The Ancient Tome of Dark Magic
The Ancient Tome of Dark Magic
Version 2.0
In this tome are written all the non – official spells of necromancy school I’ve found.
There are spells of white (), red () and black (o) magic in this tome.
Cantrip
The Ancient Tome of Dark Magic
Dancing Vermin (Necromancy)
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Through use of this spell the caster can animate one creature with a hit point total of 1 or less in life. The animated creature (which is usually a mouse or other very small animal) must remain within 10 feet of the caster or it will fall lifeless. A virtual puppet, the creature's actions are entirely up to the caster, but it's movement is so slow and weak as to preclude it's use in combat.
Sensate (Necromancy)
Range: 10 feet
Components: V,S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
By means of this spell the caster can cause the subject to feel one sensation, which may be quite painful, if he or she fails a saving throw vs. spell. The sensation caused by this spell is always enough to break a caster's concentration on a spell.
Terminate (Necromancy) o
Range: 10 feet
Components: V,S
Duration: Instantaneously
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell irrevocably slays a creature with a maximum hit point total of 1 and a body volume of 1 cubic foot or less. Many a rat in a wizard's tower has met their end through this spell.
The Ancient Tome of Dark Magic
1st Level Spells
The Ancient Tome of Dark Magic
The Ancient Tome of Dark Magic
The Ancient Tome of Dark Magic
Apothecary (Necromancy)
Range: 0
Components: V,S,M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Touch
Saving Throw: Negates
This spell transforms magical energy into life force, the effective reverse of life drain. The result is a minor healing spell wizards can employ. it heals 1d4 hp and/or many minor ailments such as a skin irritation or minor infection.
The material components are a freshly clipped strand of hair or a freshly clipped fingernail smeared with a bit of wood alcohol, materials are consumed during casting.
Ashes of Death (Necromancy) o
Range: 0
Components: V, S, M
Duration: Instanteous
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
At the conclusion of the spell, the caster sprinkles the material component, ash of burned wood, at the victims in front of him. Any creature touched by the ashes, except the caster, suffers 2 points of damage per level of the caster, unless they make a save vs. spell.
This spell does not affect undead.
Autopsy (Divination, Necromancy)
Range: 0
Components: V, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One corpse touched per level
Saving Throw: None
With this spell a wizard can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels, the spellcaster can learn more of the target's actions immediately prior to death.
Wizard's Maximum Maximum Time
Level Time Dead Frame Allowable
up to 5 1 week 1/10 round
6-7 1 month 1 round
8-10 1 year 1 turn
11-13 10 years ½ hour
14-17 1000 years 1 hour
18+ any age 1 hour
The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at
2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge.
Banish Taint (Necromancy)
Range: Touch
Components: V,S,M
Duration: Permanent
Casting time: 1 round
Area of effect: 10 cubic feet per level
Saving Throw: None
Banish Taint will remove any natural toxins from any substance. To an extreme end, even 2 week old carrion could be made safe to eat via Banish Taint (not appealing, just safe.) Banish Taint can also be used to cleanse festering wounds and other such maladies. Numerous other useful applications should be evident (like it's the ultimate mystic STD prevention spell.) The spell does not work on toxins natural to a creature (snakes can't be made non-poisonous, but snake bites can.)
Bleeding Touch (Necromancy) o
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell causes a bleeding wound to appear on the victim.
Wizards do not have to attack their chosen victim to hit. The victim must save versus death magic or suffer 1d6 points of damage for every two levels of the caster. The material component of this spell is a needle.
Blood Gush (Necromancy) o
Range: 10 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One wound
Saving Throw: Neg.
With this spell, the wizard can cause a wound to start bleeding, thereby dealing 1d6 damage to the victim. The wound will continue to bleed unless treated. The bleeding will deal 1d4 damage each round left unattended.
The material components of the spell, are a small piece of metal and a drop of blood.
Cauterize (Necromancy)
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell will cauterize a wound without causing pain. Cauterizing stops bleeding, heals 1 HP, and prevents infection of any kind. Having a wound cauterized will leave a small scar, as would a burn.
Corpion's Nick (Necromancy) o
Range: 5 yards/level
Components: V,S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negate
If the victim of the spell fails a saving throw vs. spells when this spell is cast, the victim finds himself cut for 1 hit point of damage. The wound then continues to bleed, causing 1 hit point of damage every other round. There is little pain associated with the wound, so that spellcasters can still cast spells when struck by this spell.
