Index of Spells by School - Necromancy

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Animate Dead (M)
Necromancy [Evil] 1 standard action PRPG-O
None - No Adp 3, Clr 3, Death 3, Sor/Wiz 4 V, S, M
Instant Touch General
Targets: One or more corpses touched
Materials: An onyx gem worth at least 25 gp per Hit Die of the undead

Creates undead skeletons and zombies.

This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead . The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

Skeletons : A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies : A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

Astral Projection (M)
Necromancy 30 minutes PRPG-O
None - Yes Clr 9, Sor/Wiz 9, Travel 9 V, S, M
See text Touch General
Targets: You plus one additional willing creature touched per two caster levels
Materials: 1,000 gp jacinth

Projects you and others onto Astral Plane.

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

When this spell ends, your astral body and all of its gear, vanishes.

Bestow Curse
Necromancy 1 standard action PRPG-O
Will negates - Yes Adp 3, Clr 3, Sor/Wiz 4 V, S
Permanent Touch General
Target: Creature touched

6 to an ability score; 4 on attack rolls, saves, and checks; or 50% chance of losing each action.

You place a curse on the subject. Choose one of the following.

  • –6 decrease to an ability score (minimum 1).
  • –4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse .

Bleed
Necromancy 1 standard action PRPG-O
Will negates - Yes Clr 0, Sor/Wiz 0 V, S
Instant Close General
Target: One living creature

Cause a stabilized creature to resume dying.

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

Blight
Necromancy 1 standard action PRPG-O
Fortitude half; see text - Yes Drd 4, Sor/Wiz 5 V, S, DF
Instant Touch General
Target: Plant

Withers one plant or deals 1d6/level damage to plant creature.

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.

Blindness/Deafness
Necromancy 1 standard action PRPG-O
Fortitude negates - Yes Brd 2, Clr 3, Darkness 2, Sor/Wiz 2 V
Permanent (D) Medium General
Target: One living creature

Makes subject blinded or deafened.

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Cause Fear
Necromancy [Fear] [Mind-affecting] 1 standard action PRPG-O
Will partial - Yes Adp 1, Brd 1, Clr 1, Death 1, Sor/Wiz 1 V, S
1d4 rounds or 1 round; see text Close General
Target: One living creature with 5 or fewer HD

One creature of 5 HD or less flees for 1d4 rounds.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear .

Chill Touch
Necromancy 1 standard action PRPG-O
Fortitude partial or Will negates; see text - Yes Sor/Wiz 1 V, S
Instant Touch General
Targets: Creature or creatures touched (up to one/level)

One touch/level deals 1d6 damage and possibly 1 Str damage.

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.

Circle of Death (M)
Necromancy [Death] 1 standard action PRPG-O
Fortitude negates - Yes Sor/Wiz 6 V, S, M
Instant Medium General
Area: Several living creatures within a 40-ft.-radius burst
Materials: A crushed black pearl worth 500 gp

Kills 1d4/level HD of creatures.

Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.

Clone (M) (F)
Necromancy 10 minutes PRPG-O
None - No Sor/Wiz 8 V, S, M, F
Instant 0 ft. General
Effect: One clone
Focus: Special laboratory equipment costing 500 gp
Materials: Laboratory supplies worth 1,000 gp

Duplicate awakens when original dies.

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.

The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.

Command Undead
Necromancy 1 standard action PRPG-O
Will negates; see text - Yes Sor/Wiz 2 V, S, M
1 day/level Close 1 hour
Targets: One undead creature

Undead creature obeys your commands.

This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Contagion
Necromancy [Evil] 1 standard action PRPG-O
Fortitude negates - Yes Adp 3, Clr 3, Drd 3, Sor/Wiz 4 V, S
Instant Touch General
Target: Living creature touched

Infects subject with chosen disease.

The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.

Control Undead
Necromancy 1 standard action PRPG-O
Will negates - Yes Sor/Wiz 7 V, S, M
1 min./level Close 30 minutes
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart

Undead don't attack you while under your command.

This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.

Create Greater Undead (M)
Necromancy [Evil] 1 hour PRPG-O
None - No Clr 8, Death 8, Sor/Wiz 8 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created

Creates shadows, wraiths, spectres, or devourers.

This spell functions like create undead except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below.

