Necromatic Magiks

## Thaumaturgy of Necromatic Magik

Spell cost is 5 motes of mana times spell level and the spells DC's are normal spell DC's + 5. Spells from this list bypass all but Damage Resistance/Epic. Must have at least a +4 talent to cast these spells. Any arcane magic with class a connection necromancy can learn the spells from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 5 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## **1st Level Spells**

-(***Necrobolt***): Send out a bolt of necromantic energy to damage a target for 1d8 points of negative energy damage per level. A fortitude save halves the damage. Range: Close (25ft + 5ft per 2 levels); Area: 10ft square per level; Duration: 1 round per 2 levels.

-(***Call Skeleton Archer***): Call forth skeleton warriors from the Negative Energy plane to serve you. This spell summons 1 skeleton for every 3 levels the caster possesses.

**Skeleton Statistics** are;

Hit-Points: 5 hit points per caster level;

Attack: Each skeleton fires a single necroarrow every round. They attack in a group, as a single roll (Caster base attack bonus + casting modifier + talent modifier) and but each skeleton can target a different creature. Each necroarrow deals 1d4 points of damage for every 3 levels of the caster.

Damage Reduction: Each Skeleton has DR 5/Good

Armor Class: The Skeletons armor class is equal to 10 + the casters casting modifier.

Saves: The Skeleton use their masters saving throws.

Movement Speed: The Skeletons have a land speed of 35ft.

Size: They are medium sized.

Range: Close (25ft + 5ft per level); Area: Each skeleton takes up 5ft as a medium creature; Duration: 1 hour per level, the caster can only have 1 Summoning spell from this list active at a time.

## **2nd Level Spells**

-(***Curse of Agony***): Summon corrosive necrotic magiks into a target forcing them to make a fortitude save or suffer 1 point per 2 levels of shadow damage every round for a number of rounds that equal half the casters level. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: 1 round per 2 levels

-***(Induce Plague***): Induce a non-contagious plague in a target, this spell can have one of three effects each day the target gets another save: The first effect forces a will save in the target or causes them to fall unconscious until the will save is made. The second effect forces the target to make a fortitude save or suffer 1 point of Con damage every day until the target dies or makes the fortitude save. The third effect forces the target to make a fortitude save after a number of days that the caster decides up to a number equal to their level. If the target fails, they die. If they succeed, their Constitution is reduced to half it’s total as drain. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: See Text.

## **3rd Level Spells**

-(***Call Bone Wraith***): Call forth bone wraiths from the Negative Energy plane to serve you. This spell summons 1 wraith for every 4 levels the caster possesses.

**Bone Wraith Statistics** are;

Hit-Points: 10 hit points per caster level;

Attack: Each wraith whirls it’s bones around, dealing damage to all enemies within 5ft every round. They attack in a group, as a single roll (Caster base attack bonus + casting modifier + talent modifier) and but each wraith targets creatures within 5ft of them. Each wraith deals 1d6 points of damage for every 3 levels of the caster.

Damage Reduction: Each wraith has DR 10/Good

Armor Class: The wraiths armor class is equal to 15 + the casters casting modifier.

Saves: The wraiths use their masters saving throws.

Movement Speed: The wraiths have a fly speed of 50ft.

Size: They are medium sized.

Range: Close (25ft + 5ft per level); Area: Each wraith takes up 5ft as a medium creature; Duration: 1 hour per level, the caster can only have 1 Summoning spell from this list active at a time.

-(***Necromantic Blast***): Launch a ball of condensed necromantic energy to your enemies, where it detonates on impact. The blast deals 1d4 points per level of negative energy damage. A reflex save halves this damage. Range: Medium (50ft + 10ft per 2 level); Area: 10ft square per 2 levels; Duration: Instant

-(***Bone Armor***): Surround yourself with dense bones that grant *Fortification* equal to 10% for every point of casting attribute modifier. If the their bonus exceeds 100%, the next 10% and beyond instead becomes a miss chance to physical attacks. Range: Self; Area Personal; Duration; 24 hours.

## **4th Level Spells**

-(***Call Nercrotic Zombies***): Call forth zombies from the Negative Energy plane to serve you. This spell summons 1 zombies for every 5 levels the caster possesses.