The wound caused by this spell can be bound by someone proficient with healing. A cure light wounds will heal the damage caused by this spell and prevent further damage.
Create Poison (Necromancy, Conjuration) o
Range: 0
Components: V,S,M
Duration: 1 turn + 1 round/level
Casting time: 1 round
Area of Effect: Special
Saving Throw: None
This spell allows the caster to create mystic poisons whose strengths vary as the caster gains in level. The mage must have an appropriate container for the poison. A crystal vial of no less than 500gp value must be used for this purpose. The caster murmurs the chant, and the vial is filled with an amount of poison based entirely on the casters level. For every level the caster has gained they can conjure one quarter fluid ounce of poison, about enough for 1 dose on an M size creature. This is equivalent for 2 doses on S size and 4 doses on T size creatures. Double the base amount for each size category above M to find the dose required to affect creatures of this size. The table below shows the possible poison type produced:
Level Damage(/save) Save Modifier
1 4/0 + 3
2 6/1 + 2
3 8/2 + 1
4 12/3 0
5 14/4 0
6 16/5 0
8 18/6 - 1
13 20/8 - 2
15+ 30/10 - 3
Level Special Effect Type
1 stunned(1 round) ingested
2 sleep(1d4 rounds) ingested
3 blindness(1d6 rounds) ingested
4 paralyzation(2d4 rounds) ingested
5 slow(1d8 rounds) injected
6 silence(1d4 turns) injected
8 Enervation injected
13 petrification contact
15+ disintegrate contact
For a special effect to occur, the caster must have the material component for the appropriate spell, if any are necessary, and the target must fail a save vs. spell (without the save modifier, which only applies to the damaging part of the poison). The material components for this spell are: a scorpion tail, a live spider and a drop of blood from the caster.
Additional material components (listed for effect) are :
Stun – no additional
Sleep – a pinch of fine sand, rose petals or a live
cricket
Blindness – no additional
Paralyzation – a small straight piece of iron
Slow – a drop of molasses
Silence – no additional
Enervation – no additional
Petrification – lime, water and earth
Disintegration – a lodestone and a pinch of dust
Cremate (Necromancy)
Range: 3 feet/level
Components: V,M
Duration: Instantaneous
Casting Time: 4
Area of effect: 50 cubic-feet
Saving Throw: Special
This spell cremates dead bodies, and only dead bodies. If cast on undead, there is only a 25% chance that this spell will destroy it. The intensely hot flames will ignite all flammable objects w/in one foot of the body. The material component is a pinch of ash from a cremation.
Death Touch (Necromancy) o
Range: 0
Duration: 3 rounds + 1 round per level
Components: V, S, M
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
This spell is identical to Chill Touch , except that it is weaker in that it has no effect on undead, and stronger in that the victim must make a saving throw at a minus two penalty. The material component is a flake of skin of an undead.
Deforest (Necromancy)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
This spell causes all normal, stationary plants in an area to turn to grass. The affected area's topography remains unaltered, and many stones still need to be removed before crops can be
planted.
Deforest can affect a region of up to 100 square feet or a 5-foot per level radius area. Thus, a 1st-level wizard can clear a circle ten feet across, and so on. The dimensions of the area can be altered to make elongated rectangles, so that straight paths and roadways can also be cleared by this method. Any plant whose roots are inside the area of effect are also considered inside, so a well placed casting could actually clear several large trees instead of one or two.
The spell, if used in radius format, centres on the caster, and if in square or rectangular format, begins directly in front of the caster and clears an area as wide as desired (up to the limits) for as far as it can go in a straight line.
Mobile plant-like monsters, such as shambling mounds, are unaffected by the spell. However, plant-like monsters which have a root system, such as the snapper saw or tri-flower frond, must
save versus spell or receive 1d4 points of damage per level of the caster. For every 8 points the plant loses, it also permanently loses one Hit Die. If the plant is killed by the spell, it is also turned to grass. If not, it remains and may heal damage up to its new Hit Die total.
Detect Poisoning (Divination, Necromancy)
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
With this spell, the wizard can determine if a corpse has been poisoned. One corpse can be checked each round. The wizard can determine the means by which the poison was administered and the place at which it entered the body, and he has a 5% chance per level of being able to identify exactly the poison.