Caster LevelUndead Created
15th or lowerShadow
16th–17thWraith
18th–19thSpectre
20th or higherDevourer
Create Undead (M)
Necromancy [Evil] 1 hour PRPG-O
None - No Clr 6, Death 6, Evil 6, Sor/Wiz 6 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created

Raises ghouls, ghasts, mummies, or mohrgs from physical remains.

A much more potent spell than animate dead this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.

Caster LevelUndead Created
11th or lowerGhoul
12th–14thGhast
15th–17thMummy
18th or higherMohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Curse Water (M)
Necromancy [Evil] 1 minute PRPG-O
Will negates (object) - Yes (object) Clr 1 V, S, M
Instant Touch General
Target: Flask of water touched
Materials: 5 lbs. of powdered silver worth 25 gp

Makes unholy water.

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water (see Equipment). Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

Death Knell
Necromancy [Death] [Evil] 1 standard action PRPG-O
Will negates - Yes Clr 2, Death 2 V, S
Instant/10 minutes per HD of subject; see text Touch General
Target: Living creature touched

Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.

Death Ward
Necromancy 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Clr 4, Death 4, Drd 5, Pal 4, Repose 4 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

Grants bonuses against death spells and negative energy.

The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.

Deathwatch
Necromancy 1 standard action PRPG-O
None - No Clr 1, Repose 1 V, S
10 min./level 30 ft. 4 hours
Area: Cone-shaped emanation

Reveals how near death subjects within 30 ft. are.

Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

Destruction (F)
Necromancy [Death] 1 standard action PRPG-O
Fortitude partial - Yes Clr 7, Death 7, Repose 7 V, S, F
Instant Close General
Target: One creature
Focus: Holy or unholy symbol costing 500 gp

Kills subject and destroys remains.

This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle .

Disrupt Undead
Necromancy 1 standard action PRPG-O
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Ray

Deals 1d6 damage to one undead.

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Doom
Necromancy [Fear] [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Clr 1 V, S, DF
1 min./level Medium General
Target: One living creature

One subject takes 2 on attack rolls, damage rolls, saves, and checks.

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Energy Drain
Necromancy 1 standard action PRPG-O
Fortitude partial; see text - Yes Clr 9, Sor/Wiz 9 V, S
Instant Close General
Effect: Ray of negative energy

Subject gains 2d4 negative levels.

This spell functions like enervation except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative levelis removed. If it fails, that negative levelbecomes permanent.

An undead creature struck by the ray gains 2d4 × 5 temporary hit points for 1 hour.

Enervation
Necromancy 1 standard action PRPG-O
None - Yes Sor/Wiz 4 V, S
Instant Close General
Effect: Ray of negative energy

Subject gains 1d4 negative levels.

You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don't last long enough to do so.

An undead creature struck by the ray gains 1d4 × 5 temporary hit points for 1 hour.

Eyebite
Necromancy 1 standard action PRPG-O
Fortitude negates - Yes Brd 6, Sor/Wiz 6 V, S
1 round/level Close General
Target: One living creature

Target becomes panicked, sickened, and/or comatose.

Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects.

HDEffect
10 or moreSickened
5–9Panicked, sickened
4 or lessComatose, panicked, sickened

The effects are cumulative and concurrent.

Sickened : Sudden pain and fever sweeps over the subject's body. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

Panicked : The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.

Comatose : The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.

You must spend a swift action each round after the first to target a foe.

False Life
Necromancy 1 standard action PRPG-O
- Sor/Wiz 2 V, S, M
1 hour/level or until discharged; see text Personal 30 minutes
Target: You

Gain 1d10 temporary hp + 1/level (max +10).

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).

Fear
Necromancy [Fear] [Mind-affecting] 1 standard action PRPG-O
Will partial - Yes Brd 3, Sor/Wiz 4 V, S, M
1 round/level or 1 round; see text 30 ft. General
Area: Cone-shaped burst

Subjects within cone flee for 1 round/level.

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Finger of Death
Necromancy [Death] 1 standard action PRPG-O
Fortitude partial - Yes Drd 8, Sor/Wiz 7 V, S
Instant Close General
Target: One creature

Deals 10 damage/level to one subject.

This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.

Gentle Repose
Necromancy 1 standard action PRPG-O
Will negates (object) - Yes (object) Clr 2, Repose 2, Sor/Wiz 3 V, S, M/DF
1 day/level Touch General
Target: Corpse touched

Preserves one corpse.

