A complete list of all CD Necromancy spells. Entirely new spells are marked with an asterisk(*).
To see the changes to the Spell Focus (Necromancy) feats check here.
Caster Level(s): Blackguard 0; Cleric / Favored Soul 0
Innate Level: 0
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
If the caster succeeds in striking an opponent with a touch attack, the target suffers 8 point of damage. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Cantrips gain the full effect of CD custom level scaling and can hit very hard for their spell level, at high character level.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One creature
Duration: 1 Turn / Level
Save: Will Negates; see text
Spell Resistance: Yes
A touch from your hand which glows with blue energy deals 1d8 points of cold damage. The touched creature also takes a -2 Attack Bonus penalty if a will save is failed.
Caster Level(s): Blackguard 2; Cleric / Favored Soul 1
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Empowering this spell will only increase the die roll (2d8) of the damage/healing.
Caster Level(s): Cleric Death 1; Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy [Negative]
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: Instantaneous
Save: None
Spell Resistance: Yes
With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 1d4 +1 per 3 caster levels of negative damage which is then added to the caster's life force. The wizard loses those hitpoints after one turn.
Caster Level(s): Cleric / Favored Soul 2, Evil 1; Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
A ray of negative energy slams into the target creature. The target takes a 1d6 points of negative damage per two caster levels (maximum 5d6), plus an additional 1 per three caster levels. The creature is allowed a will saving throw to take half damage. Negative energy spells have a reverse effect on undead, healing instead of harming them.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Fortitude Negates
Spell Resistance: Yes
The target creature takes 1d6 strength damage, plus 1 per 2 caster levels, to a maximum of 5 damage.
Caster Level(s): Blackguard 1; Bard 1; Cleric / Favored Soul 1; Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Fear
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1d4 Rounds
Save: Fortitude negates
Spell Resistance: Yes
A target creature with 5 hit dice or less is afflicted with fear and suffers a -2 morale check to attack, damage and saving rolls.
Immunity to fear will properly block negative effects.
Caster Level(s): Bard 2; Cleric / Favored Soul 3, Darkness 2; Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Fortitude Negates
Spell Resistance: Yes
The target creature is struck blind and deaf.
Caster Level(s): Cleric Darkness 4; Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s): Magical Armor
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: None
Spell Resistance: No
A magical aura surrounds the caster — injuring creatures that touch it. Any creature striking the caster takes 1d4 points of magical damage +1 point per 2 caster levels (maximum +5).
Does not stack with Mestil's Acid Sheath or Elemental Shield.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1d6 + 2 Rounds
Save: Fortitude Negates
Spell Resistance: Yes
The caster's hand glows with an unearthly radiance. The target creature must make a fortitude save or become paralyzed. Creatures paralyzed by this spell emit a noxious cloud that applies a -2 penalty to skills, saving throws, and damage rolls to all creatures within 5 feet.
The penalty to damage rolls only reduces magical damage. If the affected creature does not deal magical damage in its attacks, there will be no change to the damage dealt.
The duration of the penalties is also d6 + 2 rounds, rolled independently of the duration of the cloud.
Caster Level(s): Blackguard 2; Cleric / Favored Soul 2
Innate Level: 2
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Empowering this spell will only increase the die roll (3d8) of the damage/healing.
Caster Level(s): Cleric / Favored Soul 3, Death 2; Wizard / Sorcerer 5
Innate Level: 3
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / 3 Level
Save: None
Spell Resistance: No
Animate dead summons forth an undead minion. The type of undead summoned is dependent upon the caster level.
caster level | summon |
---|---|
1 to 6 | Wraith |
7 | Wight |
8 | Tyrantfog Zombie |
9 | Skeleton Warrior |
10 | Ghoul |
11 | Spectre |
12+ | Skeleton Chieftain |
Duration can be increased with Spell Focus: Conjuration feats
Summons have been changed.
Caster Level(s): Bard 3; Blackguard 2; Cleric / Favored Soul 3, Suffering 2; Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Permanent
Save: Will Negates
Spell Resistance: Yes
Lowers all of the target creature's ability scores by 2.
