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    Homebrewed Necromancer Spells, Redue.

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    • DarkWulfD
      DarkWulf PC
      last edited by

      Corpse Puppet
      Necromancy
      Level: Cleric 1, Dread Necromancer 1, Sorcerer/Wizard 1
      Components: V, S
      Casting time: 1 standard action
      Range: Medium (100 ft. + 10 ft./level)
      Target: One corpse
      Duration: Concentration
      Saving Throw: None
      Spell Resistance: No
      Dance bones, dance!

      You animate a corpse as per animate dead, transforming it into a skeleton or zombie. However, it only lasts as long as you concentrate. On the other hand, it costs nothing in material components and the skeleton or zombie uses your caster level as its base attack bonus. When you cease concentration, it crumples but may be re-animated with another casting. It does not add to your total pool of undead you can control at one time.

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      Corpse Bomb
      Necromancy
      Level: Sorcerer/Wizard 3
      Components: V, S, M
      Casting time: 1 standard action
      Range: Medium (100 ft. + 10 ft./level)
      Area: 20-ft.-radius spread
      Duration: Instantaneous
      Saving Throw: Reflex half
      Spell Resistance: Yes
      The necromancer from afar points at one of the zombies attacking the party of adventurers, and it suddenly explodes!

      With this spell, a necromancer can turn their zombies and skeletons into deadly suicide weapons. Upon casting this spell the caster can make any single unattended corpse, zombie, or skeleton within medium range explode in a shower of gore and necromantic energy, dealing 1d8 damage per caster level. Half of this damage is negative energy damage, and half is piercing damage. Unlike most spells, the piercing damage is subject to damage reduction.

      If you attempt to explode another necromancer’s creatures, the necromancer can make a Will save to negate the spell if they are within medium range of the creature.

      This spell can be channeled. With lesser channeling you can delay the explosion as per delayed blast fireball. By greater channeling twice, you can delay the explosion for up to one minute per caster level. You can then explode the latent corpse with a somatic gesture as a free action usable once per round.

      Material Component: One small or larger zombie, skeleton, or unattended corpse within medium range.

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      Gravehorde
      Conjuration (Creation) / Necromancy
      Level: Cleric 5, Sorcerer/Wizard 5
      Components: V, S, M
      Casting time: 1 round
      Range: Long (400 ft. + 40 ft./level)
      Area: 40-ft.-radius spread
      Duration: 1 round/level (D)
      Saving Throw: Reflex partial
      Spell Resistance: No
      No matter how many zombies you cut down, the horde seemed to have no end!

      When you cast this spell the ground it is cast upon begins boiling up skeletons and/or zombies en masse. The undead are weak but effectively infinite, new undead boiling up from the depths the moment there is room. All creatures in the area must make Reflex saves or be rendered entangled and immobile for 1 round. They also take 6d6 physical damage (bludgeoning, piercing, and slashing) which bypasses DR/magic each round they’re in the area. Effects which require concentration must succeed on a concentration check DC 15 + caster level of this spell. A successful save still entangles and damages, but they can move at half speed through the mass. Creatures in the area attacking farther than 5 ft away treat their targets as having soft cover (+4 AC) due to all the undead in the way.

      Attacking the mass is pointless as there are too many undead, but area effects which deal at least 40 damage clear the area for 1 round. Turning or rebuking undead also works, automatically clearing the area for 1 round as long as they can turn undead of a HD equal to the caster level (this overrides the normal effects of turning or rebuking).

      If the mass is exposed to 40 points of negative energy, the damage of the entire mass doubles for 1 round (to 12d6).

      If prepared in a spell slot one level higher, you can exclude allies from the detrimental effects of the horde. In addition if prepared in a spell slot one level higher, you can make the duration 10 minutes/level. You can combine both effects (thus making it two levels higher, ignoring allies with the extended duration).

      Material Component: A handful of onyx dust mixed with powdered flesh or bone.

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      Sasha’s Skull Servant
      Necromancy [Death]
      Level: Cleric 5, Sorcerer/Wizard 5, Undeath 5
      Components: V, S
      Casting time: 1 standard action
      Range: Touched
      Target: One living creature or corpse; see text
      Duration: 1 round/level
      Saving Throw: Fortitude negates
      Spell Resistance: Yes
      As many adolescents do, Sasha went through a goth phase in her youth. This spell was one of the more gruesome byproducts of that period.

      On a successful melee touch attack, the target of this spell must succeed on a Fortitude save or die as its skeleton rips itself from its body, forcibly animated by your magic. On a failed save, the creature dies, and its corpse becomes a Swordwraith under your control for the duration of the spell. Once the spell’s duration expires, the created undead is destroyed. This spell can only be successfully used on creatures with a skeletal system.

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      • halfgiantH
        halfgiant PC
        last edited by

        Some of these spells are interesting, I believe a couple of them had a concentration mechanic. We had tossed the concentration mechanic into the deep dark oblivion of the void for the 5th edition, you may want to check with Cloud as to its continued relevance/use in the newly minted 3.5/d20/10e/cloudbrew campaign we now reside in.

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