Detho's Delirium (Necromancy)
Range: 0
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
The caster of this spell touches a being who is drugged, drunken, sleeping, or unconscious, while speaking the mystic words and ringing a small silver or brass bell. The touched creature receives a saving throw against spells at -2; if the saving throw is failed, the creature will begin to speak (a
creature feigning drunkenness or unconsciousness will never be affected by the spell). The affected being speaks at random, in all languages known to it, and on random topics, rambling. It cannot hear questions and cannot be forced by mental or magical control to give specific answers - any attempt to use such control is 96% likely to awaken the creature. While the creature speaks, there is a 22% chance per round (not cumulative) that it
will reveal names, true names, passwords, words of activation, codes, directions, and other useful information. Note that the speaker will rarely identify such fragments of speech for what
they truly are, and hearers must speculate themselves on meanings. Dreams, rumours, jokes and fairy tales may be mumbled by a speaking creature, not merely factual information. The
spell will be broken before its expiry if the affected creature is awakened.
Diabolic Vision (Necromancy)
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: The Caster
Saving Throw: None
While under influence of the spell, the caster will see only positive and negative energy. He will sense positive energy sources as bright white, and negative energy sources as dark black. He will also perceive the relative differences in brightness or darkness. Thus he will have some feeling about the power of the source. Plantlife will appear very dim, but still white, while a powerful Lich will appear as very dark.
Although the caster have some detail in his perceptions when viewing a source of life or death, he will be virtually blind in any environment consisting mainly of dead matter.
The spell can be ended at will.
Dispel Lesser Undead (Necromancy)
Range: 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 Hd undead/level
Saving Throw: Negates
This spell can only affect undead of 2 Hd or lower, like skeletons and zombies. If such an undead fails a save it is utterly destroyed (as they say) and turns to dust.
Disrupt Undead (Necromancy)
Range: 20 yards
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One undead
Saving Throw: Negates
This spell will blast a lesser undead to pieces. A greater undead will take fright from the caster and move away from him, omitting all other actions, for the duration of the spell.
A lesser undead is, for the purpose of this spell, an undead of five levels or Hd less than the caster. An undead of 10 levels or Hd less than the caster is destroyed without a save. Undead of 7 or higher Hd will never be considered to be lesser.
Eldran's Animate Dead Vegetable (Necromancy)
Range:0
Components:V,S,M
Duration:Permanent
Casting Time:1 round
Area of Effect:1 dead vegetable
Saving Throw:None
This spell animates one vegetable (tomato, potato, leek, radish, pea, etc.) which immediately grows enough appendages to allow it to move around (usually a tentacle or two). The vegetable must be perfectly preserved before casting, or be freshly picked, but upon casting, the vegetable rots and appears to be slightly squishy, slimy, mouldy, and generally icky and horrible. What the necromancer does with this vegetable is up to him, the necromancer has complete control over its actions; the communication is only one way, however, the necromancer can tell the vegetable what he wants it to do, but the vegetable cannot report anything it perceives. The vegetable can move around at speed 6, can fetch very small things (of about 2oz. max. weight), and is considered to have a strength of 1 for all other purposes. What the vegetable can move/carry is obviously dependant on what it can get its tentacles around.
The uses of this spell are not particularly obviously at first sight, but one use it was rumoured that Eldran used this spell for was to get a vegetable to grow thorny tentacles and then teach it how to pick locks. Because the vegetable is usually quite light, it is also thought that Eldran used a different vegetable to pick pockets (although it could only manage, at most, one coin/gem/key/other small object at a time). Since Eldran's untimely demise, however, it has been impossible to validate these claims as the alleged vegetables were never found.
One of the most useful aspects of this spell is that it allows the necromancer to deliver touch attack necromancy spells of first, second or third level only through these things. The vegetable must, obviously, be close enough to attack the victim and must roll to hit with a THAC0 of 20, if it fumbles, the vegetable has been squashed for some reason (usually by the target) and the effects of the touch spell manifest themselves on the caster in the resulting magical backlash, as well as taking 1d4 points of damage as with the Spectral Hand spell. If the touch spell has a duration of more than one round (ghoul touch) and its effects take place on the caster, then the necromancer can terminate the spell in the following rounds if he so desires.