The curse is a supernatural effect.
While the curse itself is not negated by the ability decrease immunity (such as from negative energy protection spell), the ability penalties are.
Caster Level(s): Cleric / Favored Soul 3
Innate Level: 3
School: Necromancy
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: None
Spell Resistance: No
This spell conjures forth a barrier of floating bones that spin rapidly around the caster. Anyone attempting to get through it will be dealt 1d6 crushing and 1d6 slashing damage. The caster cannot move while the spell is in effect, but still cast spells and other things that don't require movement. Does not stack with Elemental Shield, Mestil's Acid Sheath, or Death Armor.
Caster Level(s): Blackguard 3; Cleric / Favored Soul 3; Druid 3; Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes
The target creature is struck down with one of the following debilitating diseases, randomly chosen: blinding sickness, cackle fever, mindfire, red ache, shakes, filth fever or slimy doom.
The saving throw is for the disease, not for this spell directly. DC is determined solely by the disease; factors like spell focus do not apply.
Caster Level(s): Bard 3; Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Descriptor(s): fear
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 4 Rounds
Save: Will Negates
Spell Resistance: Yes
Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies.
Caster Level(s): Druid 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: creature touched
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes
You inflict 1d6 points of damage, +1 per caster level, to the living creature touched and gain an equal amount of hit points. You may not gain more hit points than your maximum with the healing sting.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Component(s): Verbal, Somatic, Material
Range: Long
Area of Effect / Target: One creature
Duration: 4 Rounds
Save: Will
Spell Resistance: Yes
When cast, this spell renders an undead creature immobile per the Hold Person spell.
Caster Level(s): Druid 3
Innate Level: 3
School: Necromancy
Descriptor(s): Disease
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Rounds + 1 Round / Level
Save: Fortitude Negates
Spell Resistance: Yes
With but a touch, you infect a target with maggot-like creatures. They deal 1d4 points of temporary constitution damage each round. Each round the subject makes a new fortitude save. The spell ends if the target succeeds at its saving throw.
Due to a bug, immunity to disease does not make one immune to this spell.
Caster Level(s): Blackguard 3; Cleric / Favored Soul 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Caster Level(s): Cleric Evil 3, Magic 3; Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
All creatures caught in the area of effect take 1d8 points of negative energy damage, +1 per caster level. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them.
This spell will raise the strength of allied undead targets in addition to healing them. This can be useful to buff summons or shifter allies.
Passing the saving throw only cuts the damage in half; it does not negate the strength damage.
Caster Level(s): Assassin 4; Blackguard 4; Cleric / Favored Soul 4, Water 3; Druid 3
Innate Level: 3
School: Necromancy
Descriptor(s): Poison
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes
The target must make a fortitude save or suffer the effects of large scorpion venom (1d6 strength damage on primary and secondary hits).
The fortitude save to avoid the poison is always 18, the DC for large scorpion venom. Spell focus and ability modifiers have no effect on the DC.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
The target creature takes 1d6 points of negative energy damage for every 2 caster levels (maximum 10d6). This damage is then applied to the caster's hit points as a temporary bonus. You can't gain more temporary hit points than what is required to kill the target (target's current hit points +10).
This spell requires a successful touch attack.
The temporary hit points last for one hour per two caster levels. Any pre-existing temporary hit points (from any source) are removed before the new ones are applied.
The temporary hit points are resolved independent of the application of the damage. Reducing or increasing the damage (presumably by damage resistance, immunity, or vulnerability) does not similarly affect the temporary hit points.
Caster Level(s): Cleric / Favored Soul 4
Innate Level: 4
School: Necromancy
Descriptor(s): Fear
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 3 Rounds
Save: N/A
Spell Resistance: N/A
Fear overwhelms the caster's enemies. The caster becomes sheathed in an aura of dread. All enemies near the caster will be stricken with fear and rendered pitiful. The fear aura lasts only three combat rounds, however, the fear lasts much longer. The caster may also move around during this time to attempt to affect as many enemies as he can.