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead ). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.

The spell also works on severed body parts and the like.

Ghoul touch
Necromancy 1 standard action PRPG-O
Fortitude negates - Yes Sor/Wiz 2 V, S, M
1d6+2 rounds Touch General
Target: Living humanoid touched

Paralyzes one subject, which exudes stench that makes those nearby sickened.

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

Halt Undead
Necromancy 1 standard action PRPG-O
Will negates (see text) - Yes Sor/Wiz 3 V, S, M
1 round/level Medium General
Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart

Immobilizes undead for 1 round/level.

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.

Harm
Necromancy 1 standard action PRPG-O
Will half; see text - Yes Clr 6, Destruction 6 V, S
Instant Touch General
Target: Creature touched

Deals 10 points/level damage to target.

Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.

If used on an undead creature, harm acts like heal .

Horrid Wilting
Necromancy 1 standard action PRPG-O
Fortitude half - Yes Sor/Wiz 8, Water 8 V, S, M/DF
Instant Long General
Targets: Living creatures, no two of which can be more than 60 ft. apart

Deals 1d6/level damage within 30 ft.

This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).

Inflict Critical Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 4, Destruction 4 V, S
Instant Touch General
Target: Creature touched

Touch attack, 4d8 damage + 1/level (max +20).

This spell functions like inflict light wounds, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).

Mass Inflict Critical Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 8 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Deals 4d8 damage + 1/level, affects 1 subject/level.

This spell functions like inflict light wounds, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).

This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage + 1 point per caster level (maximum +40).

Inflict Light Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 1 V, S
Instant Touch General
Target: Creature touched

Touch deals 1d8 damage +1/level (max +5).

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Mass Inflict Light Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 5 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Deals 1d8 damage + 1/level, affects 1 subject/level.

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies.

Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

Inflict Moderate Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 2 V, S
Instant Touch General
Target: Creature touched

Touch attack, 2d8 damage + 1/level (max +10).

This spell functions like inflict light wounds, except that you deal 2d8 points of damage + 1 point per caster level (maximum +10).

Mass Inflict Moderate Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 6 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Deals 2d8 damage + 1/level, affects 1 subject/level.

This spell functions like inflict light wounds, except that you deal 2d8 points of damage + 1 point per caster level (maximum +10).

This spell functions like mass inflict light wounds, except that it deals 2d8 points of damage + 1 point per caster level (maximum +30).

Inflict Serious Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 3 V, S
Instant Touch General
Target: Creature touched

Touch attack, 3d8 damage + 1/level (max +15).

This spell functions like inflict light wounds, except that you deal 3d8 points of damage + 1 point per caster level (maximum +15).

Mass Inflict Serious Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 7 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Deals 3d8 damage + 1/level, affects 1 subject/level.

This spell functions like inflict light wounds, except that you deal 3d8 points of damage + 1 point per caster level (maximum +15).

This spell functions like mass inflict light wounds, except that it deals 3d8 points of damage + 1 point per caster level (maximum +35).

Magic Jar (F)
Necromancy 1 standard action PRPG-O
Will negates; see text - Yes Sor/Wiz 5 V, S, F
1 hour/level or until you return to your body Medium General
Target: One creature
Focus: A gem or crystal worth at least 100 gp

Enables possession of another creature.

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar ), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location.

Mark of Justice
Necromancy 10 minutes PRPG-O
None - Yes Clr 5, Pal 4 V, S, DF
Permanent; see text Touch General
Target: Creature touched

Designates action that triggers curse on subject.

You mark a subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of undesirable behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse .

Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.

Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.

Poison
Necromancy 1 standard action PRPG-O
Fortitude negates; see text - Yes Clr 4, Drd 3 V, S, DF
Instant; see text Touch General
Target: Living creature touched

Touch deals 1d3 Con damage 1/round for 6 rounds.

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

Ray of Enfeeblement
Necromancy 1 standard action PRPG-O
Fortitude half - Yes Sor/Wiz 1 V, S
1 round/level Close General
Effect: Ray

Ray causes 1d6 Str penalty + 1 per 2 levels.

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Ray of Exhaustion
Necromancy 1 standard action PRPG-O
Fortitude partial; see text - Yes Sor/Wiz 3 V, S, M
1 min./level Close General
Effect: Ray

Ray makes subject exhausted.

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.

The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.

