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    The Ancient Tome of Dark Magic

    THE ANCIENT TOME OF DARK MAGIC

    VERSION 2.0In this tome are written all the non official spells of necromancy school Ive found.

    There are spells of white ( ), red (e ) and black (o ) magic in this tome.

    CANTRIP

    Dancing Vermin (Necromancy) e

    Range: TouchComponents: V, SDuration: 1 round/level

    Casting Time: 1Area of Effect: SpecialSaving Throw: None

    Through use of this spell the caster can animateone creature with a hit point total of 1 or less inlife. The animated creature (which is usually amouse or other very small animal) must remainwithin 10 feet of the caster or it will fall lifeless. Avirtual puppet, the creature's actions are entirelyup to the caster, but it's movement is so slow andweak as to preclude it's use in combat.

    Sensate (Necromancy) e

    Range: 10 feetComponents: V,SDuration: InstantaneousCasting Time: 1Area of Effect: SpecialSaving Throw: Negates

    By means of this spell the caster can cause the

    subject to feel one sensation, which may be quitepainful, if he or she fails a saving throw vs. spell.The sensation caused by this spell is alwaysenough to break a caster's concentration on a spell.

    Terminate (Necromancy) o

    Range: 10 feetComponents: V,SDuration: InstantaneouslyCasting Time: 1

    Area of Effect: SpecialSaving Throw: None

    This spell irrevocably slays a creature with amaximum hit point total of 1 and a body volumeof 1 cubic foot or less. Many a rat in a wizard'stower has met their end through this spell.

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    1ST LEVEL SPELLS

    Apothecary (Necromancy)

    Range: 0Components: V,S,MDuration: InstantaneousCasting Time: 1Area of Effect: TouchSaving Throw: Negates

    This spell transforms magical energy into life force,the effective reverse of life drain. The result is aminor healing spell wizards can employ. it heals1d4 hp and/or many minor ailments such as a skinirritation or minor infection.The material components are a freshly clippedstrand of hair or a freshly clipped fingernailsmeared with a bit of wood alcohol, materials areconsumed during casting.

    Ashes of Death (Necromancy) o

    Range: 0Components: V, S, MDuration: InstanteousCasting Time: 1Area of Effect: SpecialSaving Throw: Negates

    At the conclusion of the spell, the caster sprinklesthe material component, ash of burned wood, atthe victims in front of him. Any creature touchedby the ashes, except the caster, suffers 2 points ofdamage per level of the caster, unless they make asave vs. spell.This spell does not affect undead.

    Autopsy (Divination, Necromancy) e

    Range: 0Components: V, MDuration: SpecialCasting Time: 1 turnArea of Effect: One corpse touched per levelSaving Throw: None

    With this spell a wizard can determine the cause ofdeath of a corpse. No language restrictions apply,this is not a communication with the deceased. Athigher levels, the spellcaster can learn more of thetarget's actions immediately prior to death.

    Wizard's Maximum Maximum TimeLevel Time Dead Frame Allowable

    up to 5 1 week 1/10 round6-7 1 month 1 round8-10 1 year 1 turn11-13 10 years hour14-17 1000 years 1 hour18+ any age 1 hour

    The maximum time frame allowable is the amountof time that the caster may learn about from thecorpse. One question every two levels, starting atthe 2nd, is allowable (none at 1st, one at2-3, two at 4-5, etc.). The questions must beanswered analytically, locations, actions of others;questions about intent, feelings of participants, etc.are not allowed. To facilitate this, the DM shouldanswer as tersely as possible.The material component is the corpse (or fragmentthereof). The wizard must touch the corpse for theduration of the spell and concentrate deeply. Anyinterruption will waste the spell and spell charge.

    Banish Taint (Necromancy)

    Range: TouchComponents: V,S,MDuration: PermanentCasting time: 1 roundArea of effect: 10 cubic feet per levelSaving Throw: None

    Banish Taint will remove any natural toxins fromany substance. To an extreme end, even 2 week oldcarrion could be made safe to eat via Banish Taint (not appealing, just safe.) Banish Taint can also beused to cleanse festering wounds and other suchmaladies. Numerous other useful applicationsshould be evident (like it's the ultimate mystic STDprevention spell.) The spell does not work ontoxins natural to a creature (snakes can't be madenon-poisonous, but snake bites can.)

    Bleeding Touch (Necromancy) o

    Range: 10 yards

    Components: V, S, MDuration: InstantaneousCasting Time: 1

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    Area of Effect: One creatureSaving Throw: Negates

    This spell causes a bleeding wound to appear onthe victim.Wizards do not have to attack their chosen victimto hit. The victim must save versus death magic orsuffer 1d6 points of damage for every two levels ofthe caster. The material component of this spell is aneedle.

    Blood Gush (Necromancy) o

    Range: 10 feet/levelComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: One woundSaving Throw: Neg.

    With this spell, the wizard can cause a wound tostart bleeding, thereby dealing 1d6 damage to thevictim. The wound will continue to bleed unlesstreated. The bleeding will deal 1d4 damage eachround left unattended.The material components of the spell, are a smallpiece of metal and a drop of blood.

    Cauterize (Necromancy)

    Range: TouchComponents: VDuration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: None

    This spell will cauterize a wound without causingpain. Cauterizing stops bleeding, heals 1 HP, andprevents infection of any kind. Having a woundcauterized will leave a small scar, as would a burn.

    Corpion's Nick (Necromancy) o

    Range: 5 yards/levelComponents: V,SDuration: 1 round/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Negate

    If the victim of the spell fails a saving throw vs.spells when this spell is cast, the victim findshimself cut for 1 hit point of damage. The wound

    then continues to bleed, causing 1 hit point ofdamage every other round. There is little painassociated with the wound, so that spellcasters canstill cast spells when struck by this spell.

    The wound caused by this spell can be bound bysomeone proficient with healing. A cure lightwounds will heal the damage caused by this spelland prevent further damage.

    Create Poison (Necromancy, Conjuration) o

    Range: 0Components: V,S,MDuration: 1 turn + 1 round/levelCasting time: 1 roundArea of Effect: SpecialSaving Throw: None

    This spell allows the caster to create mystic poisonswhose strengths vary as the caster gains in level.The mage must have an appropriate container forthe poison. A crystal vial of no less than 500gpvalue must be used for this purpose. The castermurmurs the chant, and the vial is filled with anamount of poison based entirely on the casterslevel. For every level the caster has gained they canconjure one quarter fluid ounce of poison, aboutenough for 1 dose on an M size creature. This isequivalent for 2 doses on S size and 4 doses on Tsize creatures. Double the base amount for eachsize category above M to find the dose required toaffect creatures of this size. The table below showsthe possible poison type produced:

    Level Damage(/save) Save Modifier1 4/0 + 32 6/1 + 23 8/2 + 14 12/3 05 14/4 06 16/5 08 18/6 - 113 20/8 - 215+ 30/10 - 3

    Level Special Effect Type1 stunned(1 round) ingested2 sleep(1d4 rounds) ingested3 blindness(1d6 rounds) ingested4 paralyzation(2d4 rounds) ingested5 slow(1d8 rounds) injected

    6 silence(1d4 turns) injected8 Enervation injected13 petrification contact15+ disintegrate contact

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    For a special effect to occur, the caster must havethe material component for the appropriate spell, ifany are necessary, and the target must fail a savevs. spell (without the save modifier, which onlyapplies to the damaging part of the poison). Thematerial components for this spell are: a scorpiontail, a live spider and a drop of blood from thecaster.Additional material components (listed for effect)are :Stun no additionalSleep a pinch of fine sand, rose petals or a live

    cricketBlindness no additionalParalyzation a small straight piece of ironSlow a drop of molassesSilence no additionalEnervation no additionalPetrification lime, water and earthDisintegration a lodestone and a pinch of dust

    Cremate (Necromancy)

    Range: 3 feet/levelComponents: V,MDuration: InstantaneousCasting Time: 4Area of effect: 50 cubic-feetSaving Throw: Special

    This spell cremates dead bodies, and only deadbodies. If cast on undead, there is only a 25%chance that this spell will destroy it. The intenselyhot flames will ignite all flammable objects w/inone foot of the body. The material component is apinch of ash from a cremation.

    Death Touch (Necromancy) o

    Range: 0Duration: 3 rounds + 1 round per levelComponents: V, S, MCasting Time: 1Area of Effect: The casterSaving Throw: Neg.

    This spell is identical to Chill Touch , except that itis weaker in that it has no effect on undead, andstronger in that the victim must make a savingthrow at a minus two penalty. The materialcomponent is a flake of skin of an undead.

    Deforest (Necromancy) e

    Range: 0Components: V, SDuration: PermanentCasting Time: 1 roundArea of Effect: SpecialSaving Throw: Special

    This spell causes all normal, stationary plants in anarea to turn to grass. The affected area'stopography remains unaltered, and many stonesstill need to be removed before crops can beplanted.Deforest can affect a region of up to 100 square feetor a 5-foot per level radius area. Thus, a 1st-levelwizard can clear a circle ten feet across, and so on.The dimensions of the area can be altered to makeelongated rectangles, so that straight paths androadways can also be cleared by this method. Anyplant whose roots are inside the area of effect arealso considered inside, so a well placed castingcould actually clear several large trees instead ofone or two.The spell, if used in radius format, centres on thecaster, and if in square or rectangular format,begins directly in front of the caster and clears anarea as wide as desired (up to the limits) for as faras it can go in a straight line.Mobile plant-like monsters, such as shamblingmounds, are unaffected by the spell. However,plant-like monsters which have a root system,such as the snapper saw or tri-flower frond, mustsave versus spell or receive 1d4 points of damageper level of the caster. For every 8 points the plantloses, it also permanently loses one Hit Die. If theplant is killed by the spell, it is also turned to grass.If not, it remains and may heal damage up to itsnew Hit Die total.

