Necromancer Spell Descriptions - Final Fantasy D20

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Necromancer Spell Descriptions0-LEVEL NECROMANCER SPELLSBleedDark/CantripLevel: Black Mage/Necromancer 0Casting Time: 1 standard actionRange: Close (25 ft. 5 ft./2 levels)Target: One living creatureDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: YesYou cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, youtarget a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage perround. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point ofdamage.Dark OrbDark/CantripLevel: Black Mage/Necromancer 0Casting Time: 1 standard actionRange: Close (25 ft. 5 ft./2 levels)Effect: One missile of shadowDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoYou fire a small orb of shadow energy at the target. You must succeed on a ranged touch attack to hit yourtarget. The orb deals 1d3 points of shadow damage.Detect MagicCantrip/EnhancingLevel: Astrologian/Black Mage/Blue Mage/Geomancer/Illusionist/Necromancer/Red Mage/Summoner/TimeMage/White Mage 0Casting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 min./level (D)Saving Throw: NoneSpell Resistance: NoYou detect magical auras. The amount of information revealed depends on how long you study a particular areaor subject.1st Round: Presence or absence of magical auras.2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight,you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make onecheck per aura: DC 15 spell level, or 15 1/2 caster level for a nonspell effect.) If the aura emanates from amagic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, orstrong local magical emanations may distort or conceal weaker auras.Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see theaccompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.Aura PowerSpell or ObjectFaintModerateStrongOverwhelmingFunctioning spell (spell level)3rd or lower4th-6th7th-9th10th (deity-level)Magic item (caster level)5th or lower6th-11th12th-20th21st (artifact)Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed(in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aurastrength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on itsoriginal power:Original StrengthDuration of Lingering AuraFaint1d6 roundsModerate1d6 minutesStrong1d6x10 minutesOverwhelming1d6 daysOutsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spellregisters. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot ofstone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.Disrupt UndeadNecromancy/CantripLevel: Necromancer 0Casting Time: 1 standard actionRange: Close (25 ft. 5 ft./2 levels)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: YesYou direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undeadcreature, it deals 1d6 points of damage to it.MessageEnhancing/CantripLevel: Astrologian/Black Mage/Blue Mage/Geomancer/Necromancer/Red Mage/Summoner/Time Mage/WhiteMage 0

Casting Time: 1 standard actionRange: Medium (100 ft. 10 ft./level)Target: One creature/levelDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: NoYou can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25Perception check. You point your finger at each creature you want to receive the message. When you whisper,the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inchof common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not haveto travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, andthe path's entire length lies within the spell's range. The creatures that receive the message can whisper a replythat you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak amessage, you must mouth the words and whisper.PenumbraDark/CantripLevel: Black Mage/Necromancer 0Casting Time: 1 standard actionRange: TouchTarget: Creature or object touchedDuration: 10 minutes/level (D)Saving Throw: Will negates (harmless)Spell Resistance: YesThis spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer anypenalties or blindness caused by bright light, such as those from light sensitivity or light blindness.You can have only one penumbra spell active at any one time. If you cast this spell while another casting is stillin effect, the previous casting is dispelled.Putrefy Food and DrinkDark/CantripLevel: Necromancer 0Casting Time: 1 standard actionRange: 10 ft.Target: 1 cu. ft./level of contaminated food and water or one potion; see textDuration: InstantaneousSaving Throw: Will negates (object)Spell Resistance: Yes (object)This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to becomebrackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food anddrink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 poundsper gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target asingle such object with this spell, destroying it if it fails a Saving Throw.Read Magic

Enhancing/CantripLevel: Astrologian/Black Mage/Blue Mage/Geomancer/Illusionist/Necromancer/Red Mage/Summoner/TimeMage/White Mage 0Casting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: NoYou can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwisebe unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it maydo so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magicalinscription, you are thereafter able to read that particular writing without recourse to the use of read magic. Youcan read at the rate of one page (250 words) per minute.Touch of FatigueDark/CantripLevel: Black Mage/Necromancer 0Casting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: YesYou channel dark energy through your touch, fatiguing the target. You must succeed on a touch attack to strikea target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that isalready fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.Touch of LethargyDark/CantripLevel: Necromancer 0Casting Time: 1 standard actionRange: TouchTarget: Living creature touchedDuration: 1 roundSaving Throw: Fortitude negatesSpell Resistance: YesThis spell causes the target creature touched to gain the staggered condition.Touch of TormentDark/CantripLevel: Necromancer 0Casting Time: 1 standard actionRange: TouchTarget: Living creature touchedDuration: 1 minuteSaving Throw: Fortitude negatesSpell Resistance: Yes