**Zombie Statistics** are;

Hit-Points: 10 hit points per caster level;

Attack: Each zombies has a bite attack upon a single enemy, however upon damaging a target, the must make a fortitude save or be inflected with the plague zombie virus. If they take a -4 to their Constitution modifier as long as they are infected and if they die while infected, rise as another mindless plague zombie not under the control of the caster. The only way to heal the infection is with *Remove Disease* spell cast upon *Concencrated* ground or more power magic. They attack in a group, as a single roll (Caster base attack bonus + casting modifier + talent modifier) and but each zombies may target a different creature. Each zombie deals 1d6 points of damage for every 3 levels of the caster.

Damage Reduction: Each zombies has DR 10/Good

Armor Class: The zombies armor class is equal to 10 + the casters casting modifier.

Saves: The wraiths use their masters saving throws.

Movement Speed: The zombies have a land speed of 50ft.

Size: They are medium sized.

Range: Close (25ft + 5ft per level); Area: Each zombie takes up 5ft as a medium creature; Duration: 1 hour per level, the caster can only have 1 Summoning spell from this list active at a time.

-(***Vampriric Curse***): Send out a powerful blood curse to a number of creatures equal to half their characters levels, within range. Those that fail the fortitude save have a number of hit points equal to half the casters level leech from them, with the caster gaining 1 hit point for every 2 leeched, every round. Range: Close (25ft + 5ft per 2 levels); Area: All targets must be within 75ft; Duration: 1d8 rounds.

-(***Necrotic Healing***): Pollute an area with necromantic energy, causing healing to instead damage living targets. Targets that receive healing within the area must make a fortitude save or instead take half the healing as damage. Range: 60ft; Area: 30ft diameter; Duration: 1 round per 2 level

## **5th Level Spells**

-(***Call Abomination***): Call forth an abomination from the Negative Energy plane to serve you. This spell summons 1 abominations for every 8 levels the caster possesses.

**Abomination Statistics** are;

Hit-Points: 20 hit points per caster level;

Attack: Each abomination has a chain attack that deals damage to any target they target within 40ft. They attack in a group, as a single roll (Caster base attack bonus + casting modifier + talent modifier) and but each abomination may target a different creature. Each abomination deals 2d8 points of damage for every 3 levels of the caster.

Damage Reduction: Each abomination has DR 15/Good

Armor Class: The abomination armor class is equal to 18 + the casters casting modifier.

Saves: The abomination use their masters saving throws.

Movement Speed: The abomination have a land speed of 20ft.

Size: They are large sized.

Range: Close (25ft + 5ft per level); Area: Each abomination takes up 10ft as a large creature; Duration: 1 hour per level, the caster can only have 1 Summoning spell from this list active at a time.

-(***Shadow Familiar***): This spell summons a miniature shade that grants all undead in the area Fast Healing equal to the casters talent modifier. Range: Touch; Area: 30ft diameter; Duration: 1 round per 2 levels.

-(***Rending Bones***): Send a spinning disk of bones from various creatures, tearing into an enemy. This attack engulfs a single target as a ranged touch attack, dealing 4d8 per 3 levels per round, reflex save halves this damage. This damage is bludgeoning and either slashing or piercing. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: 1 round per 3 levels.

-(***Necromantic Trap***): Call upon shadow runes to kill enemies that walk into them. These runes last for a number of minute equal to the caster level or until tripped. The caster can summon a number of runes equal to half their level, each one covering a 5ft square. Enemies that step in those squares must make fortitude save or die. Range: Close (25ft + 5ft per 2 levels); Area: Each trap is 5ft; Duration: See Text

## **6th Level Spells**

-(***Necrotic Barrage***): This spell unleashes a torrent of pure necromantic energies as a ranged touch attack; dealing 25 points of negative energy damage per 2 levels when cast as a standard action or 35 when cast as a full round. This spell costs 1.5 times the normal amount of mana when cast as a full round. Fortitude halves damage. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Call Zombie Dire Bat***): Call forth zombie dire bats from the Negative Energy plane to serve you. This spell summons 1 zombie bat bat for every 6 levels the caster possesses.

**Zombie Dire Bat Statistics** are;

Hit-Points: 10 hit points per caster level;

Attack: Each bat a single spit attack. They attack in a group, as a single roll (Caster base attack bonus + casting modifier + talent modifier) and but each bat may target a different creature. Each bat deals 1d10 points of damage for every 4 levels of the caster.

Damage Reduction: Each bat has DR 10/Good

Armor Class: The bat armor class is equal to 15 + the casters casting modifier.

Saves: The bat use their masters saving throws.

Movement Speed: The zombie bat have a land speed of 10ft, and a fly speed 80ft.

Size: They are large sized.