    Detect Poisoning (Divination, Necromancy) e

    Range: 0Components: V, SDuration: 1 turnCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

    With this spell, the wizard can determine if acorpse has been poisoned. One corpse can bechecked each round. The wizard can determine themeans by which the poison was administered and

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    the place at which it entered the body, and he has a5% chance per level of being able to identifyexactly the poison.Detho's Delirium (Necromancy) e

    Range: 0Components: V, S, MDuration: 1 round + 1 round per levelCasting Time: 2Area of Effect: Creature touchedSaving Throw: Negates

    The caster of this spell touches a being who isdrugged, drunken, sleeping, or unconscious, whilespeaking the mystic words and ringing a smallsilver or brass bell. The touched creature receives asaving throw against spells at -2; if the savingthrow is failed, the creature will begin to speak (acreature feigning drunkenness or unconsciousnesswill never be affected by the spell). The affectedbeing speaks at random, in all languages known toit, and on random topics, rambling. It cannot hearquestions and cannot be forced by mental ormagical control to give specific answers - anyattempt to use such control is 96% likely to awakenthe creature. While the creature speaks, there is a22% chance per round (not cumulative) that itwill reveal names, true names, passwords, wordsof activation, codes, directions, and other usefulinformation. Note that the speaker will rarelyidentify such fragments of speech for whatthey truly are, and hearers must speculatethemselves on meanings. Dreams, rumours, jokesand fairy tales may be mumbled by a speakingcreature, not merely factual information. Thespell will be broken before its expiry if the affectedcreature is awakened.

    Diabolic Vision (Necromancy) e

    Range: 0Components: V, SDuration: 1 round/levelCasting Time: 1Area of Effect: The CasterSaving Throw: None

    While under influence of the spell, the caster willsee only positive and negative energy. He willsense positive energy sources as bright white, andnegative energy sources as dark black. He will alsoperceive the relative differences in brightness ordarkness. Thus he will have some feeling about thepower of the source. Plantlife will appear verydim, but still white, while a powerful Lich willappear as very dark.

    Although the caster have some detail in hisperceptions when viewing a source of life or death,he will be virtually blind in any environmentconsisting mainly of dead matter.The spell can be ended at will.

    Dispel Lesser Undead (Necromancy)

    Range: 10 yards/levelComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: 1 Hd undead/levelSaving Throw: Negates

    This spell can only affect undead of 2 Hd or lower,like skeletons and zombies. If such an undead failsa save it is utterly destroyed (as they say) andturns to dust.

    Disrupt Undead (Necromancy)

    Range: 20 yardsComponents: V, SDuration: 1 round/levelCasting Time: 1Area of Effect: One undeadSaving Throw: Negates

    This spell will blast a lesser undead to pieces. Agreater undead will take fright from the caster andmove away from him, omitting all other actions,for the duration of the spell.A lesser undead is, for the purpose of this spell, anundead of five levels or Hd less than the caster. Anundead of 10 levels or Hd less than the caster isdestroyed without a save. Undead of 7 or higherHd will never be considered to be lesser.

    Eldran's Animate Dead Vegetable (Necromancy)e

    Range: 0Components: V,S,MDuration: PermanentCasting Time: 1 roundArea of Effect: 1 dead vegetableSaving Throw: None

    This spell animates one vegetable (tomato,potato, leek, radish, pea, etc.) which immediatelygrows enough appendages to allow it to movearound (usually a tentacle or two). The vegetablemust be perfectly preserved before casting, or be

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    The Ancient Tome of Dark Magic

    Range: 1 foot per levelComponents: V, S, MDuration: SpecialCasting Time: 1Area of Effect: One handSaving Throw: None

    Galen's Skeletal Hand animates a dead hand,turning it into a curious undead servant. The handhas 1d2 hit points and is incapable of attacking acreature for damage (it can, however, distract anopponent). The hand can appear skeletal or withflesh, depending on the condition of the handwhen it was animated; this has no effect on theperformance of its tasks. It can "walk" on its fingers(think "Thing" from the Addams Family) at amovement rate of six, and while stationary, it canmanipulate objects with a fair amount of dexterity.When holding a pen, it can take dictations from itscreator (and only its creator), and can turn pages ofbooks, hold items, etc. The hand remains animateduntil dispelled or until the spell is cancelled by thecaster. The material component is one gold coin,which is consumed by the spell.

    Ghast Blast (Necromancy) o

    Range: 0Components: V, S, MCasting Time: 1Duration: 1 round/2 levelsArea of Effect: 10 feet radiusSaving Throw: Neg.

    By means of this spell, the wizard creates a zone ofcarrion stench around his person that affectseveryone but himself in the area. Those who fail asaving throw versus poison will become nauseatedand retch uncontrollably as long as they remain inthe area of effect plus one fullround after leaving the area of effect. Attacks madewhile nauseated are at a -2 penalty.The area of effect is not mobile but the caster is freeto leave as he wishes. If he does so, the area ofeffect remains stationary until the duration expiresor the magic is dispelled.The material component is bit of rotting meat.

    Healing Touch of Salt (Necromancy)

    Range: TouchComponents: V, MDuration: PermanentCasting Time: 1Area of Effect: 1 being

    Saving Throw: None

    After casting this spell the caster touches thesubject, the spell's energy then seals all of hisbleeding wounds, even if they were caused by asword of wounding, by creating a thin layer of salton their surface. Due to the salt's stinging therecipient will suffer -1 to all of his rolls for the next1-4 hours while the wounds close.The material component is a bit of salt that istouched to the recipient.

    Hide Lifesource (Necromancy) e

    Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 1Area of Effect: One living creatureSaving Throw: Negates

    This spell masks a source of life energy. The sourcewill be invisible to creatures solely dependent onthe presence of such sources.The same restrictions as for Invisibility apply to therecipient. The material component of the spell ispiece of black silk cloth.

    Ice Sword (Necromancy, Enchantment) o

    Range: TouchComponents: V, S, MDuration: 1d6 +1 rounds per caster's levelCasting Time: 1 roundArea of Effect: One blade of any kindSaving Throw: Special

    This spell bestows the chill of death upon anybladed weapon (be it knife, dagger, short sword,two-handed sword...). Any creature stricken by theblade suffer 1d4 points of cold damage and lose 1point of strength. If the save is successful, thecreature is not harmed by the cold and loses nostrength point, but if attacked again by an icyblade, the creature will have to roll a saving throwagain. Creatures not rated in strength suffer a -1penalty to their attack rolls for any successfulslashes. Lost strength returns at the rate of 1 pointper turn. Damage must be cured magicaly orhealed naturaly. This spell has a special effect onundeads. Undead successfully attacked must saveversus spell or flee for 1d4 rounds. The materialcomponent for this spell is a thin, wispy scarfrolled on the affected blade as the spell is cast.The material component is a wispy scarf.

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    Kyrell's Cold of the Grave (Necromancy) o

    Range: TouchComponents: V, SDuration: 2d6 roundsCasting Time: 1Area of Effect: 1 creatureSaving Throw: Neg.

    When this spell is cast, the caster's hand issurrounded in a flickering blue radiance. Theradiance lasts for 1 round per level of the caster.When the caster touches another creature(requiring a successful attack roll if the target isunwilling), the flickering radiance brieflysurrounds the target, then vanishes. The targetmust save vs. paralyzation or be paralyzed for 2d6rounds. Protection from paralysis wards againstthis spell. The paralysis can be ended prematurelyby dispel magic, remove paralysis, heal, or similarmagic. Those affected by this spell speak of achill feeling throughout their bodies.Undead and creatures from other planes areimmune to this spell.

    Last Image (Divination, Necromancy) e

    Range: 0Components: V, SDuration: InstantaneousCasting Time: 1 roundArea of Effect: One corpseSaving Throw: None

    When the wizard casts this spell, he sees whateverthe recipient corpse saw at the very instant ofdeath, with the intent of learning the identity ofthe murderer, or at least the location of death. Ifthe recipient was killed by a gaze attack, thewizard suffers this attack as well, but with a +4bonus to his saving throw.

    Lesser Life Draining (Necromancy) o

    Range: TouchComponents: V, SDuration: InstantaneousCasting Time: 2Area of Effect: One TargetSaving Throw:

    Upon completing this spell, the caster must touchhis or her intended target. That target sustains

    damage equal to 1d4 +1 point per level of thecaster. Creatures of greater hit dice than the castermay make a save vs. death magic for half damage.In addition, the spell restores wounds to the casterequal to half the damage done (rounded down).

    Little Death (Necromancy) o

    Range: 60 feetComponents: V, SDuration: 1d4+1 roundsCasting Time: 1Area of Effect: One creatureSaving Throw: Negates

    This spell may be cast on any living (not golem,undead, etc.) creature native to the prime materialplane and with 6+4 or less Hit Dice. The victimmust save versus death magic at -3 or fallparalysed for 1d4+1 rounds.

    Mental Rejuvenation (Necromancy)

    Range: 0Components: V, S, MDuration: PermanentCasting Time: 1 round

    Area of Effect: Creature touchedSaving Throw: None

    This spell allows the caster to restore psionicstrength points to the target. The caster (whocannot be a non-psionicist) can restore 1d6 PSPsper level to the target. The target must bewilling and the material components of the spellare a piece of the target's hair or a bit of their scalp.

    Murder Weapon (Divination, Necromancy) e

    Range: 0Components: V, S, MDuration: 1 turnCasting Time: 1 roundArea of Effect: Weapon touchedSaving Throw: None

    The caster of this spell can check one weapon perround to determine if it was used to kill a specificcorpse, of whom he has a blood sample. A murderweapon is one that reduced the victim to zero hit

    points, or delivered the poison which did so.The material component of this spell is a drop ofblood from the caster.

