Death Wail [Evil]

Necromancy

1st level

As Death Knell, but causes the Dying creature touched to perish in agony, shrieking in torment as his body shrivels and all his blood flies out, as if he was crushed by an invisible weight.  His death scream requires all within Close range (save the caster) to save vs Will or be Panicked, if they save they are only Shaken, in either case, for 1 rd / HD of the victim.  Regardless, they are effectively Deafened for 1 round, as the shrieking drowns out normal speech.

 

Consume Death [Evil]

Necromancy

3rd level

As Death Knell, but the caster draws out one charge of energy / HD of the dying subject which she can use immediately as a Free Action to cure herself (1d8+1 of healing / charge used) and / or harm another (1d8+1 of Inflict Wounds damage / charge used, projected as a Ranged Touch Attack on any target within Close range).  This energy is only available on the round the spell is cast and excess charges are lost.

 

Flesheaters

Conjuration

3rd level

One target in Close range is attacked by magical forces that appear as a cloud of demonic imps that tear away at his flesh.  These forces cannot be attacked or avoided, but a Fortitude save can be made each round to halve damage from their 'attack,' which does 3d6 damage.  The spell lasts as many rounds as the Caster can Concentrate +1.  The forces can be dispelled or avoided by moving so that the target is no longer within Close range, or by disrupting the casters Concentration.

 

Sacrificial Dagger [Evil]

 

Necromancy

Level: Cleric 4, Sor/Wiz 4

Components: V, S, M

Casting Time: Varies, at least 1 minute, up to an hour or more

Range: Touch

Effect: Consecrates a dagger to the gods of death

Duration: Special

Saving Throw: None

Spell Resistance: No

 

To enact this spell you must prepare a special dagger of cold iron, consecrating

it to evil gods, bathing it in unholy water, etc.  Evil arcanists must instead forge

the blade personally (or have it forged by the person who is to be its sacrifice),

instead of devoting it to a dark patron.  Once the dagger is ritually prepared, it is

used to slay a living sentient of the casters race (or former race in the case of an

undead spellcaster).  The sacrifice must be aware and conscious, and is slain by an

involved torture session by the prepared dagger.  As a result, and depending on the

casters skill at torture (and the vitality of the sacrifice), the casting could take

minutes or hours.  For each HD / level of the sacrificial victim, the dagger gains

one charge that can be invoked later to either cause an additional +1d8+1 damage or to

inflict 1 negative level (either invoked as a Free Action on any successful strike,

but only once / round).  The dagger can store no more charges than the caster has levels,

cannot be partially recharged, or hold charges from multiple sacrifices, cannot be used

/ activated by anyone other than the caster, and cannot invoke / release more than 1

charge / strike.  After it runs out of charges, it dissolves into blood and gristle with

a last wail of anguish, the soul of its original victim now completely destroyed and

beyond ressurection.  (Up until this stage the victim can be ressurected, suffering only

negative levels equal to any 'charges' expended, as long as the dagger is available

to the ressurecting caster.)

 

Imbue with Dark Power [Evil]

 

6th-8th

The priest infuses himself with as many charges of negative energy as his caster level.

Each can be used at any time in the next 1 round / level as Cure Wounds dice on himself

(so 3 charges can be expended as a Cure Serious Wounds at his caster level), to

power Rebuke Undead effects, to produces charges of Inflict Wounds effects (up to 4

charges in one touch, to Smite Good Outsiders or anyone capable of Channeling Positive

Energy (good clerics and paladins, for example), inflicting +1 pt of damage / caster

level, with a plus to hit equal to his Wisdom modifier (both as Profane bonuses) for 1

charge (up to once / round), as an Inflict Critical Wounds at his caster level) or to

enact the effects of Contagion (3 charges) with a touch.  A priest who cannot channel

negative energy cannot invoke this effect.  Material Component:  The skull of an

intelligent undead.

 

Imbue with Holy Light [Good]

 

6th-8th

The priest infuses herself with as many charges of positive energy as her caster level.

Each can be used at any time as a Free Action within the next 1 round / level as Cure

Wounds dice on herself or another (up to 4 charges, as a Cure Critical Wounds effect),

to power Turn Undead effects, to Smite Evil Outsiders or Undead (inflicting +1 pt of

damage / caster level, with a plus to hit equal to her Wisdom modifier (both as Sacred

bonuses) for 1 charge (up to once / round), to produce a Healing Circle (requires 5

charges) or to enact the effects of a Purge on herself (lesser self-only Heal, 3

charges).  A priest who cannot channel positive energy cannot invoke this effect.