A character that is already fatigued instead becomes exhausted.

This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.

Scare
Necromancy [Fear] [Mind-affecting] 1 standard action PRPG-O
Will partial - Yes Brd 2, Sor/Wiz 2 V, S, M
1 round/level or 1 round; see text for cause fear Medium General
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart

Panics creatures of less than 6 HD.

This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.

Slay Living
Necromancy [Death] 1 standard action PRPG-O
Fortitude partial - Yes Clr 5, Death 5, Repose 5 V, S
Instant Touch General
Target: Living creature touched

Touch attack deals 12d6 + 1 per level.

You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.

Soul Bind
Necromancy 1 standard action PRPG-O
Will negates - No Clr 9, Sor/Wiz 9 V, S, F
Permanent Close General
Target: Corpse

Traps newly dead soul to prevent resurrection.

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone or even a miracle or a wish Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

The focus for this spell is a black sapphire of at least 1,000 gp value for every HD possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or HD as such, the value of the gem needed to trap an individual can be researched.)

Speak with Dead
Necromancy [Language-dependent] 10 minutes PRPG-O
Will negates; see text - No Clr 3, Knowledge 3, Repose 3 V, S, DF
1 min./level 10 ft. 30 minutes
Target: One dead creature

Corpse answers one question/two levels.

You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.

If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.

If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.

Spectral Hand
Necromancy 1 standard action PRPG-O
None - No Sor/Wiz 2 V, S
1 min./level (D) Medium 30 minutes
Effect: One spectral hand

Creates disembodied glowing hand to deliver touch attacks.

A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand . The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.

Symbol of Death (M)
Necromancy [Death] 10 minutes PRPG-O
Fortitude negates - Yes Clr 8, Rune 8, Sor/Wiz 8 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each

Triggered rune kills nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. A creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death 's triggering conditions cannot be changed.

In this case, "reading" the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the symbol's effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, but then can be triggered again as normal.

Note : Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death .

Symbol of Fear (M)
Necromancy [Fear] [Mind-affecting] 10 minutes PRPG-O
Will negates - Yes Clr 6, Sor/Wiz 6 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp

Triggered rune panics nearby creatures.

This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.

Note : Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear .

Symbol of Pain (M)
Necromancy [Evil] 10 minutes PRPG-O
Fortitude negates - Yes Clr 5, Sor/Wiz 5 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp

Triggered rune wracks nearby creatures with pain.

This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.

Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.

Note : Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain .

Symbol of Weakness (M)
Necromancy 10 minutes PRPG-O
Fortitude negates - Yes Clr 7, Sor/Wiz 7 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp

Triggered rune weakens nearby creatures.

This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.

Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level. A creature can only be affected by this symbol once.

Note : Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness .

Touch of Fatigue
Necromancy 1 standard action PRPG-O
Fortitude negates - Yes Adp 0, Sor/Wiz 0 V, S, M
1 round/level Touch General
Target: Creature touched

Touch attack fatigues target.

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Undeath to Death (M)
Necromancy 1 standard action PRPG-O
Will negates - Yes Clr 6, Glory 6, Repose 6, Sor/Wiz 6 V, S, M
Instant Medium General
Area: Several undead creatures within a 40-ft.-radius burst
Materials: A crushed black pearl worth 500 gp

Destroys 1d4/level HD of undead (max. 20d4).

This spell functions like circle of death, except that it destroys undead creatures as noted above.

Vampiric touch
Necromancy 1 standard action PRPG-O
None - Yes Sor/Wiz 3 V, S
Instant/1 hour; see text Touch General
Target: Living creature touched

Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.

Wail of the Banshee
Necromancy [Death] [Sonic] 1 standard action PRPG-O
Fortitude negates - Yes Death 9, Repose 9, Sor/Wiz 9 V
Instant Close General
Target: One living creature/level within a 40-ft.-radius spread

Deals 10 damage/level to 1 creature/level.

When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.

Waves of Exhaustion
Necromancy 1 standard action PRPG-O
None - Yes Repose 8, Sor/Wiz 7 V, S
Instant 60 ft. General
Area: Cone-shaped burst

Several targets become exhausted.

Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

Waves of Fatigue
Necromancy 1 standard action PRPG-O
None - Yes Sor/Wiz 5 V, S
Instant 30 ft. General
Area: Cone-shaped burst

Several targets become fatigued.

Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.