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    Painful Wounds (Necromancy) o

    Range: 10 yardsComponents: V, S, MDuration: 1 round per 2 levelsCasting Time: 1Area of Effect: One creatureSaving Throw: Special

    This spell causes any existing wounds (caused bybleeding touch, or any blow of 4 or more points ofdamage, or when the victim is at half its maximumhit points or less) to become excruciatinglypainful. Wizards do not need to hit their chosenvictim. The victim must make a saving throwversus paralysation or be unable to do anythingbut roll on the ground screaming in pain. Thematerial component is a pinch of powdered quartzcrystal.

    Poof! (Necromancy) e

    Range 10 yardsComponents: V, SDuration: InstantaneousCasting Time: 2Area of Effect: PersonalSaving Throw: Special

    This spell causes the caster to teleport anywherehe/she desires within 10 yards of his/her previousposition, and appear in a flash of blinding whitelight and a a loud "poof!" sound. Any creaturelooking directly at the caster's new position isblinded for 1d6 rounds, or they can save for halfduration.The caster can also use this for a quick getawayfrom danger.This spell can be memorised up to 5 turns ahead oftime, and is activated by the caster when hemumbles the word "Poof!" The caster choose tomemorise this spell more than once, using it toPoof! in front of an enemy, then quickly Poof!away. Very effective for low level mages andcowards of all types. (In Reality, the wizard isteleported to a Negative Plane of Existance andthen teleported back to where he wanted to. Therisk is this: Each time you use this spell there is agrowing chance that you will stay in the NegativePlane of Existance (once: 1% twice: 10% threetimes: 20% four times: 30% etc.)

    Reek (Necromancy, Evocation) e

    Range: 30 yardsComponents: V, S, MDuration: 1 hour/levelCasting Time: 1Area of Effect: One creatureSaving Throw: Neg.

    The hapless victim of a Reekspell finds himselfexuding a carrion stench akin to that of zombies,noticeable for up to 30 feet depending onconditions. Although disgusting, the wretchedodor has no measurable adverse affects on thosenearby (though your DM may rule that those withexceptionally low Constitution scores must makechecks to avoid becoming nauseous or sick).The smell can not be washed away, and evenstromg perfumes can not completely mask it. TheReekwill draw any insects or creatures usuallyattracted by carrion, and will be left behind forthose that track by smell... Note that the smell itselfis not magical.Although normal means will not dissipate the odorbefore the spell elapses, a Remove Curseor Dispel Magic may do so. The caster may also end the spellat any time. Once the Reekhas ended, the lingeringeffects will remain in clothing and equipment untilthey are cleaned.The subject of Reekreceives a saving throw vs.spell to avoid the effect. The material component isa bit of carrion.

    Repulse (Necromancy, Abjuration)

    Range: 60 feetComponents: V,SDuration: InstantaneousCasting Time: 1Area of Effect: SpecialSaving Throw: None

    Using this spell a wizard can repulse (in effect"turn) undead. The spell is considerably weakerthan the granted power of deities, no doubt partlydue to the lack of divine authority.When cast the wizard chooses a number of undeadto affect equal to half his level. He then rolls aturning check against each of those undeadseperately: success indicates that the undead turnsand flees his presence. However, there is noautomatic success with this spell, a roll of 3 or lesswill allow the undead to resist the turning.

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    Furthermore a wizard cannot affect an undeadwith greater than 10 hit dice or whose level or hitdice exceeds his own. Seduce Undead (Necromancy) e

    Range: 10 yardsComponents: V, S, MDuration: 24 hoursCasting Time: 1Area of Effect: One undead + 1 undead per 2

    levels above ninthSaving Throw: None

    This spell creates a standing order with one ormore undead to engage in sexual behaviour of thecaster's choice with the caster. The undead willmake no effort to harm the caster, although diseasefrom a zombie's touch or mummy rot, forexample, may of course occur. Each orgasmachieved by the caster causes 1d6 damage to theundead. The material component is a drop ofsemen mixed with menstrual blood.

    Selena's Worry Free Racial Purity Protector(Necromancy) e

    Range: TouchComponents: V, S, MDuration: InstantenousCasting Time: 1 turnArea of Effect: One PersonSaving Throw: Special

    Selena wrote this spell to insure that she neverbroke the racial purity of her elven blood due tosexual relations with humans. She also feels thatthe spell is also quite useful for keeping her lifeless complicated and lets her enjoy the now morefully. The spell is only useful for aborting fetuses,and can be used very late in the pregnancy. Thespell is less painful to the mother the earlier theterm of the pregnancy. The caster must touch therecipient's (which can be herself) abdomin for aturn while chanting the necessary verbalcompanents and holding the material companentin the air. The material componant is a deceasednewborn animal and is consumed in the casting. Ifthe recipiant is unwilling, a natural saving throwvs. spells can be made.

    Skeleton (Necromancy) e

    Range: 0Components: V, S, MDuration: Permanent

    Casting Time: 1 hourArea of Effect: Corpse touchedSaving Throw: NoneWith this spell, a necromancer can turn onehumanoid corpse into a skeleton. The skeletonmay then be controlled as per animate dead. Awizard may have only one skeleton per level inexistence through use of this spell. The materialcomponent of this spell is a salve that requires 50gp and 24 uninterrupted hours to create.Hit points of the skeleton are determinedrandomly. Disposing of skeletons with insufficienthit points is possible, if expensive. When a skeletoncreated by this spell is damaged, the damagecannot be repaired.

    Small Sisselei (Alteration, Necromancy) o

    Range: 10 yard + 2 yard per levelComponents: V, SDuration: 1 round + 1 round per 3 levelsCasting Time: 1Area of Effect: 1 creature + 1 creature per 3 levelsSaving Throw: Negates.

    The Small Sisselei causes uncontrolled shiveringand movements of the victim. He will feelmiserable, will have a 50% chance to drop items,and fights and defends at a penalty of three.Only living beings of L and smaller may betargeted by this spell, which is designed tointerfere with the signalling within the nerves andmuscles.

    Soulburn (Necromancy, Invocation/Evocation)

    Range: 60 yards + 10 yards/levelComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: Target creaturesSaving Throw: None

    This spell works only on Intelligent undead; itfunctions as a Magic Missile.

    Spirit Command (Necromancy) e

    Range: 30 yardsComponents: VCasting Time: 1Duration: 1 roundArea of Effect: One creatureSaving Throw: None

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    This spell enables the mage to command a spirit orextra-planar creature with a single word. Thecommand can be uttered in a language the creaturecan understand (or a language the creater couldunderstand if it is a summoned spirit). Spirits andCreatures with 6 or more hit dice receive a save;spells save at their caster's level (if the caster is atleast 6th).

    Staunch (Necromancy)

    Range: TouchComponents: V,S,MDuration: PermanentCasting time: 2Area of effect: One creatureSaving Throw: None

    Staunch is a low level life preserving spell, usedprimarily on the mortally wounded when battle isstill occurring. The material component is a scrapof blessed cloth (one big blessed cloth can see a lotof uses.) When cast Staunch seals all wounds on avictim, preventing loss of hit points via blood loss,the spell has no real effect on those still mobile,with a possible exception to wounds caused byswords of wounding. When Staunch is cast on anindividual at -hp their current state is maintainedas long as no wounds occur. In essence it is a veryrapid wound binding.

    Time of Death (Divination, Necromancy) e

    Range: 0Components: V, SDuration: InstantaneousCasting Time: 9Area of Effect: Corpse touchedSaving Throw: None

    This spell allows the wizard to estimate the time ofdeath of the recipient's corpse to within 5% if thecorpse has been dead no more than one day perlevel of the wizard, to within 20% otherwise.

    Tooth and Nail (Necromancy, Alteration) o

    Range: 30 yardsComponents: V, S, MDuration: 1 turn/levelCasting Time: 1Area of Effect: One humanoid creatureSaving Throw: Neg.

    Upon completion of this spell, the recipient's teethgrow into ferocious fangs and his fingernails intotalon-like claws. These teeth and nails can be usedto attack, doing 1d3 damage with each claw and1d4 with the fangs. If the recipient already hasfangs and claws, the spell provides a +1 damageadjustment to attacks using those accoutremants.The recipient receives his normal number ofattacks per round, but does not receive a non-proficient weapon penalty for using Tooth and Nail.Unwilling recipients receive a save vs. spell todismiss the effect.The material components are a long, sharp tooth ofan animal, such as a dog's, and a talon such as thatfrom an owl or hawk.

    Touch from Beyond (Necromancy) o

    Range: TouchComponents: V,S,MDuration: 1 hourCasting Time: 3Area of Effect: Targeted creatureSaving Throw: , caster gains no life

    Touch from Beyondis a lower-powered version ofthe Vampiric Touch spell. It deals the touchedcreature 1d4 damage plus the caster's level. Thecaster of the spell gains half the damage thecreature takes in hit points. For instance, a 6th levelnecromancer casts this spell. He makes asuccessful attack roll and rolls a 4 for damage. Thetarget makes a saving throw vs. death magic. If thetarget makes its save, it takes five damage and thecaster gains no life. Otherwise, the target takes 10damage and the caster gains five life.

    Transport into Bloodstream(Necromancy, Alteration) e

    Range: TouchComponents: V, SDuration: InstantaneousCasting Time: 1 turnArea of Effect: 15 ml of any liquidSaving Throw: None

    This spell transports up to 15 ml of any liquid intothe target's bloodstream. The liquid is usually adrug or a poison. Invented by a drug addict, it isnow also has medical and combative uses. Manyan enemy has (briefly) regretted letting that puny1st level mage brush against them. The liquid must

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    be in an open container withing sight of the mage,when the spell is cast.

