal skeleton.  Such a creation will count as a 32 hit die undead for the purposes of control.

 

Material Components: In addition to sixteen intact humanoid skeletons, sixteen living creatures must be slain during the ritual and their blood made into a bath in which the bones to be animated must steep during the casting.  These creatures must be of medium size, but need not be humanoid (and in fact must not be intelligent).  Dogs, associated with mindless obedience by many, are generally preferred for this unhappy role.

 

Corpse Colossus.

Animates several humanoid corpses into one giant zombie.

 

Necromancy [Evil]

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 8 hours

Range: Touch

Target, Effect or Area: Animates a giant zombie from a dozen man-sized corpses

Duration: Permanent

Saving Throw: None

Spell Resistance: No

 

Description

A necromancer from Hollowfaust named Kadeth fled to Glivid-Autel so that he could continue his studies among  ‘less squeamish’ peers.  In return for his knowledge, he was allowed to partake of the Societies research into immortality, to attempt to stave on his own deteriorating health.  His research has reached its inevitable conclusion, and he now seeks out twenty-three appropriate bodies, which he means to awaken into unlife as a rotting colossus with himself as the guiding intellect…

 

Spell Effect

After gathering eleven suitable humanoid corpses, none dead more than three days, the caster draws out a suitable chopping tool and many yards of sturdy cat-gut.  After eight hours of butchery and crude stitching, and one dark sacrifice, the caster has assembled a fearsome creation in the form of a gargantuan humanoid from the many smaller components.

 

This creation draws a spark of unlife from these dark deeds, being treated in all respects as a gargantuan zombie (core rulebook, pages 191-192) of particularly gruesome aspect, and counting as 24 hit dice against the total amount of undead the caster can have under his control at any one time (per the description under animate dead, core rulebook I, p. 174).

 

The creation remains active until destroyed, although it can only be directed by the spoken command of its creator, or certain emphatic gestures (go, come, halt).

 

While this spell could theoretically be increased, using 24 bodies to craft a 48 HD colossal zombie, no arcanist has yet been able to do create and control such a monstrosity.  Some propose that the caster would have to be the equivalent of a 24th level spellcaster to initiate the ritual, others suggest the catalyzing death has to be more powerful (or more numerous?), perhaps of a larger creature, a magical beast or even a spellcaster.  Experimentation, with all the horror that implies, continues…

 

Material Components: Eleven intact and fresh humanoid corpses, many yards of catgut, a strong needle of bone and a sharp cutting tool are required for the initial assembly process.  To awaken the beast into unlife, a twelfth living humanoid must be sewn into the very center of the assembled construct, making up the ‘heart’ of the finished zombie.  The bone needle used for assembly, still attached to the single long strand of catgut that holds the mass together, is pushed through this living victims heart and the spell traps the force of his death and channels it out through the needle and catgut into the creature, shocking it into an unholy semblance of life.  It should go without saying that the casting of this spell is an evil act that goes beyond the pale of most ‘Evil’ spells.

 

 

 

Life-draining effects

 

Steal Life’s Fire.

Touch drains life-energy to heal the caster.

 

Necromancy [Evil]

Level: Clr 2, Drd 2, Blk 2

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target, Effect or Area: Creature or creatures touched (up to one / level)

Duration: Until fully discharged (1 minute / level maximum)

Saving Throw: Fortitude half

Spell Resistance: Yes

 

Description

A half-elven druid who called himself Ullkon Palraujak was recently encountered in the Albadian highlands, within an eerily beautiful home of sculpted ice surrounded by a wall built of the interlocking frozen corpses of all who had ‘trespassed’ before on ‘his mountain.’  While he escaped the vengeful barbarian war-party that came to retrieve and properly burn their missing dead, the few still-living prisoners related what they knew of this spell, having intimately experienced its touch.

 

Spell Effect

Upon casting this spell, the casters hand becomes the nesting place for foul energies from the negative planes that hunger for the warmth of the living.  With an act of will, the casters touch inflicts 1d6 points of negative energy damage, inflicting frozen burns and feeling like thousands of icy insect bites drawing the blood and warmth from the target.  Any hit points inflicted as damage immediately become usable by the caster as healing energies, and if the caster already has maximum health, excess energy temporarily increases his hit points to their absolute potential maximum, based on die type.  Stolen life energy over ones natural hit points lasts one hour before dissipating (unless lost as damage earlier, these bonus hit points cannot be ‘healed’ back, but are a one-time bonus).  As with most touch-discharged magical effects, this is an act of will on the part of the caster and will not ‘go off’ on anyone who happens to brush his hand.  The caster seems to draw not just life, but also warmth from the target creature(s), so that a caster who is flush with excess life-energy will seem ruddy and agitated, throwing off warmth like a small furnace, while his victims will seem pale and feel chilled to the touch.