Range: Close (25ft + 5ft per level); Area: Each zombies bat takes up 10ft as a large creature; Duration: 1 hour per level, the caster can only have 1 Summoning spell from this list active at a time.

-(***Necromantic Fortress***): Open a portal to your own personal undead fortress, the first casting determines what your fortress is like, every other casting opens the door way to your plane. This spell functions as *Create Demiplane, Greater* except that you must cast this spell to open the door way. This plane may be accessed from any other plane, and the number of creatures you can control via feats and abilities like *Command Undead* is increased by a multiplier equal to their casting ability modifier as the slaved undead are tied to your fortress, which is tied to you. Range: 20ft; Area: 10-20ft doorway; Duration: Permanent

-(***Armor of the Damned***): Armor yourself in the willpower of the undead within the Negative Energy Plane. This shield absorbs an amount of damage equal to 10 points for every level of the caster. This spell ends when the total amount of damage is absorbed or the duration ends, which ever comes first. Range: Personal; Area: Self; Duration: 1 round per level

## **7th Level Spells**

-(***Icy Grip***): Encase a number of targets equal to half the casters level in ice, rendering them unconscious, upon a fortitude reflex save. Range: Medium (50ft + 10ft per 2 levels); Area: 10 cubic feet per 2 levels; Duration: 1 round per 2 levels.

-(***Command Legions***): Functions as *Control Undead,* but doubles the amount of hit dice of undead and the duration is permanent unless they are destroyed or released from the spell. A will save negates for intelligent undead. Range: Medium (50ft + 10ft per 2 levels); Area: All undead must be within 250ft of the caster; Duration: Permanent

-(***Call Vampiric Sorcerers***): Call forth vampire spellcasters from the Negative Energy plane to serve you. This spell summons 1 vampire for every 8 levels the caster possesses.

**Vampires Statistics** are;

Hit-Points: 10 hit points per caster level;

Attack: Each vampire will copy the first Necromantic Magik spell, inclduing target, the caster uses each round. These spells deal ¼ the damage of the casters spell and the vampires spells fail or succeed depending on the casteres own spell.

Damage Reduction: Each vampire has DR 15/Good

Armor Class: The vampires armor class is equal to 12 + the casters casting modifier.

Saves: The vampires use their masters saving throws.

Movement Speed: The vampires have a land speed of 50ft.

Size: They are medium sized.

Range: Close (25ft + 5ft per level); Area: Each vampire takes up 5ft as a medium creature; Duration: 1 hour per level, the caster can only have 1 Summoning spell from this list active at a time.

-(***Undead Lord***): Summon pure undeath into yourself, becoming an undead lord temporarily. You gain cold immunity, immunity to negative energy damage, your attacks deal an extra 3d6 of cold damage, and any necromantic magik spell casts as though it is 3 levels higher. Undead under your control gain a +5 bonus to their damage reduction. Range: Personal; Area: Self; Duration: 1 round per 2 levels.

-(***Gift of Undeath***): This spell allows the caster to animate any undead with hit dice equal to or lower than the caster provided they have the correct body(ies)*.* The undead is not under the control of the caster until they enslave them. Range: 10ft; Area: Single Target; Duration: Permanent; Casting Time: 10 minute

## **8th Level Spells**

-(***Create Plague***): Induce a contagious plague in a target, this spell can have one of three effects each day the target gets another save: The first effect forces a will save in the target or causes them to fall unconscious until the will save is made. The second effect forces the target to make a foritude save or suffer 1 point of Con damage every day until the target dies or makes the fortitude save. The third effect forces the target to make a fortitude save after a number of days that the caster decides up to a number equal to their level. If the target fails, they die. If they succeed, their Constitution is reduced to half it’s total as drain. All creatures that come within 5ft of the infected are also infected with this plague. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: See Text.

-(***Call Bone Golem***): Call forth golems from the Negative Energy plane to serve you. This spell summons 1 golem.

**Golem Statistics** are;

Hit-Points: 25 hit points per caster level;

Attack: Each golem has either a single ranged attack or melee attack each round (Caster base attack bonus + casting modifier + talent modifier) that deals damage to all targets in either a 15ft melee cone or a 10ft cone at a range of up to 100ft. Golems deals 1d12 points of damage for every 3 levels of the caster.

Damage Reduction: Each golem has DR 20/Good

Armor Class: The golems armor class is equal to 20 + the casters casting modifier.

Saves: The golems use their masters saving throws.

Movement Speed: The golems have a land speed of 15ft.