Material Component:  A feather, tear or blood from a Celestial or other intelligent

good Outsider.

 

Purge

3th

Similar to Heal, but only on oneself, and only up to 3d8 hp damage and 1d4 pts of ability

score damage (it does not restore permanantly lost ability scores).  Essentially it acts

as Lesser Restoration, Remove Blindness/Deafness, Remove Paralysis, Cure Serious Wounds,

Remove Disease, Neutralize Poison and Remove Fear on oneself.  It does not affect

curses, enchantments (other than fear effects, or those that have reduced ability scores)

or feeblemind / insanity effects.  Instead of completely purging a Disease, Fear, Poison,

Blindness spell or similar effect, it simply allows an additional saving throw to 'purge'

them, with a +3 circumstance bonus to the roll.  Material Component:  A flask of Holy

Water, which must be consumed.

 

Unholy Ward [Evil]

 

The caster sacrifices a single creature of the same species, binding its soul to his

own, and acting as a single-charge Death Ward spell, negating the first successful death

magic attack on his person by expending the bound soul in place of his own.  Requires a

successful sacrifice and the Focus is the sacrificial blade used to kill the 'material

component.'  When the caster has used up all of the stolen energies, the dagger corrodes

away.

 

Unholy Binding [Evil]

 

6th-8th

The caster sacrifices a single creature of the same species, binding its life-energies

to his own, allowing them to be expended to negate as many level drain attacks as the

creatures level or HD, by burning off those stolen from the victim in place of his own.

Requires a successful sacrifice and the Focus is the sacrificial blade used to kill the

'material component.'  When the caster has used up all of the stolen energies, the

dagger corrodes away.  The victim cannot be ressurected unless the dagger that contains

his soul is recovered, and for each HD / level used by the caster before then, he suffers

one negative level (that cannot be restored).  If his soul is fully consumed, he is

beyond ressurection.

 

Other uses for stolen life-energies;  to allow another saving throw vs any effect

immediately as a Free Action (only once / round), to alter fatigue levels from

Exhausted to Fatigued or from Fatigued to normal, to cure all subdual damage from any

source (even hunger or thirst), to cure 1d8 + casters Con modifier (up to +5) normal

damage, to allow another use of Turn or Rebuke Undead abilities or to imbue the

benefits of Death Knell for 10 minutes.  To negate an energy-draining attack, allow

another Turn / Rebuke attempt or allow a new saving throw is treated as a Free Action,

all other uses are Standard Actions that do not draw an Attack of Opportunity.

 

A caster cannot have more than one life-force bound to himself at one time, and must

expend all stored HD / levels before he can cast this spell again.

 

Dancing Death

Conjuration 6th

Summons a dagger that acts as a Dancing Weapon with a +1 bonus.  It has the additional

property that it carries any single Injury poison that is expended as a material

component during the casting, inflicting the effects of that venom with each strike.

Duration is only 1 round / 3 levels, attack bonus and attack rate as the caster.

Haste or similar effects on the caster do not extend to the dagger.  The dagger is made

of dark forces and it cannot be destroyed or harmed, only dispelled.  It can move

anywhere within Close range of the caster and attacks at his mental command (he can

change its target or attacks as a Free Action at any time, he may act normally while

it is active).  Material Component is a dose of the poison to be used and a masterwork

dagger.

 

Envenom

Transmutation 1st

Bathes one open blade or exposed weapon surface within Close range with a single dose of

any Injury or Contact poison at hand.  This spell can be resisted with a Reflex save if

the recipient is unwilling to have his weapon envenomed.  Material Component: One dose of the

Injury or Contact poison to be used.  [DC remains the same.]

 

Extend Venom

Transmutation 2nd

Strengthens one dose of venom so that it can be used multiple times.  During the first

round after casting, it acts normally, but instead of being expended on a use, it remains,

with only a cumulative +2 bonus to DC per round, until the save DC falls to below 10, and

the venom boils away, corroding any non-magical weapon it coated into uselessness as it

does.  Range Close.  Reflex save to resist having poison on ones weapon so affected, if

one wishes.