    Triad's Unholy Blessing (Necromancy) e

    Range: TouchDuration: SpecialComponents: V, SCasting Time: 1 turnArea of Effect: One undeadSaving Throw: None

    This spell enhances the internal willpower of theeffected undead, making them immune to turning,disrupting, and commanding effects of priests,paladins, or anything mimicking those abilities(referred to as 'turning' below). The spell willprotect the undead against one successful turningper three levels of the caster. Upon the maximumnumber of successful turning attempt, the spellends. Only one instance of this spell may be ineffect on a single undead at a time.

    Turn Undead (Necromancy)

    Range: 0Components: V, SDuration: 1d4 turns + 1 turn per level

    Casting Time: 1Area of Effect: 2d6 undeadSaving Throw: Negates

    By means of this spell, a necromancer (and noother wizard) can turn undead as a priest of equallevel. If the caster uses holy or unholy water, theundead are not allowed saving throws, otherwisethe turned creatures are allowed saving throwsversus spell to resist the urge to turn.Disintegration is also possible, but an evil wizardcannot gain control over the undead as an evilpriest could: this spell always turns.

    Undead Familiar (Necromancy) e

    Range: 1 mile/levelComponents: V, S, MDuration: SpecialCasting Time: 2d12 hoursArea of Effect: 1 familiarSaving Throw: Special

    This spell is the same as the Find familiar spellexcept that the type of animal summoned is anundead skeleton. If cat is rolled, then an cat

    skeleton is summoned. the familiar has 2-4 hp.Note it is very important to remember that thistype undead is unusual, so a wizard will probablyneed to create the undead creature first, then try tobond with it. Undeath Friendship (Necromancy) e

    Range: 0Components: V, SDuration: 1 turn per levelCasting Time: 1Area of Effect: The casterSaving Throw: None

    This spell creates an empathetic link with undead,allowing a normal reaction roll to determineinteraction between the undead and the wizard.Obviously, if the wizard is hostile or a threat,then the reaction roll is meaningless. The wizardreceives normal Charisma bonuses, plus anadditional 1. Generally, a friendly reaction roll justmeans a wary acceptance.

    Vigor (Necromancy) e

    Range: TouchComponents: V,SDuration: One nightCasting time: 3 roundsArea of effect: One creature per 3 levelsSaving Throw: None

    Vigor is possibly misnamed, though it has thiseffect. When casting Vigor , the caster draws on hisdeep understanding of death to tell a grisly andspooky story to his companions, this story is soshocking that it prevents natural sleep (+2 to savevs magical sleep) The recipient(s) of the tale willremain awake throughout the night, and will notsuffer adversely from the loss of sleep (aside fromlack of healing from rest). More than 2 nights ofsleep loss will cause a cumulative -1 penalty to allactions.

    Warrick's Darkfire (Necromancy, Alteration) o

    Range: TouchComponents: V,S,MDuration: InstantaneousArea of Effect: Creature TouchedCasting Time: 1Saving Throw: Special

    By means of this spell, the spellcaster causes hishand to be lined in flickering black fire, which can

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    be used to heal 1d4 hit points of wounds +1 pointper caster level with a touch.However, this spell has some serious drawbackswhich will make people think twice beforeallowing it to be cast upon themselves. The spellessentially sears the wound shut, causing terribleburn scars upon the area touched. Should thewound be located on the face, there is a 25%chance that the recipient of the spell will lose 1point of Charisma permanently. Secondly, thehealing itself is intensely painful, and the recipientof the spell must attempt a saving throw versusSpells or scream piercingly and pass out for 1d6turns from the sheer agony.The material component for this spell is a handfulof wood ash.

    Whisper's Hands of Darkness (Necromancy) o

    Range: 0Components: V, SDuration: InstantaneousCasting Time: 1Area of Effect: The casterSaving Throw: None

    This spell is similar to a Burning Hands , save that itspurts negative material instead of fire.

    Whisper's Magic Sacrifice (Necromancy)

    Range: 0Components: V, SDuration: SpecialCasting Time: 1Area of Effect: The casterSaving Throw: None

    This spell can be extremely useful, but alsoextremely dangerous to use. This spell opens up alink between the wizard's lifeforce and his magicenergy. Through the use of this spell, the wizardcan cast another spell without losing that spellfrom memory. In stead, the energies for the spellare directly drawn from the wizard himself. Thewizard thus gets drained for an amount of hitpoints equal to the square of the spell level ofthe spell the wizard casts subsequent to the magicsacrifice.This drain is irrevocable, and being draineddirectly from the wizard's life force, there is nomanner to shield the wizard from this damage,magical nor mundane. Also, the damage thussustained cannot be healed in any other

    way than by natural healing, thus the wizard willregain only 1 Hp per day of rest. Note that if thecaster so wishes, he could cast a spell whosedraining would kill him, in which case only aresurrect, wish, or the like would bring him backto life.The spell opens this link until the next spell is cast,or until an amount of turns has elapsed equal tothe caster's level of experience.

    Wildcure (Necromancy, Wild Magic)

    Range: TouchComponents: V, SDuration: PermanentCasting Time: 6Area of Effect: Creature TouchedSaving Throw: None

    This risky spell can, if successful, heal 1 to 9points of damage that a creature has suffered. Butit is also possible for the spell to inflict 1 to 9 pointsof damage. The caster cannot control the spell'serratic behavior.

    Roll 2d10 of different colors when this spell iscast. Designate one as a heal die, the other as aharm die. Highest roll wins, subtract the lower diefrom the higher. A tie indicates that the spellwasted away without example.

    Wither (Necromancy) o

    Range: 30 yardsComponents: V, S, MDuration: InstantaneousCasting Time: 1Area of Effect: 100 square feet per levelSaving Throw: Special

    This spell kills all normal vegetation within an areaof 100 square feet per level of the wizard, whodetermines the shape of that area at the time ofcasting. Trees receive a saving throw of 11, andspecial plants such as treants suffer but 1d6 pointsof damage. The material component is acid,prinkled over the whole area of effect. Casting timeis exclusive of this administration.

    Zolar's Treatment (Necromancy)

    Range: TouchComponents: V,S,MDuration: PermanentCasting Time: 1 round

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    Area of Effect: Creature touchedSaving Throw: None

    By means of this spell, the caster controls thevictim's healing abilities in a fashion so as to aidhealing. Open, bleeding wounds are staunchedand effects from blows such as dizziness,confusion or other ill effects are negated. If cast inthe round succeeding the one in which therecipient was wounded, up to 1d3 hit points can beregained (as per the healing proficiency). The spellcannot affect poisoned wounds.

    The components for this spell is a broth made ofvarious herbs which is applied to the wound ordrunken by the victim.

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    2ND LEVEL SPELLS

    Anaemia (Alteration, Necromancy) o

    Range: 0Components: V, SDuration: PermanentCasting Time: 7Area of Effect: Creature touched

    (up to 1 HD per level)Saving Throw: Negates

    By means of this spell a wizard can cause thetarget creature to lose the majority of its blood,

    putting on the borderline of having bled to death.The creature immediately begins to feel incrediblycold and, if warm-blooded, lose three points ofDexterity due to shivering and general lack ofenergy. If cold-blooded, it will go catatonic as itsbody temperature sinks to room temperature (60degrees F or 16 degrees C or less); the time thistakes should be logically assigned by the DMgiven the prevailing conditions (windy,underground, etc.).In addition, the long term effects are that the targetcreature will suffer the loss of one point ofStrength and Constitution for up to a full weekafter recovery (any Strength 18 score will drop to17). Recovery will begin with the commencementof eating high iron, high protein foods. Recoveryitself will take at least a week. Thus the effects ofthe blood loss will hang on for at least two weeks.Other immediate effects will be that all piercingand slashing damage taken will be at 1.5 times thevalue, this being due to the fact that these attackscause the victim to lose more of what they don'thave, blood.There is a minor difference between thenecromantic and transmuter versions of this spell.Transmuters require a vampire tooth that theymust touch to the spell's target. This tooth willonly work for as many tries (not necessarilysuccessful castings or attacks) as the level ofthe wizard when he acquired the tooth.Necromancers do not need a material componentfor this spell. Only necromancer specialists canlearn the necromancer version.

    Arcane Bolt (Necromancy) o

    Range: 60 feetComponents: S, M

    Duration: InstantaneousCasting Time: 1Area of Effect: One creatureSaving Throw: None

    This spell causes a bolt of magical energy to flyfrom the hands of the wizard and strike anopponent doing a damage of 1d6 HP + 1 HP perlevel.The material component for this spell is a drop ofpoison.

    Black Sleep (Necromancy) e

    Range: TouchComponents: V, SDuration: 1 turn + 1 round / levelCasting Time: 1Area of Effect: Person touchedSaving Throw: None

    This spell has the same effect as Feign Death, exceptit affects one (even unwilling) creature. After

    casting this spell, the caster must touch someonewho is to be affected. An attack roll must be made,but it is armor breaching, and there is no savingthrow. The person affected is put into a deep,death-like sleep, impossible to distinguish fromactual death. Unlike Feign Death, the person cannothear, smell, or know what is going on, and isbasically asleep. The person affected is stillvunerable to paralysis and energy draining, butpoison does not take affect untill this spell runsout. When this spell ends, it requires a full roundfor body functions to begin again.

    Blackshroud (Necromancy) o

    Range: 2 yards/levelComponents: V, SDuration: IstantaneousCasting Time: 2Area of Effect: One living creatureSaving Throw:

    At the completion of the spell, the mage point afinger at the direction of the target. Then, a blackshroud engulfs the poor creature who is certainlydoomed.