Caster Level(s): Cleric / Favored Soul 4, Repose 3; Druid 5; Paladin 4
Innate Level: 4
School: Necromancy
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target and their allies become immune to any death magic, energy drain, or spell-like abilities and effects. Grants a shielding effect that absorbs 20 points of Negative energy damage per level, up to a total of 120 damage.
Caster Level(s): Cleric Death 5, Evil 5, Suffering 4; Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / caster level
Save: Fortitude Negates
Spell Resistance: Yes
The target creature temporarily loses 1d4 character levels.
Caster Level(s): Bard 4; Cleric / Favored Soul 4; Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / Level
Save: None
Spell Resistance: Yes
This spell allows the caster to adversely affect all saving throws of his enemies. The effect is applied to all hostile creature's within the area of effect. Opponents under the influence of this spell make all saving throws at a penalty of -4.
Caster Level(s): Blackguard 4; Cleric / Favored Soul 4
Innate Level: 4
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
If the caster succeeds in striking an opponent with a touch attack, the target suffers 5d8 points of damage, + 1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Empowering this spell will only increase the die roll (5d8) of the damage.
Caster Level(s): Cleric / Favored Soul 5
Innate Level: 5
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: Yes
All enemies within the area of effect are struck with negative energy that causes 1d8 points of negative energy damage, +1 point per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them.
Although the spell description specifies 'all enemies', a bug causes the spell to damage the caster as well, if the caster is within the area of effect.
Caster Level(s): Cleric / Favored Soul 5; Wizard / Sorcerer 7
Innate Level: 5
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Creates Undead
Duration: Permanent
Save: N/A
Spell Resistance: N/A
Undead servants without mercy come forth from death and decay. A Personal army of four skeleton warriors becomes yours to command. They are untiring, unforgiving, undying, and they obey your every command. Order them to attack and it shall be done. Order them to hold off that oversized dracolich while you ready a spell and they will comply. Allows for additional castings to summon more skeletons within the henchmen limit.
Create Undead Army may be cast additional times to summon more skeletons upwards to the the henchmen limit(Eight henchmen at a time).
Caster Level(s): Cleric / Favored Soul 5, Repose 4; Druid 5
Innate Level: 5
School: Necromancy
Descriptor(s): death, negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes
The target must make a fortitude save or die. Even if the saving throw is successful, the target takes 3d6 points of negative energy damage, +1 point per caster level.
The caster must make a successful melee touch attack on the target.
Caster Level(s): Cleric / Favored Soul 5; Wizard / Sorcerer 5
Innate Level: 5
School: Necromancy [Negative]
Component(s): Verbal, Somatic, Material
Range: Short
Area of Effect / Target: Large
Duration: See text
Save: Fortitude Negates
Spell Resistance: Yes
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, -2 to deterity, and -2 to AC.
These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. The symbol lasts for 5 turns.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): death
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes
A wave of negative energy bursts from the target location. A number of enemy creatures equal to 1d8 per caster level must make a fortitude save or die, beginning with those creatures with the lowest hit dice. Creatures with 20 or more hit dice are unaffected.
Caster Level(s): Cleric / Favored Soul 6; Wizard / Sorcerer 8
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: point
Duration: 24 hours
Save: None
Spell Resistance: No
The caster brings an undead creature into being. The type of undead is based upon the caster's level.
caster level | summon |
---|---|
1-11 | ghoul |
12-13 | ghast |
14-15 | wight |
16+ | spectre |
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal
Range: Personal
Area of Effect / Target: Self
Duration: 1 Round/ Level
Save: N/A
Spell Resistance: N/A
Transforming his body partially into a lich-like state, the caster is able to temporarily acquire a semblance of undeath. He is protected as the dead are from the debilitating effects of fear, paralysis, mental effects, and instant death.
Caster Level(s): Cleric / Favored Soul 6, Suffering 5; Druid 7
Innate Level: 6
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
If the caster makes a successful melee touch attack, harm uses negative energy to do a maximum of 200 negative damage or reduce the target creature to 1d4 hit points. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.
