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Spells | |||||||||||||||||||||||||||||||
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Total Mana (without Karzna): 570 Total Mana (with Karzna): 1120 Total Vitality Points: 125 Contagion: This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. It can only be healed through magical means. Mana: 25 Locate Remains: This spells reveals the location of the remains of any victim simply by thinking of the victim. Unseen psionic magic will search for the corpse and reveal its location to the spell caster while also revealing nearby enemies. Mana: 15 Chill Touch: When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to flee in terror. Mana: 10 Improved Chill Touch: When the caster completes this spell, a dark blue glow encompasses his hand. This energy attacks the life force and mana (if any) of any living creature upon which the wizard makes a successful melee attack. Damage must be cured magically. This spell has a special effect on undead creatures, which causes the magic binding their bones to dispell. Mana: 30 Ghoul Touch: When the caster completes this spell, a green glow encompasses his hand. This energy attacks the nervous system and life force of any living creature upon which the wizard makes a successful melee attack. The victim cannot move or react while this spell is in use against them. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to self-destruct. Mana: 10 Animate Undead: This spell creates the lowest of the undead monsters--skeletons or zombies--usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. Mana: 1 per undead Undead Summoning I-V: Each of these spells allow a necromancer to increase the number of undead he can summon while decreasing the amount of mana used. Without these spells, it would take 10 mana to summon 1 undead. By fulling maximizing in these spells, a necromancer can use Undead Summoning I to summon 2 undead with 9 mana, II to summon 3 undead with 8 mana, III to summon 4 undead with 7 mana, IV to summon 5 undead with 6 mana, V to summon 6 undead with 5 mana, VI to summon 7 undead with 4 mana, and VII to summon 8 undead with 3 mana. Mana: depending on level of spell (see description) Hold Undead: When cast, this spell renders immobile up to three undead creatures. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead can negate this effect. If the spell is successful, it renders the undead immobile for the duration of the spell. Mana: 10 Lorlich's Minor Drain: This spell allows a necromancer to slowly and painfully inflict minor wounds onto a victim, draining their life force and adding their vitality points (or health) to his own. Mana: 30 Lorlich's Major Drain: This spell allows a necromancer to slowly and painfully inflict critical wounds onto a victim, draining their life force and mana and adding it to his own. Mana: 45 Vampiric Touch: This spell allows a necromancer to drain a victim of his life force simply by touching him. Mana: 1 per 2 HP drained Improved Vampiric Touch: Mana: 1 per 3 HP/mana drained (3 HP & 3 mana) Choke: By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be human, demihuman, or humanoid of ogre size or less and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell.The choke spell can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The spell ends if the caster dies or loses consciousness. Mana: 40 Wraithform: When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by enchanted weapons, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may recognize the spell. The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful dispel magic spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word. Mana: 45 Master Fire Manipulation: This Master spell allows a user to do as he pleases with fire spells, giving him a wide range of knowledge. Only through decades of devoted study, hard work, and a knowledgeable master can one hope to accomplish this Master spell. The spells are as follows: Fire Form, Fireball, Fireaga, Fire Quill, Fire Nova, Fire Missile, Fire Twister, Fire Tornado, Fire Hurricane, Inferno, Control Fire, Control Inferno, and Fire Salvo. Mana: 1 (Fireball) through 40 (Fire Hurricane) Lightening Manipulation: This Advanced spell allows a user to wield lightening spells as he pleases, giving him a wider range of knowledge than most users. Only through decades of devoted study, hard work, and a knowledgeable master can one hope to achieve this Advanced spell. The spells are as follows: Lightening Salvo, Lightening Missle, Lightening Twister, Lightning Bolt, and Lightning Storm. Mana: 2 (Lightening Bolt) through 25 (Lightening Twister and Lightening Storm) Dark Pulse: This spell is conjures a black bolt of force that unerringly strikes its target, as per a magic missile spell. This tiny black mote of energy corrupts the target’s natural body systems, as concentrated Underdark radiation causes internal shuttering and rapid, erratic muscle movement. In addition, the caster can either have the damage occur instantly, or delay the damage. The last use of this spell will prevent most spellcasters from casting spells while they are suffering damage. Unlike the magic missile spell, a dark pulse is not stopped by a shield spell. Mana: 75 Corpse Link: With this versatile spell, a wizard establishes a sensory link between himself and a corpse or freshly animated zombie of a human, demihuman, or humanoid within the spell's range. This link allows the caster to gather sensory information from the vicinity of the cadaver or undead being, including Sight, Smell, Taste, Hearing, and Feeling. Mana: 25 Phantom Armor: When this spell is cast, the wizard creates a quasi-real suit of plate mail. This semi-illusory material covers the subject and actually gives some real protection unless a dispel magic or dispel illusion spell is cast upon it, or a wand of negation affects it. This spell will not function with any other form of magical protection. Until gone, or disbelieved, the armor protects the wearer as if it was plate mail. When the armor has absorbed too much damage, it is dispelled and vanishes. Any remaining damage accures to the wearer. The armor in no way affects the movement or spellcasting abilities of the wearer. Phantom armor is not subject to rust. Mana: 25 Spirit Armor: This spell allows the wizard to surround himself with a portion of his own essence, which takes the form of a shimmering aura. The spirit armor offers protection equivalent to splint mail and grants the wizard higher defense against magic. The spirit armor's effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses do apply. The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting. When the spell ends, the aura dissipates and the caster might substain some damage to his essence, which can only be healed by magical means. Mana: 30 Death Army: When casted, this spell summons forth a temporary army of invincible powers that will seek and destroy everything (except allies) within a ten meter radius of the summoner. The army only remains for a total of twenty seconds before being forced back into the realm in which they were summoned from. If the summoner moves, the army will follow and continue to kill until they are gone. This spell can only be casted once a day or three times a week. Mana: 150 Preserve Dead: This spell allows the user to prevent any number of bodies from rotting for up to three months or until it is dispelled. It does not continue to drain mana once it is casted. Mana: .5 per corpse Ray of Fatigue: This spell, when casted, projects an energy beam that will target and sap away the energy, strength, and stamina of a victim until they either become unconcious or are able to flee far enough away that the caster cannot reach them (usually beyond ten feet). Mana: 50 Regenerate Self: This spell allows a caster to reduce healing time by threefold and remove any abnormal effects. Mana: 35 Shadow Drain: When cast, a Rift is created between the Plane of Shadow and whichever Plane the caster is on through which many Shadows (as per the Monster Manual) "lash out" at the target for just an instant. Unless immune to the affects of a Shadow's touch, the victim suffers moderate wounds and is prone to becoming warped into a phantom unless it is counteracted by holy magic. Mana: 40 Corruption: This spell inundates the target with an emotional flurry of corruption and greed. A person who fails to stop all hostile actions against the caster will temporarily succumb to the temptations of dark power and becomes transfixed, lost among delusions of grandeur, and unable to take any actions for the duration of the spell. Successfully stopping hostile actions allows the person to be completely free of the spell's effect. After the spell expires, a person who was hostile in the beginning might be predisposed to favoring the caster. If the victim remains hostile, the target will hesitate for one minute before attempting any offensive move against the caster, his minions, or property. Mana: 75 Rain of Blood: This spell causes a torrential rainful of diseased, cursed, or poisoned blood that will affect all targets within a five meter radius of the area the spell was casted on. Damage substained from this spell can only be reversed through magical means, and can possibly kill the victims if they do not seek magical treatment. Casting of this spell is a truly evil act. Mana: 70 Remove Disease: This spell will effectively remove any disease inflicted upon the caster by successfully counteracting its powers. Any further damage done by the disease must be healed naturally or through magic. Mana: 20 Delay Death: Through the powerful kinship that a necromancer shares with death, he is able to use this spell to delay his inevitable downfall should he be mortally wounded. Depending on the severity of the wound, he can usually survive for several more hours or even a few more days. Unless, of course, if he is decapitated. Mana: 120 Cause Blindness: The blindness spell causes the victim to become blind, able to see only a grayness before its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spellcaster can do away with the blindness. Mana: 35 Curse: This spell allows the user to cast any number of low-level curses at will, most of which can cause light to moderate damage. Mana: depends upon curse Major Curse: This spell allows the user to cast any number of mid-level curses at will, most of which can cause moderate to severe damage. Mana: depends upon curse Greater Curse: This spell allows the user to cast any number of high-level curses at will, most of which can cause severe to lethal damage. Mana: depends upon curse Organic Disruption: This spell allows the caster to strike at life-shaped creations and those who use them. When the spell is cast, a 10 ft. radius sphere of dark energy appears around the desired location and quickly fades. All life-shaped creatures within the sphere must flee or be slain instantly. Nonliving organic material such as wood, and leather must moved or it will crumble to dust. Mana: 70 Paralyzing Touch: When the caster completes this spell, a red glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The victim will be unable to move or defend himself until the caster ends the spell, and the victim will be rendered petrified for several seconds after the spell has ended. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to flee in terror. Mana: 20 Ray of Paralysis: This spell, when casted, projects an energy beam that will target and viciously assault the nervous system of a victim until they either become paralyized or are able to flee far enough away that the caster cannot reach them (usually beyond fifteen feet). Mana: 50 Stench of Death: This spell, when casted, causes the overwhelming and nauseating aroma of death to permeat thickly in the air around the area targeted. Wind, magical or natural, will cause the spell to spread. Any who are affected in the area (except for the caster and his party) suffer from suffocation and horror from the stench. Mana: 45 Tendril Drain: This spell projects a dark energy beam that will sap the life force of a target and temporarily add it to that of the caster. Mana is also sapped and added to the caster's own. The maximum range of the spell is twenty feet. Mana: 20 Blood Lightening: This spell is one of pure evil and of evil intentions. When casted, any exposed blood with a ten foot radii becomes cursed and fires itself at any targets with a ten foot radii of the target. The victim then suffers half damage to their life force, lose all their mana, and become infected with the curse Contagion. Splash damage can occur if another target is available within three feet of the victim, making it a deadly spell against armies marching in formation. Armor is negated unless it is been heavily enchanted Holy. Mana: 100 |
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Zuka Telemnar Zamamee, elvish necromancer | |||||||||||||||||||||||||||||||
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About Me: | |||||||||||||||||||||||||||||||
Name: | Justin | ||||||||||||||||||||||||||||||
Email: | zukazamamee@yahoo.com | ||||||||||||||||||||||||||||||
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