 

Example;  Rhy, an apprentice to Ullkon, is a 6th level druid and uses this touch with vigor on a half dozen captured Albadians.  As a druid, he gets d8’s for hit dice and could theoretically have 48 hit points, in addition to 12 more hit points for his 14 Constitution.  He normally has only 40 hit points, so he can absorb 20 more hit points of life energy from the captives before reaching his absolute limit of 60 hit points.

 

If this effect is ever triggered on an undead creature, wittingly or not, the reverse occurs and the caster loses 1d6 hit points, granting it as healing (or bonus hit points) to the undead creature affected.  The caster does not gain a saving throw to resist this effect if he deliberately attempts to trigger this effect on a creature that he belatedly discovers to have been undead.

 

Material Components: A druid requires a handful of snow or small fragment of ice to enact this spell.

 

Strength of Shadow.

Steals strength from another.

 

Necromancy

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft. + 5ft./2 levels)

Target, Effect or Area: Ray

Duration: 1 minute/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

Description

Most members of the Society of Immortals seek to find a way to steal the life of another to prolong their own lives.  Not every bit of their research is into that lofty goal however, and many baser magics to steal the life, strength or will of another have been crafted by apprentices seeking to build upon current theories and advance the great work.  More than one member of the ‘court’ at Glivid-Autel turned to necromancy in their later years, as their other abilities began to fail them, and the warrior-turned-necromancer who is known only as the Carrion Knight is said to have crafted this spell to allow him to recapture the strength of his youth at the expense of his foes.

 

Spell Effect

If the caster succeeds at a ranged touch attack, a pale spotlight seems to fall upon the target creature, revealing him suddenly as pale and drawn, as if artificially advanced to great age.  If he fails his saving throw, the target loses strength as from a ray of enfeeblement spell (–1 / 2 caster levels plus –1d6, to a maximum of –1d6+5, with no target able to go below Strength 1 from such magics).  Additionally, a reddish-black pulse travels up the pale beam to strike the caster, delivering that stolen strength to him for the duration as a temporary enhancement bonus to his own Strength score.  After the spells duration expires the caster and victims strengths restore to normal.

 

Material Components: Ash from the remains of a once strong man who died of old age.

 

Ill Wind.

Wind fatigues all in its area of effect.

 

Necromancy

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5ft./2 levels)

Target, Effect or Area: Cone

Duration: Special (see text)

Saving Throw: Fortitude Partial

Spell Resistance: Yes

 

Description

Malhadra Demos crafted this spell to assist his dead minions in battles against the living.  The looks of helpless terror in the eyes of once-strong men, now reduced to crawling shivering wretches with barely the strength to lift their swords in their own defense warms his heart as no fire ever could.

 

Spell Effect

The last moaning sound of this spell never dies away, growing in strength and rising through the octaves to become a shrieking wail of icy spectral wind that can only be felt by the living, as it blasts their life-energies away into the hungry void.  This life-draining effect tears through all present in the area of effect, reducing them immediately to the Exhausted condition (half move, -6 to Strength and Dexterity, only reduced to Fatigued after an hour complete rest).  Those that make their Fortitude save are only affected to a lesser degree, but still being Fatigued by the soul-chilling breath (can’t run or charge, -2 to Strength and Dexterity, only recovers after eight hours of complete rest).  This spell has no effect on non-living subjects, whether Undead or Construct.

 

Someone who is already naturally Fatigued when this effect passes through them is reduced to Exhausted immediately, and if they fail a Fortitude saving throw are instead reduced to 0 hit points and are effectively Disabled.  Those who are naturally Exhausted when this wind strikes are automatically Disabled, and if they fail a saving throw are reduced to Dying (-1 hit points).

 

This spell does not ‘stack’ with itself or with any other supernatural means of inflicting the Fatigued or Exhausted conditions.  Its potentially life-threatening applications only apply to those who are naturally fatigued or exhausted from exposure, exertion or privation.