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    The blackshroud disrupts the flow of energy ofany living being (no undead and golem). It deals1d4 damage/level to a maximum of 10d4.

    Bleed (Necromancy) o

    Range: TouchComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: One creatureSaving Throw: None

    This spell causes an already open wound to bleedprofusely. The caster must touch the victim'swound in order for the spell to work. When asuccessful called shot is made the victim loses 1d3points of damage per round until the wound iseither bound or magically healed. The materialcomponent for this spell is a drop of the caster'sblood (must be fresh).

    Bloody Tears (Necromancy) o

    Range: 10 yards/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 3Area of Effect: One creatureSaving Throw: Negates

    The caster must make eye contact with thetarget. The caster then crushes the eye in his fistwhile casting the spell. The target's eyesimmediately start bleeding (dmg = 1/round,blinded for the duration of the spell, suffering -4 tohit, +4 AC). The victim may save, in which caseshe/he takes only one point of damage. The casterdoes not have to concentrate to maintain this spell.

    The material component is a dead man's eye.

    Bleeding Wounds (Necromancy) o

    Range: 30 yardsComponents: V, S, MDuration: 1 round per levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

    This spell causes any existing wounds (as inpainful wounds) to start to bleed badly. Wizardsdo not need to strike their intended foe. If the

    victim fails a saving throw versus death magic, hewill suffer 1 point of damage per round, notincluding any damage he may take in combat. TheDM may choose to have the blood get in his eyes,make it difficult to keep a hold on a weapon, orpossibly make the ground slippery, if he sochooses. The material component for this spell is a10 or more gold pieces worth diamond

    Blood Float (Necromancy) e

    Range : 1 feetComponents : V,S,MDuration : 1 round/levelCasting Time : 2Area of Effect : 0.1 litre/levelSaving Throw : None

    This spell makes it possible to drink blood after ithave dried out. The creater was a wampire of greatstatus and blood was greatly needed. The materialfor this spell is one drop of casters blood and acup of water.

    Body Empathy (Necromancy) e

    Range: 10 feetComponents: V,S,MDuration: InstantaneousCasting time: 2Area of effect: One creatureSaving Throw: None

    Body Empathyallows the casting caster to identify amalady affecting himself or others. The castercould find out that his companion has the flu,mummy rot, Just lost some wisdom or what not.This is the extent of the spell however,informative... but knowing what's wrong is often agood start. Multiple maladies require multiplespells.

    Bolt of Darkness (Necromancy) o

    Range: 40 yards + 10 yards/levelDuration: InstantaneousComponents: V, S, MCasting Time: 2Area of Effect: SpecialSaving Throw:

    Upon casting this spell, the wizard releases astroke of negative materail energy similar to alightning bolt of pure darkness that inflicts 1d4

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    points of damage per level of the spellcaster(maximum damage 10d4) to a single creaturewithin its range. A successful saving throwreduces this damage to half. Any creature in thepath of the bolt of darkness suffers fromdepression.Although this spell acts similarly to a lightningbolt, it is not electrical in nature, but rathernegative material. Undead are hence immune. Thematerial component is a small black glass cylinder.

    Bud (Necromancy)

    Range: 10 feet per levelComponents: V, SDuration: InstantaneousArea of Effect: One toothSaving Throw: None

    Bud creates a new tooth bud under the gum of awilling creature. A new, healthy tooth will growfrom the tooth bud, but will inflict the samepenalties as a wisdom tooth while it does so.

    Cause of Death (Divination, Necromancy) e

    Range: 0Components: V, S, MDuration: InstantaneousCasting Time: 1 turnArea of Effect: One corpseSaving Throw: None

    With this spell, the wizard can determine if thecorpse has received damage from any of the causeslisted in the table below, and which causeactually reduced him to zero hit points. This spellinvolves dissection of the corpse, and the materialcomponents are a magnifying glass and aset of scalpels. These are not expended by thecasting.

    Cause Notes and Secondary InformationExposure exposure to cold, fire, heat, or

    lightning; drowning

    Falling height fallen from or hanging

    Disease organs affected, parasites involved or old age

    Magic applies only to magic missile or necromantic effects

    Wound wound inflicted by bludgeoning, piercing, or slashing

    The DM may introduce a chance of failure if thebody is greatly decomposed, and he might givefalse information based on nature of thetrauma. A corpse swatted by a dragon's tail, forexample, might show the same indications as onewhich fell from a great height, and a poisonedcorpse usually looks like one which died ofdisease. The prudent wizard always detects poison just to be sure.

    Claws of Darkness (Alteration, Necromancy) o

    Range: 0Components: V, SDuration: 1 round/levelCastingTime: 2Area of Effect The caster's handsSavlng Throw: None

    Casting this spell causes the caster's hands andforearms to change shape, elongating intofeatureless claws of inky blackness. This processtakes 1 full round. The claws radiate a slight chilland appear to twist and warp. The use of this spellcauses some discomfort to the caster. The bittercold experienced in the first round may cause thecaster to shriek with pain, although no damage isinflicted.While using a claws of darkness spell, the caster

    cannot carry items in his or her hand nor castspells that require somatic components; however,the caster may dispel the effect at will. Magicalrings worn on the caster's fingers at the time thespell is cast are temporarily absorbed and cease tofunction for the spell's duration.The caster can make 2 melee attacks per round; a

    successful hit from a claw inflicts 1d4 points ofcold damage. Upon a successful attack, the castercan choose to grip the victim, causing 1d4 points ofdamage per round (2d4 if both claws strike) andslowing the target for as long as the castermaintains the grip.The grip can be broken with asuccessful Strength check by the victim.Upon silent command, the caster can will the

    clawed hands to elongate further, up to 6 feet. Thehands can then reach through the narrowest ofopenings in pursuit of a foe. There is rumored tobe a more powerful version of this spell,developed by the infamous Evard, called Evard'sshadow hand.

    Control Lesser Undead (Necromancy) e

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    Range: 30 yardsComponents: V, SDuration: 3 rounds + 1 round/levelCasting Time: 4Area of Effect: One undeadSaving Throw: Negates

    One lesser undead, 2 Hd or lower, can becontrolled by this spell. It will obey the castersverbal commands, including a command todestroy itself. Thus, the undead will turn to dust ifthe caster commands it to.

    Corpion's Abrasion (Necromancy) o

    Range: 5 yards/levelComponents: V,SDuration: 1 round/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Negate

    This spell is a stronger version of Corpion's nick.When it is cast, the victim receives a saving throwvs. spells to avoid the damage caused by this spell.If it is failed, the victim suffers 1 hit point ofdamage per round from a stinging wound thatdevelops on the victim. The wound stings, causingthe victim to fight a -1 to hit, suffer a -1 penalty toAC and have a +3 modifier to initiative. If thevictim is a spellcaster, the stinging is enough thatthe wizard must make a saving throw vs. spellseach round or be unable to cast spells or maintaincurrent spells.

    Creating the Magical Mannikin(Alteration/Necromancy) e

    Range: SpecialComponents: V, S, MDuration: 2 rounds/levelCasting Time: 2Area of Effect: One mannikinSaving Throw: Negates

    This spell turns a small precreated mannikin into alink to the target's body, so thatperson-affecting "touch" spells may be cast fromafar. The mannikin appears identical to its linkedperson, anddamage inflicted on one is reflected in the other. Asaving throw is permitted each time damage isdone

    to the mannikin, even if a spell does not normallypermit one. The material component is a bundlemade up of at last three items personal to thetarget, which must include a body part.

    Cyril's Bone Shatter (Necromancy) o

    Range:10 feet/levelComponents: V, S, MCasting Time: 1Duration: SpecialSaving Throw: NoneArea of Effect: 1"disk/ 2 levels

    Cyril's Bone Shatter is a necromantic spell thatcauses an "explosion" to originate from inside of aliving organic being. Before the blast occurs a diskof white light that is 1"/ 2 levels of the caster,forms for a split second and then disappears, atwhich point the area where the disk formed ripsopen as if there were an explosion there. This spellcan only be cast on living organic matter, thereforeundead and plants are unaffected by this spell. Ifthe caster is, for example only second level, thenhe/she could successfully destroy a rat, humanhand, or something of equal size. So then at 8-12level (depending on the target) the caster couldeffectively blow apart a human's head. In the eventthat the spell is cast upon an area of say, thehuman body, and the caster is not of sufficientlevel to destroy the targeted area, then the targetreceives 1d6 points of damage for every two levelsof the caster. Therefore a 2nd or 3rd level magewould cause 1d6 points of damage and at 4th levelthe damage would raise to 2d6. The spell can becast and "stored" for 3 rounds/level of the casterand can simply be used when the caster wishes.When this spell is cast the mage must roll to attackeffectively against Ac 6, on a successful hit, thespell works. If the roll is failed, the spell is negated.The material component of this spell is a splinter ofhuman bone at least one inch in length,which is launched into the target when the spell iscast.

    Death Armour ( Necromancy ) o

    Range: TouchComponents: V,S,MDuration: 1 Round/levelCasting Time: 2Area of Effect: The casterSaving Throw: None

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    This spell requires the caster to pour aspecial cream on his body and rub into in his poursand skin. The ingredients for this vile spell requirea purchase 100 gold pieces for the properingredients. Then at anytime the caster may invokethe magics of this spell and activate the innerhidden ingredients of the Cream Coating. For theduration of the spell, anyone touching the casterwith exposed flesh must save vs. Spell or suffer2d6 points of damage from intense acidic burns.The spell lasts for 1 round per level before thecream's ingredients are brunt up. Multiple toucheswill still harm the attacker and the caster isimmune to his own spell of course.