With a touch, you cause the subject to suffer sharp pains that impose a –1 circumstance penalty on attack rolls,skill checks, and ability checks.1ST-LEVEL NECROMANCER SPELLSBackbiterNecromancyLevel: Necromancer 1Casting Time: 1 standard actionRange: Close (25 ft. 5 ft./2 levels)Target: One weaponDuration: 1 round/level or until dischargedSaving Throw: Will negates; see textSpell Resistance: Yes (object)The weapon you indicate during the spell’s casting briefly shimmers with a black aura that disappears in aneyeblink. You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack,its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and noattack roll is made. The wielder gets no warning or knowledge of the spell’s effect on his weapon, and althoughhe makes the attack, the self-dealt damage can’t be consciously reduced (though damage reduction applies) orchanged to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell isdischarged. Magic weapons targeted by this spell receive a Will save. An item in a creature’s possession uses itsown Will save bonus or its wielder’s bonus, whichever is higher.Bone ArmorEnhancing/DarkLevel: Necromancer 1Casting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 hour/level (D)Saving Throw: NoneSpell Resistance: NoA tangle of bones surrounds the caster of this spell, providing a 4 armor bonus to AC. Unlike mundane armor,bone armor entails no armor check penalty, spell failure chance, or speed reduction.DarkDarkLevel: Black Mage/Necromancer/Dark Knight 1Casting Time: 1 standard actionRange: Close (25 ft. 5 ft./2 levels)Target: One creatureDuration: Instantaneous; 1d4 roundsSaving Throw: Fortitude partial (object); see belowSpell Resistance: Yes (object)You direct a blast of shadow energy at your opponent. Requires a ranged touch attack roll to hit that deals 1d6points of shadow damage your casting modifier (Intelligence or Charisma) 1 point per caster level

(maximum 5) and inflicts the Dimmed status effect for 1d4 rounds. A successful Fortitude save prevents thestatus effect from taking effect.Detect UndeadEnhancingLevel: Necromancer 1Casting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 min./level (D)Saving Throw: NoneSpell Resistance: NoYou can detect the aura that surrounds undead creatures. The amount of information revealed depends on howlong you study a particular area.1st Round: Presence or absence of undead auras.2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you areof good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature hasHD of at least twice your character level, you are stunned for 1 round and the spell ends.3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then youdiscern its direction but not its exact location.Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on thetable below.Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast anddirected at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How longthe aura lingers at this dim level depends on its original power, as given on the table below.HDOriginalStrengthDuration ofLingering Aura1 or lowerFaint1d6 rounds2-4Moderate1d6 minutes5-10Strong1d6x10 minutes11 or higherOverwhelming1d6 daysEach round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.DreadEnfeebling/DarkLevel: Dark Knight/Necromancer 1Casting Time: 1 standard actionRange: Medium (100 ft. 10 ft./level)Target: One living creature

Duration: 1 minute/levelSaving Throw: Will negatesSpell Resistance: YesThis spell fills a single subject with a feeling of horrible dread that causes it to become shaken.EnfeeblementEnfeeblingLevel: Black Mage/Necromancer/Dark Knight 1Casting Time: 1 standard actionRange: Close (25 ft. 5 ft./2 levels)Target: One creatureDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: YesA coruscating blast springs from your hand. The subject takes a penalty to Strength equal to 1d6 1 per twocaster levels (maximum 1d6 5). The subject's Strength score cannot drop below 1. This penalty does not stackwith itself. Apply the highest penalty instead.FearEnfeebling/DarkLevel: Dark Knight/Necromancer 1Casting Time: 1 standard actionRange: Close (25 ft. 5 ft./2 levels)Target: One living creatureDuration: 1d4 rounds or 1 round; see textSaving Throw: Will partialSpell Resistance: YesThe affected creature becomes frightened. A frightened creature flees from the source of its fear as best it can. Ifunable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skillchecks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, thecreature must use such means if they are the only way to escape. If the subject succeeds on a Will save, it isshaken for 1 round.ObscureDarkLevel: Black Mage/Necromancer/Dark Knight 1Casting Time: 1 swift actionRange: Close (25 ft. 5 ft./2 levels)Target: One creature afflicted with Dimmed status effectDuration: 1 round/level (D)Saving Throw: Will negateSpell Resistance: YesThe target for this spell requires the Dimmed status effect to be in effect. Once you cast this spell, the Dimmedstatus effect is removed and causes the target to radiate darkness out to a 10-ft.-radius. This spell causes theillumination level in the area to drop one step, from bright light to normal light, from normal light to dim light,or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures wi

Necromancer Spell Descriptions 0-LEVEL NECROMANCER SPELLS Bleed Dark/Cantrip Level: Black Mage/Necromancer 0 Casting Time: 1 standard action Range: Close (25 ft. 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You cause a living creature that is below 0 hit points but stabilized to resume dying.