 

Mass Envenom

Conjuration 5th

Bathes the open blades of the weaponry of one target / caster level with a poison at

hand during the spellcasting.  If a subject has multiple weapons, such as a blade in each

hand, all Piercing / Slashing weapons are affected (each counting as a different target,

however), but only weapons exposed, not those in scabbards, sheaths, packs or quivers

(or wounds).  The coating of poison lasts only for a single strike, and for no longer than

1 round / level in any event.  Allies to be so enhanced must be within Close range when

the spell is cast, although they can move beyond that range with no deleterious effect.

Someone can resist having their weapon(s) envenomed with a successful Reflex save if they

do not wish this 'advantage.'  The DC of this conjured duplication of the poison used

is that of a 5th level spell from the spells caster, not that of the starting venom.

Material Component: One dose of the Injury or Contact poison to be used.

 

Poison Bolt

Conjuration 4th

Turns one dose of Contact poison into a Line 5 ft. wide out to Medium range or a Cone

to Close range.  DC is reduced to that of a 4th level spell as normal, as the poison

is magically weakened (or strengthened) by the conjuration.  Material Component: One

dose of a Contact poison.  [Ray version is 2nd level.]  Can use an Injury Poison, but

then requires a ranged touch attack roll for each target?

 

Envenom Mist

Transmutation 7th

Causes any conjured fog, mist or cloud generated by the caster to transform and absorb

the properties of one dose of Inhaled venom expended in the casting.  The properties only

take hold for a single round, affecting all within as a single dose of the poison in

question, after which the fog or mist burns off, exhausted by the power of this

enchantment.  If the caster is within the area of effect (such as in the case of Obscuring

Mist), he may be affected as well.  It can be cast upon an Obscuring Mist, Fog Cloud,

Stinking Cloud, Solid Fog, Cloudkill, Acid Fog or Incendiary Cloud, so long as the spell

was cast by the same caster (although it may reduce the effectiveness of one of the more

damaging clouds, by ending it prematurely).  It does not take hold on other fog or cloud

based effects, such as a Doom Fog or the smoke effect of Pyrotechnics.  The DC of this

conjured poison is that of a 7th level spell from the spells caster, not that of the

starting venom.  Material: One dose of an Inhaled poison.

 

Branding Iron

 

Anyone branded with this device and then affected by an Intimidate roll from its holder

finds himself unable to challenge him again while the brand remains.  Until the damage

from the branding iron (which counts as 1-3 pts of Vile damage) is healed, the casters

commands count as Suggestion spells to the victim.  Multiple brands have no additional

effect, only the initial branding mark enact the magic (additional brands do not count

as Vile damage, and the damage from them does not count against the damage needed to

counter the Suggestion effect).  In the presence of his torturer (or the iron itself,

if in someone elses hands), the victim is treated as Shaken, and if the original user

brandishes the weapon at him and makes an Intimidate check, he must make a Will save

(DC 10 + the number of successes by which the Intimidate check was made) or be reduced

to Cowering for 1 to 10 minutes.

 

Hells Brand

 

The brand of this iron burns with infernal fire and always hurts.  As a Standard

Action the holder of the iron can cause a brand to re-ignite (so long as any damage

from it remains) and inflict a new 1d3 damage on any victim (or victims) within

Close range.  The initial damage is Vile, but not the damage inflicted at range.

 

Inflicting the initial brand requires a full-round action and the victim to be

helpless to resist, else he will squirm and ruin the arcane significance of the

rune (the damage will not be Vile, and the brand will not be usable to cause

additional damage).  If simply used as a melee weapon, it is treated as a Light

Mace for damage, and does an additional +1 pt of Fire damage on a strike due to

its perpetually red-hot tip.

 

[Assorted Branding Iron based spells that inflict 1d3 pts of Vile damage on a helpless

subject, but make him more suggestible, unable to resist the casters spells (or all of

the casters spells to do extra damage, as per Mortalbane, to him), subject to painful

'reminders' like above, etc until the brand heals.  Each requires a special Focus

Branding Iron with a runic brand that represents a character of the Dark Speech

(requires that Feat to create such an item).  Brand of Enslavement - Suggestion, Brand

of Vulnerability - DC to resist casters spells is -4, all effects are 1.5x, as if

Empowered, Nybor's Kindly Reminder - as Hell's Brand, above, Brand of Terror - Target

is Shaken or Cowering in prescence of caster.]