    This spell is most potent on plant life as itsimply withers away as the caster walks throughvegetation life and is touching it. Weapon attacksdo not cause the attacker damage, only touchingthe caster with flesh invokes the magic. The casterstill suffers damage of course from the attacks.

    Death Mask (Necromancy) o

    Range: 0Components: S, MDuration: 1 roundCasting Time: 2Area of Effect: 30-foot cubeSaving Throw: Negates

    When this spell is cast, the caster's facemomentarily bloats and rots.This putrid visage is not an illusion. Those withinthe area can smell the rotting flesh and hear thesquirming grubs crawling from various orifices. Just as quickly as the face rotted, it repairs itself,grubs falling to the ground and skin growing back.Victims must be in front of the caster in order to beaffected.This ephemeral spectacle is so horrifying that thoseseeing it must save or stand in shock for 1d3+1rounds. Non-intelligent creatures those unable tosee, undead, and opponents with more Hit Dicethan the caster are immune.The material component is a live caterpillar.

    Death Star (Necromancy) o

    Range: 60 yardsComponents: V, S, MDuration: 3 rounds + 1 round per levelCasting Time: 2Area of Effect: 10-foot radiusSaving Throw: None

    This spell creates a pulsating ball of light floating 5feet off the ground that slowly drains the life fromall within 10 feet. Those in the area of effect take1d4 dam a round. The star will drain life fromanything within its area of effect including plants,animals, even the spellcaster. This spell cannotdamage creatures without life such as undead andautomatons.The star cannot be damaged. It will only leave ifdismissed by the caster or dispelled. Note it doesnot move.The material components are a drop of swampwater and a pinch of dirt form a fresh grave.

    Death's Dark Grasp (Conjuration/Summoning,Necromancy) e

    Range: 10 yards + 10 yards per levelComponents: V, S, MDuration: 1 round + 1 round per levelCasting Time: 2Area of Effect: One creatureSaving Throw: Special

    This spell is a variant of Maximillian's EarthenGrasp from the Tome of Magic. Except wherenoted, this spell duplicates the effects of Maximillian's Earthen Grasp .When this spell is cast, rather than producing anearthen hand, this spell causes many undead armsto spring from the ground underneath thetarget's feet. If the target's saving throw issuccessful, then the arms sink into the earth andthe spell progresses as per the spell description. Ifthe target fails his saving throw, undead formsresembling zombies burst up from the ground,lashing out at the target to grasp and hold himwith unyielding strength.The Armour Class of the arms or creatures is 6 (asopposed to the AC 5 in Maximillian's earthengrasp). The hit points of the undead formscreated are equal to twice the wizard's normal hitpoints up to a maximum of 40 HP. The undeadforms created are unturnable, and at the end of thespell's duration will sink down into the earth fromwhence they came.If this spell is cast in a graveyard, the soil of thegraveyard will be more likely to produce theundead forms in a quick, unexpected manner.Thus, saving throws against this spell would be at-1 and the chance that the undead hands or formsreappear under the target's feet after a successfulsaving throw is 10% per level of the wizard ratherthan 5% per level which is the usual chance for thisoccurrence if cast in other environments.

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    spell. Unwilling recipients receive a save vs. spellto avoid the effect.The material components are an old dead leaf anda few pieces of dried parchment, which arecrumbled into dust and blown into the air in thedirection of the intended recipient.Note that this spell can be an effective tool inextorting information or help from an individual,who may be easily convinced he is now undead, orwho simply wishes to be returned to normal. It isalso especially effective when combined with otherspells (like Reekor Tooth and Nail, qqv.), which cancreate quasi-undead that can not be turned, fightand cast as living creatures, etc., quite a surprise tothe casual and careless undead hunter...

    Gem of Life (Necromancy)

    Range: TouchComponents: V, SDuration: 1 turnCasting Time: 2Area of Effect: 1 gemSaving Throw: None

    This spell transfers an amount of the casters lifeforce into a vessel gem. The gem is enchanted forthe duration of the spell, and radiates an aura ofnecromancy. After one turn the life force dissipatesand is lost. Any creature touching the vessel gemreceives the life force within it. An exception is thecaster, who can handle the vessel gem as long ashe is conscious.1d4 hit points per two levels of the caster aretransferred to the vessel gem (2d4 at 3rd, 3d4 at 5thetc.). Any extra hit points above the maximumwithin a creature receiving hit points from the gemare lost after one hour. If the casters hit pointsreaches zero, the life force immediately returns tohis body, but he is struck unconscious for 2d4turns, all spells previously in his mind totallywiped out.The gem used as a vessel for the life energy mustbe without flaws, or the spell will fail. A clear gemwithout any discoloration is considered fit for usein this spell if it has at least the double base valueof the kind of gem.

    Ghoul Touch (Necromancy) o

    Range: 0Components: V, SDuration: 2 rounds + 1 round per levelCasting Time: 2Area of Effect: The caster

    Saving Throw: Negates

    Casting this spell changes the casters hands intoghastly clawed terminals, much like a ghouls. Thewizard may then attack with these decayed hands.The damage is 1d3 per claw + Strength bonus. Asaving throw versus paralysation must be rolledby the creature hit. Those failing the saving throware paralysed for 1d4 rounds. Note that the castercan attack with both hands with appropriatepenalties.Elves, slimes, undead, and automatons areimmune to this spell. Spellcasters may cast otherspells while this spell is going, but anyother touch spell will negate the ghoul hands.

    Gregar's Skeletal Guardian(Conjuration/Necromancy) e

    Range: 10 ydsComponents: V,S,MDuration: 1d6 rounds + 1 round/levelCasting Time: 4Area of Effect: specialSaving Throw: None

    With this spell the caster summons forth a skeletalguardian from the land of the dead. The skeletonwill fight for the caster attacking anyone attackinghim or anyone he is mentally ordered to. Thecaster must be conscious to control the skeleton. Ifknocked out the skeleton will stand erect andunmoving responding only to attacks agents itselfor it's master until the spell expires.The materialcomponent for this spell is a piece of grave moldand 2 pieces of gold.

    SKELETAL GUARDIAN AC: 5HD: 1+5Thac0: 18Attacks: 1Damage: 1d8+1

    Grymrycks Reformation (Necromancy) e

    Range: TouchComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

    This spell causes a faint, black aura to appeararound the caster's hands, a link to the Negative

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    Material plane. Thus ensorcelled the mage is ableto repair damage suffered by corporeal undeadwith a simple touch, in effect "healing" their bodies- mending bones, replacing lost flesh ormusculature, etc. The mage may repair 1d4 pointsper level, to a maximum of 10d4. These pointsneed not be expended on a single creature, butinstead may be divided among as many creaturesas the caster has dice of healing - i.e. if anecromancer can restore 6d4 damage, he mayrestore 1d4 a piece on as many as 6 creatures. Thewizard must state the number of dice he wishes tobestow on a particular undead before touching itand rolling for results. One creature can be"healed" each full round, regardless of the numberof dice used, and none can be raised above itsnormal maximum.

    Example: Kafir, an 8th level necromancer, castsGrymryck's Reformation, allowing him to restore8d4 points to injured undead. He wishes to heal 4zombies, nearly butchered by some intrepidadvenuturers. The first is badly damaged, andKafir decides to expend 3d4 on it, restoring 9 of itslost 11 hit points. The second and third are lessbeaten, and each receives 2d4 of healing, whichbring them close to their maximum hit points. Thelast is only down 2 hit points, and Kafir's last d4restores 4, healing the zombie its lost 2 - the other 2points are lost. Healing the 4 zombies took 4rounds in addition to the round required forcasting.

    Grymryck's Reformation only affects undead thatstill have hit points, and thus may not be used to"reanimate" an undead destroyed by spell orcombat. Further this spell can not regenerate lostlimbs and such, nor can it return a body to a betterstate than that which it was in immediatley beforeit was damaged, thus flesh cannot be created onskeletons, nor a semblance of life given to zombies.The caster need not use this spell only on undeadhe created or controls, but on ghouls, ghasts,vampires or even liches if such were desirable.However, this spell provides no protection againstthe affects of touching some of these horrors.Grymryck's Reformation can only be used oncorporeal undead, and has absolutely no effect onthe inanimate dead.While the spell is in effect, the caster's handsradiate evil strongly. Although the mage mayhandle objects and defend himself witoutconsequence, he is unable to cast spells other thanthose of the Necromantic school, and cannot castany other touch-based necromantic spells withoutfoiling the Reformation. The spell may also bedissipated if the caster is struck with a holy symbol

    or holy water, or if he is in the area of a Dispel Evil- in these cases he must save vs. spell to keep theReformationintact. Unless spoiled in some fashion,the spell lasts for 1 round per caster level, or untilall available dice of restoration are expended.The material components are a small amount ofdirt from a grave and a few drops of the caster'sblood, both of which are smeared over the caster'shands.

    Heal Undead I (Necromancy) e

    Range: 10 yardsComponents: V,S,MDuration: InstantaneousCasting Time: 2Area of Effect: One creatureSaving Throw: None/Negates

    This spell is used to heal all sorts of undead, bothcorporeal and immaterial. The caster uses negativeenergies to rejuvenate the undead's vital energies,healing 1d8 points of damage. This spell can alsobe used against the living. Damage is half thehealing, so it would be 1d8 divided in two, roundup. A saving throw negates. The somaticcomponent is a pointed finger which glows indigoat the time of casting, and a drop of blood if cast bya living caster (a lich, for example, would notrequire this component).

    Human Touch (Necromancy)

    Range: TouchComponents: SDuration : PermanentCasting time: One nightArea of effect: One creatureSaving Throw: None

    Duration is explained later. When Human Touch iscast, it allows the recipient to regenerate one Hitpoint every ten turns, however the caster mustremain in constant physical contact with therecipient. If contact is broken, the spell ends.(there's like... 144 turns in a day? so 72 in onenight? At maximum effect it allows the caster tohelp someone heal 7 hit points in a night, the casteris not doing the healing, merely aiding it in hisown arcane way.)

