This spell creates an undead scribe for the mage, it is not permanent, but is much safer to use for reading new tomes and writing down words of great power. It is able to take dissertation as well.
This spell causes the enchanted skull to emit white hot flames from it mouth in said pattern. these flames cause d4 damage per caster level, but undead take TWICE the damage. there is no limit to level for casting.
This spell enchants the thigh bone to hit any creature, when and if it strikes it inflicts 4d10 damage, but is only usable once per casting. Another bone must be used.
Any undead failing it's save vs spells will find itself taking double damage from all attacks, as its binding forces are less powerful now. The spell can be reversed to have the opposite effect of enabling an undead to take only half damage..this is called Slow Rot.
This spell gives the victims shadow a quasi real existance, and allows the attackers enchanted by the spell to attack the shadow for damage that will carry over to the victim. the only defense is dispel magic or cont light to rid the room of shadows.
The caster can use enchanted skulls to spy on certain locations. (S)He can handle one skull per 2 points of Intelligence.
This spell conjures into being one of two forms of armor. One form is hard bone plating attached to the wizard, this plating can absorb 10 points of damage for every constitution point that the caster has. The second form is a bone field (swarm of bones) that effectively lowers the casters AC 4 points. it is possible to cast spells thru either version.
This spell creates a servitor undead with the following stats.
AC: 4 better than usual
HP: as caster -5
attacks: 2 for weapon damage
int: 5, str: 16, Move: 6, Morale: 20
This spell permanently drains the caster of one Hit point.
Dry bones skeletons are essentially normal skeletons, but will come back to life an equal number of times as the caster has levels. this spell has particular good use with Spirit legionaire, spell carrier, fireball, and permanency (it blows up each time you kill it, at least 16 times..and always has starting hp...but I didn't tell you about this)
This spell allows the caster to place an area effect spell on an undead that will be release upon the destruction of the undead, level 6 and below spells are the only ones applicable.
This spell calls forth a blazing funeral Pyre upon it's victims, these flames of death inflict a gruesome 8d10 damage, undead are not allowed to save. The singing of unholy spirits can be heard from the fire, and bits of bone fly up to the sky.
Victims of this spell must save vs death at -2 or lose 4 points of str and 2 of con, with the added loss of 30% body weight. If any of these three reach 0 from this spell, the victim is skeletonized, and a wish is needed to revive him. rest for one month restores at a rate of one point. Restoration fixes immediately.
Failing spell save at -2 results in the bones of the victim growing massive bone spurs that tear out thru the flesh for d6 per level damage, attempting to move (for spell duration) inflicts an added point of damage per caster level per motion attempt. *this is the spell I had cast on me once, it really sucks, Elminster's evasion saved me, I hope you never get hit with it*
This spell enables the caster to store an item of smaller size than he INSIDE of his body, the item remains ineffective while stored this way. reduction in size of the body past that of the item size will kill the caster.
This spell allows the caster to borrow all the natural abilities of an undead creature sampled by the components. This is why you see Necromancers packing skeletal hards all the time....Vampire hands and mummy hands are the most popular. The caster does NOT suffer from undead limitations. Attempting to make this spell permanent only works 30% of the time, the other 70% of the it will transform the caster into said undead. (so be smart and use a lich hand if your luck is bad)
This spell allows the Necromancer to link the life of a living being to an undead creature, the undead can now draw on the HP of the victim for combat purposes. The victim suffers the injuries that the undead normally would.... this makes prisoners much more useful. There is a limit of one linked victim to any one undead.
This spell allows the caster to impose a penalty to turning equal to half his level, so a 20th level necromancer would totally nullify the turning attempts of a 10th level priest.
Failing this save results in the victims death, utterly, no hope of ressurect unless a divine being raises them. The caster can use this stolen life to do one of 5 things.
1. Waste it, soul is destroyed, a great howling is heard.
2. Use to heal self for d6 per level of victim.
3. Use to hurt another for d8 per level victim.
4. Pervert it, changes victim into equal hd undead, random determine.
5. Destroy equal HD undead with no save.
The caster must kill the victim with ONE blow from the blade, the enchantment of the spell on the blade will suck the life into the blade, it is then plunged into the breast of a dead creature to restore life to that one. levels can be off by 5, any more and the dead person either rots, or explodes, pending less than 5 or greater than.
In essence an undead conduit to the caster, look at that spell, it's just the same, but casting time is one round. This means that the caster can draw on another living being for hp.
This spell will remove 5 hit points from the casters base permanently, but allows the caster to defy death once per casting, once he dies from grievous wounds (old age isn't affected) he will arise fully healed by the return spell. This spell is JEALOUSLY guarded by those that know it.
This spell allows the caster to implant one magical device into another being or himself for FULL effect, weapons can not be implanted, and their MUST be space in the body for the item, gloves can be sunken under the skin, rings placed around ribs, etc....only one item per 5 con points can be implanted.