Size: They are huge sized.

Range: Close (25ft + 5ft per level); Area: Golem takes up 20ft as a huge creature; Duration: 1 hour per level, the caster can only have 1 Summoning spell from this list active at a time.

-(***Deathcoil***): Cause a target within sight to feel the chill of death upon them, causing them to feel one of the following effects; 1-25% *Confusion,* 26-50% *Panicked,* 51-75% *Stunned,* 76-100% *Cowering.* If the target has immunity to one of the effects, they can still be effected by the others. If the caster has a piece or item of the creature such has a necklace or ring worn for more than 1 year or hair or blood, they can uses this spell through effects such as scrying. Range: Long (100ft + 100ft per 2 levels); Area: Single Target; Duration: 1 round per level

-(***Wall of the Dead***): Summon a massive wall of fused skeletons and zombies. Any creature that comes within 5ft of the wall must make a reflex save or be grabbed by the wall and entrapped for the duration of the spell, taking 5 points of crushing damage per 2 levels every round they remain traps. Each section has 10 hit points per level of the caster. Range: Long (100ft + 25ft per 2 levels); Area: 1 20ft by 20ft by 5ft thick section of wall per level; Duration: 1 round per level

-(***Induce*** ***Death***): The target is damaged for 10 points of damage per 4 levels every round for half the casters level in rounds. A fortitude save reduces the effect to one round. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: 1 round per 2 levels

## **9th Level Spells**

-(***Decay***): Damage living things within the affected area of this spell. Every round the caster is casting and concentrating on this spell, living creatures are damaged for 5 points of damage per 2 levels. The count under the effect of *Bane* and the negative effects of *Prayer.* Undead are healed in the area. Range: Long (100ft + 25ft per 2 levels); Area: 60ft; Duration: 4 rounds, up to 10 rounds with concentration, with 2 more rounds once the spell ends; Casting Time: Full Round action and concentration

-(***Call Death Knight***): Call forth a death knight from the Negative Energy plane to serve you. This spell summons 1 knight the caster possesses.

**Golem Statistics** are;

Hit-Points: 20 hit points per caster level;

Attack: Death knights have three attacks per round (Caster base attack bonus + casting modifier + talent modifier) and targets struck must make a will save or be *Slowed* as per the spell by power of undeath. Each knight deals 1d12 points of damage for every 3 levels of the caster.

Damage Reduction: Each knight has DR 20/Good

Armor Class: The knights armor class is equal to 16 + the casters casting modifier.

Saves: The knights use their masters saving throws.

Movement Speed: The knights have a land speed of 30ft.

Size: They are medium sized.

Range: Close (25ft + 5ft per level); Area: Knights take up 20ft as a medium creature; Duration: 1 minute per level, the caster can only have 1 Summoning spell from this list active at a time.

-(***Undeath Bolt***): The target must make a fortitude save or become an intelligent undead of equal hit dice. The type of undead is depend on the casters will. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: Permanent.

-(***Death Gate***): Open a portal to any place on the current plane you are familiar with, or directly to the Material/Shadow Planes. This spell opens a 20ft door way, that allows passage to all undead creatures and those living creatures that the caster designates. Any living creature that attempts to use the portal without the casters consent must make a fortitude save or die. If they make this save, they pass through the gate. Range: On the same plane; Area: 20ft by 20ft doorway; Duration: 1 minute per level

-(***Lichdom***): Using ritual on oneself causes the caster to become a *Dread Lich*, adding the template on. If the caster is a lich already, they replace and add this template. Further castings of this spell upon the caster just waste mana, however if cast upon another willing an eligible creature, the target then becomes a lich under the control of the caster. This first lich does not count against the number of hit dice of undead creatures that the caster can control. Every subsequent lich does count against this limit or is uncontrolled by the caster if they have to many undead or chose not to control the lich. Range: Personal or Ritual; Area: Self or Single Target; Duration: Permanent Casting Time: 24 hours

-(***Curse of True Death***): Curse a dead target to be unable to be resurrected by any means except for direct deity intervention or a resurrection spell of equal or higher level from a more powerful source of magik. Range: Touch; Area: Single Target; Duration: Permanent; Casting Time: 1 minute

## **Mastery Spells**

-(***Risen Army***): This spell casts 100 mana when cast. This spell calls a number of undead skeleton archers equal to half the casters level, plus a single death knight. Range: Personal; Area: 1 ft square per archer and death knight; Duration: 1 minute per level; Casting Time: 5 rounds