    Ice Blood (Alteration, Necromancy)

    Range: Touch

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    Components: V,S,MDuration: 2 rounds/levelCasting Time: 2Area of Effect: Creature TouchedSaving Throw: Negate

    This spell alters the blood of the recipient to solidice, giving the person several benefits. The first isthe fact that caster suffers only half damage fromall weapon attacks, as no blood is lost from cuts orcrushed veins, and that the ice makes harming thesofter tissues more difficult. Also, the recipientreceives a +4 bonus against any Charm-Type spell,as the icy blood makes the spell recipient cold andimpassionate. Since the character's blood is pureice, he also gains immunity to all normal cold, andsubtracts -2 from all cold damage (minimum 1point) die rolls.

    Unfortunately, the recipient becomes extremelyvulnerable to fire, suffering double damage fromany fire attack (The Hands of Steam spell does notdo double damage to an Ice Bloodrecipient.Instead, normal damage is taken and the Ice Blood spell is negated). The character also tires twice asquickly in hot weather, and treats his personalbody temperature as +50 higher in weather of 0 Fahrenheit or above.

    Also, because of the extreme dulling of emotions,the spell recipient cannot Beserk or instigate alycanthropic alteration under his own will, thoughmagic can instigate the change or beserkial rage.

    The material component of this spell is severalshards of ice stuck into the spell recipient's arm.

    Incorporate Skeleton (Necromancy)

    Range: TouchComponents: V, S, MDuration: PermanentCasting Time: 5 roundsArea of Effect: SpecialSaving Throw: None

    This spell is similar to the 5th level spell AnimateDead. It creates the lowest form of undead creature,the skeleton. The spell animates the remains of afallen humanoid, monster, or animal, imbuing itwith part of the caster's life force, creatingskeletons as described in the AD&D Monstrous Manual . In addition, fallen small and tiny creaturescan be made into skeletons with HD, conservingall other properties.However, this spell has great disadvantagescompared to its 5th level counterpart. Asmentioned before, instead of returning a portion ofthe spirit that inhabited the body during life to

    animate the corpse, the mage uses his/her lifeforce to animate the corpse. Note that this allowsthe dead one's spirit to rest without disturbingthem in any way. This would allow good andneutral-aligned wizards to animate bodies withless alignment related implications. Upon thecreation of a skeleton, its hit points are rolled andthe caster must attempt to make a successfulwisdom check. If the wisdom check fails, theskeleton collapses, losing the life force that wasinfused into it and its hit points are deducted fromthe caster's total hit points, accounting for theessence that was used in the attempt to animatethe corpse. If the check is successful, the caster notonly creates the skeleton but can also command itby will, due to the link between their life forces.The skeleton's hit points are still deducted from thecaster's total though, since his/her life force wasstill used. As the caster loses hit points, he/shebegins to grow pale and sickly. If the caster dropsto zero hit points or less, he/she falls unconsciousand has a number of rounds equal to his/herconstitution score minus the number of pointsbelow zero to be healed magically. If the caster isnot healed within this time, he/she dies with nochance of being raised or resurrected save bymeans of a wish. Each time this spell is cast, thecaster may animate a number of skeletons equal tohis/her level. A wisdom check must be made foreach skeleton to see if it was successfullyanimated.The material component for this spell is a drop ofthe caster's blood and a bit of bone from agraveyard.

    Infected Wounds (Necromancy) o

    Range: 30 yardsComponents: V, S, MDuration: 1 dayCasting Time: 2Area of Effect: One creatureSaving Throw: Negates

    This spell will cause any wounds to becomeinfected, be they scratches or large wounds.Wizards do not need to hit their intended victims.The victim must make a saving throw versus deathmagic, and if he fails, his wounds will not healnaturally. Healing and herbalism will also fail toheal these wounds. The use of magical healing willheal the infection, at the cost of a cure lightwounds - no damage will be healed, but theinfected wounds will be negated. The materialcomponent for this spell is a powdered opal of 10or more gold pieces value.

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    Kanugal's Ashen Choke (Necromancy) o

    Range: 30 yardsComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of effect: One creatureSaving throw: None

    The caster hurls ash at the target, and extends thegloved hand in a clawlike grip. A grey, mistyhand appears at the target's throat andthe caster tries to hit using normal Thac0. On asuccessful hit, the ashen hand will begin chokingthe victim. Damage is: 1, 2, 3, 4 ... points persuccessive round with no further to-hit rollsrequired.The hand looses its grasp if the caster takes anaction other than maintaining the choke. If thecaster takes damage while choking, a failed save vsspell drops the choke. A lost choke or a missedattack can be re-established next round with a newto-hit roll. The choke is also interrupted if line ofsight is lost, victim makes a successful bend-barsroll, or if the hand takes 1/level of caster points ofdamage. The hand is affected by silvered ormagical weapons, and has an AC of 7. Whenchoking, attacks on the hand may also damage thevictim...The material components are ash from a crematedcorpse and a grey woolen glove.

    Korel's Death Aura(Illusion/Phantasm, Necromancy) e

    Range: 0Components: V, SDuration: 2 hours per levelCasting Time: 2Area of Effect: 10-foot radiusSaving Throw: None

    Korel's Death Aura creates continual small magicaleffects in its area of effect, which is mobile withand centred on the caster. These effects are verysubtle and should not be immediately recognizedas magical by the player.The effects are centred around death and fear. Forinstance, those entering the area of effect mightnotice a slight stuffiness in the air, making it a littledifficult to breathe. Slight movements seen out ofthe corner of the eye with no visible source shouldkeep people on edge and maybe a bit paranoid. Aslight cold breeze seems to blow across the back

    of one's neck, for instance. The manipulation ofshadows is a favourite, as well.Once per round, the caster may concentrate anddirect these effects for instance, sending a shiverdown someone's spine while staring at them,or cause a shadow to move out of the corner ofthat person's eye to distract him for a second.In no way will these effects cause damage ordistract spellcasting, unless, of course, thespellcaster voluntarily stops to see what justmoved "over there in the corner". By concentrating,more explicit effects can also be generated: thecaster's eyes glow red, etc.The caster may, with minor concentration,temporarily negate the effects.At the caster's option, auditory phantasms mayalso be created: a slight scuffling or scraping soundoff in the corner where the shadow seemed tomove, a distant scream so faint you're not surewhether you heard it or not, the whistling windseeming to be calling your name, etc. The optionfor auditory elements is set at casting time.

    Last Experience (Divination, Necromancy) e

    Range: 0Components: V, S, MDuration: 1 roundCasting Time: 1 roundArea of Effect: One corpseSaving Throw: None

    With this spell, the wizard re-lives the last minuteof the recipient's life. If the victim was consciousduring this minute, the wizard must make asystem shock check or be knocked out for 1d4hours. The material components are a convex lensand a scalpel.

    Limited Paralysis (Necromancy) o

    Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 2Area of Effect: One limb/3 levelsSaving Throw: Neg.

    This spell enables the caster to paralyze one limbper three levels of experience of the caster. Thecaster must touch these limbs in order to transferethe paralysis. In order to touch a limb of anotherperson, the recipient of the paralysis must bewilling or the caster has to roll a successful attackroll against AC 10 in order to touch the recipient.

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    When touched, the recipient gets a saving throwvs. spell to avoid the effect. If the save issuccessful, the recipient suffers no ill effects fromthe paralysis. If the limb is successfully paralyzed,it will remain so for 2d4 rounds. Creature withimmunity to paralysis, as well as undead andunliving creatures, cannot be affected by this spell.The material component of this spell is a piece offlesh from a ghoul.

    Mangar's Bloodfire (Evocation, Necromancy) o

    Range: 40 yardsComponents: V, S, MDuration: 2 rounds per levelCasting Time: 2Area of Effect: One creatureSaving Throw: (check each round)

    This spell engulfs a creature with blue fire thatburns for 1d4 points of damage per 3 wizard levels(or fraction thereof) on round 1, then loses 1d4points of damage per round until it goes out. Theflames do not ignite flammable objects, they justhurt creatures. The material component of thisspell is a drop of blood, not originating from thecaster.

    Martallus's Ice Arrow (Necromancy, Evocation) o

    Range : 100 yardsComponents : V, S, MDuration : InstantaneousCasting Time : 3Area of Effect : One creatureSaving Throw : Neg.

    This spell creates a beam of potent blue light toshoot from the caster's hand striking the creatureintended. The chill of the blast causes 1d10 pointsof cold damage and the victim must make animmediate saving throw vs. paralyzation or beunable to move for 1d4 rounds due to shiveringfrom the immense cold.The material components for this spell is a scale ora piece of fur from a cold-dwelling creature (Icetroll, polar bear, etc...) and a small piece of glass inthe shape of an arrow.

    Necromantic Dagger (Necromancy)

    Range : 0Components : V, S, MDuration : Special

    Casting Time : 5Area of effect : The CasterSaving Throw : None

    When Necromantic Dagger is cast, wizard puts apart of his life force into form of a dagger, losing 4hit poits as the dagger appears. Then caster can useit as a normal dagger. Being thrown, daggerreturns to caster as if it was Dagger Of Throwing.Dagger has not any magic bonus but can hitcreatures that can be affected only by silver orbetter weapons (i.e. lycantropes). Dagger lasts for 4rounds plus 1 round for every point of damage itinflicted (it inflicts damage as normal dagger).Material component is a drop of blood from caster.

    Necromantic Healing ( Necromancy ) e

    Range: TouchComponents: V,S,MDuration: InstantaneousCasting Time: 7Area of Effect: Creature touchedSaving Throw: None

    This spell heals undead of 1d8 + thecaster's level in hit points of damage. It is the onlyknown 'cure' type spell that actually works onundead flesh! In fact, it is the only known magicthat functions in this respect! Casting this spell onliving matter simply causes a slight discomfort fora number of rounds ( minutes ) equal to the caster.This discomfort is in the form of a slight upsetstomach.The material component is 1000 gp of crusheddiamond mixed with blood.

    Necronic Missiles (Evocation, Necromancy)

    Range: 60 yards + 10 yards/levelComponents: V,SDuration: InstantaneousCasting Time: 2Area of Effect: 1 to 5 creatures in a 45 degree arcSaving Throw: None

    Yet another of Telsindria's Magic Missile variants,This spell is catered to undead extermination, andit's 1d8+1 damage per missile is quite effective inthat task. The missiles have no effect on inanimateor living objects.

    Negative Plane Armour (Necromancy) o

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    Range: 0Components: V, S, MDuration: SpecialCasting Time: 2 roundsArea of Effect: CasterSaving Throw: None

    During the casting of this spell the caster is brieflysurrounded by a black aura, while a field ofnegative energy envelops him. The energy fieldserves as to protect the caster from attacks byliving creatures to whom he is considered Ac 6.The spell affects the mind of the attacker and willnot protect the caster from unintentional projectiles(such as random meteorites). The first successfulhit in melee on the caster will release the field andinflict 2d6 points of damage on the attacker.Undead are affected in a different way by the spell.They will be able to perceive the caster muchclearer, gaining a modification of +4 to their attackrolls against the caster. An undead touching thecaster will release the spell and gain 2d6 hit points,up to it's normal maximum.The field of negative energy is not affected bycontact with unliving matter, but as soon as aliving or undead creature (other than mere insectsand the like) touches the caster, the spell istriggered. The armour lasts until the caster is hit inmelee, the field is successfully dispelled or untilthe caster ends the spell.The material component is essence from anyenergy draining undead or a pinch of vampiredust.

    Nextremity (Alteration, Necromancy)

    Range: 0Components: V, S, MCasting Time: 2Duration: 2 roundsSaving Throw: NoneArea of Effect: Special

    This spell "drinks" some of the caster's vitality,causing a loss of 1d4 hp (which can be regained bynormal rest or magical healing). It causes one ofthe caster's hands and one of the caster's feettemporarily to switch places with each other.

    The "switched" extremities retain full strengthand skill; a caster can use a hand that is now downat his left ankle, for example, to reach forsomething or to perform a destrous task just as ifhe were employing his hand (though visibility andguidance can be a problem; the spell doesn't moveeveballs about or provide "pipeline vision").

    A Nextremity spell has one valuable side-effectthat makes this spell more than a juggler's (orsneak thief's) curiosity: as the two extremitiesswitch places, any non-magical bindings ormanacles upon them, or around the wrist andankle to which they are attached, fall away. Magesuse this spell to manage "miraculous" escapesmore often than for any other reason.

    The material components of a Nextremity spellare a piece of bone, a fragment of tendon, and apiece of sinew from any mammal (or mammals;they need not all be from the same creature orcreature species).

    Noska Trades' Blackfire (Evocation, Necromancy)o

    Range: 0Components: V, S, MDuration: 1 turn per levelCasting Time: 2Area of Effect: 1-foot radius sphereSaving Throw: None

    When this spell is cast, a cold, black fire appears inthe wizard's hand, shedding violet coloured lightequivalent to torchlight. The wizard can hold theblackfire without taking damage or throw it at anopponent.Throwing it at an opponent requires a roll to hit. Ifthe sphere hits, the target ignites the creature's lifeforce doing 1d6 points of damage the first roundand 1d3 the following rounds until extinguished.The flames can be extinguished by padding themout, but water has no effect.The flames only consume living matter (creaturesand plants) and have no effect on non-livingmaterial or undead. The end product of blackfirecombustion is oxygen and a grey-blue ash.The material components are human fat andpowdered magnesium.

    Nulin's Hourly Diarhea (Nercomancy) e

    Range : 0Components : V, S, MDuration : One hourCasting Time : 2Area of Effect : One piece of foodSaving Throw : Neg.

    Nulin created this spell as a prank against some ofthe more irritating nobles of Cormyrian society.When cast, the caster merely has to touch a peiceof food, up to pie sized, to contain a minor poison.This poison take effect if the saving throw vs.

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    Purity (Necromancy)

    Range: 0Components: V,SDuration: One roundCasting time: 2Area of effect: CasterSaving Throw: None

    Purity only functions for casters of some goodalignment (a rarity), Purity creates a minusculeconduit to the plane of positive energy and allowsthe caster to turn undead as a 1st level priest, thespell never improves in effect.

    Rael's Draining Arrow (Alteration, Necromancy)o

    Range: TouchComponents: V,S,MDuration: Permanent until used, 1 turn/levelCasting Time: 1 roundArea of Effect: 1 arrowSaving Throw:

    This spell enchants one arrow, and when it hits it'starget it does normal damage and drains 1d6points of strength, unless the target saves vs.spells, in which case the strength drain is halved(round up). The strength points come back after 1turn/level, at the rate of 1 per turn .The material component is the arrow to beaffected.

    Rehydration (Alteration/Necromancy)

    Range: TouchComponents: V, SDuration: InstantaneousCasting Time: 1 roundArea of Effect: 1 creature per 2 levelsSaving Throw: Negates

    This spell has been created to heal people fromextensive dehydration. Therefore, it cannot healthe caster himself, because in such a state he willnot be able to cast the spell.The mechanics of the spell are thus: During thecasting of the spell water is drawn from thesurroundings within one yard per level. The watermay come from, in order of preference: surface orground water, carried water, air, soil, dead organicmaterials, or plants. The water is transferreddirectly into the body of the recipient. After a fewhours of rest, the patient will be as good as new.

    In the case of dehydration to near death, therecipient must make a resurrection survival checkto determine whether the spell can save him.Within very dry surroundings the spell works onlyfor 10d10%.The material component is blue phosphorus (15gp), which turns to white phosphorus at the end ofthe casting.

    Restore Circle (Necromancy)

    Range: 0Components: V, S, MDuration: PermanentCasting Time: 2Area of Effect: SpecialSaving Throw: None

    This spell restores the magic of a neutralized circleof protection and merged inscriptions as thewizard inscribes out the break with the propermagical material, usually a ball of magical chalk.

    Sacrifice (Necromancy) o

    Range: TouchComponents: V, S, MDuration: InstantaneousCasting Time: 1 roundArea of Effect: One creatureSaving Throw: None

    The caster must at the conclusion of the castingdeal a killing blow to a creature with a speciallyprepared silver dagger. When the creature is dead,it's hit points are transferred to the caster. Anyextra hit points above the casters maximum arelost after one hour per level of the caster.The required material for this spell is the silverdagger, which must be cleansed with salt waterand sharpened during the rounds preceding thecasting. The dagger is not expended.

    Saphrael's Damage Mirror(Alteration, Necromancy) o

    Range: 0Components: V, S, MDuration: Until TriggeredCasting Time: 1 roundArea of Effect: 10' RadiusSaving Throw: None

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    This spell is the bane of those who like tomelee wizards. Damage mirror lasts until it istriggered by a successful melee attack. Success isdefined as a strike, not necessarily damage to thecaster; i.e. if the caster is protected by a stoneskinspell, damage is rolled though not actuallysuffered. If the caster is protected by a spell suchas Alustriel's mantal or Ironguard, the attack willnot trigger the spell if it doesn't affect the mage. Ifa damage mirror spell is active, the wizard is notprotected against attack, but if the wizard is struckby a weapon in melee combat, every creaturewithin a ten-foot radius of the wizard suffers anidentical amount of damage. The spell is canceledonce it has been triggered; if the opponent hasmultiple attacks in that melee round, only the firstsuccessful attack triggers the damage mirror spell.This spell is not affected by spells or magicalattacks, except for dispel magic, which has thenormal chance of negating it.

    Scream of Death(Necromancy, Conjuration/Summoning) o

    Range: 10 feetComponents: V,SDuration: 1 roundCasting Time: 1Area of Effect: Targeted creatureSaving Throw: None

    Scream of Death causes a creature to do a lot moredamage upon its next attack. It summons a mass ofpower from the Negative Material Plane anddirects it through the target. They then transferthat through upon the successful attack. Basically,the creature adds the caster's level in damage tothe next creature hit. The spell is expendedwhether or not the attack hits.As this spell draws its power from the NegativeMaterial plane, its casting is an evil act.

    Siphon (Necromancy, Alteration) o

    Range: 1 mile/levelComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: Neg.

    In essence an Undead Conduit to the caster, look atthat spell, it's just the same, but casting time is oneround. This means that the caster can draw on

    another living being for hp. The spell lasts tillvictim dies.The material component is an iron claw.

    Skeletal Scribe (Enchantment, Necromancy) e

    Range: 0Components: V, S, MDuration: 1 day per levelCasting Time: 4Area of Effect: Skeleton touchedSaving Throw: None

    This spell creates an undead scribe for the wizard.It is not permanent, but is much safer to use forreading new tomes and writing down words ofgreat power. It is able to take dissertation as well.The material components of this spell are askeleton, a hawk feather, and a red robe.The skeleton is only consumed at the end of theduration.

    Skeletal Strength (Necromancy) e

    Range: 0Components: V, S, MCasting Time: 2Duration: 1 round/levelArea of Effect: The CasterSaving Throw: None

    By means of this spell, the wizard temporarilyacquires some of the abilities of an undeadskeleton. He suffers only one-half damage fro