Caster Level(s): Cleric / Favored Soul 6, Repose 5; Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: Will Negates
Spell Resistance: Yes
This spell slays 1d4 HD worth of enemy undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.
Caster Level(s): Cleric / Favored Soul 6; Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic, Material
Range: Short
Area of Effect / Target: Large
Duration: See text
Save: Will Negates
Spell Resistance: Yes
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, all creatures within 60 feet of the symbol of fear become panicked for 1 round per caster level. The symbol lasts for 5 turns.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Level
Save: N/A
Spell Resistance: N/A
The spellcaster transforms his flesh and assumes the form of a vampire. For as long as the caster holds the spell, or until the duration expires, he becomes a vampire and gains all traits of such creatures. All save immortality... Be warned! For a vampire is vulnerable to a number of things…
Vampiric Embrace applies a 50% penalty to Fire, Divine and Positive Damage.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Descriptor(s): Death, Evil
Component(s): Verbal, Somatic
Range: Short
Duration: Instant
Save: Fortitude Partial
Spell Resistance: Yes
You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood or other vital fluids through his skin. You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject is reduced up to 200 hit points and stunned for 1 round. Damage will not reduce a target below 50% of total HP. (Avasculate should only work on living, fleshy targets.This in mind, undead, constructs, elementals and oozes are not immune to it.)
On a successful saving throw, the subject is not stunned.
Caster Level(s): Cleric / Favored Soul 6; Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Will Negates
Spell Resistance: Yes
A single undead creature up to 5 hit dice higher than caster level falls under the caster's control unless it makes a successful will save.
This spell bypasses immunity to mind-affecting spells.
Caster Level(s): Cleric / Favored Soul 7, Repose 6
Innate Level: 7
School: Necromancy
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Partial
Spell Resistance: Yes
The target creature must make a fortitude save or die. A successful save still results in the target taking 10d6 points of divine damage.
This spell does not have a "death" Descriptor(s), so immunity to death magic only prevents the death effect upon a failed saving throw; it does not prevent the damage resulting from a successful save.
Caster Level(s): Druid 8; Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Descriptor(s): death
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Partial
Spell Resistance: Yes
The target creature must make a fortitude save or die. If they succeed, they still take 3d6 points of damage, +1 point per caster level.
Caster Level(s): Cleric 7; Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Component(s): Verbal, Somatic, Material
Range: Short
Area of Effect / Target: Large
Duration: See text
Save: Fortitude Negates
Spell Resistance: Yes
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage. The symbol lasts for 5 turns.
Caster Level(s): Cleric / Favored Soul 8, Death 7
Innate Level: 8
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: point
Duration: 24 hours
Save: None
Spell Resistance: No
The caster brings a powerful undead creature into being. The type of undead is based upon the caster's level:
caster level | summon |
---|---|
15 | vampire |
16-17 | doom knight |
18-19 | lich |
20+ | greater mummy |
Caster Level(s): Cleric Suffering 9, Water 8; Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: Yes
All creatures within the area of effect take 1d8 points of withering energy damage per caster level, to a maximum of 25d8.
This spell will not damage the caster.
Undead and constructs are unaffected by this spell.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: 1 Round / Level
Save: Fortitude Negates
Spell Resistance: Yes
All enemies within a 10-ft radius are struck blind and deaf
Caster Level(s): Cleric / Favored Soul 8; Druid 9
Innate Level: 8
School: Necromancy
Component(s): Verbal, Somatic
Range: Self/Area
Area of Effect / Target: Colossal
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target and their allies become immune to any death magic, energy drain, spell-like abilities and effects. Grants a shielding effect that absorbs 20 points of Negative energy damage per level, up to a total of 120 damage.
Caster Level(s): Cleric / Favored Soul 8; Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic, Material
Range: Short
Area of Effect / Target: Large
Duration: See text
Save: Fortitude Negates
Spell Resistance: Yes
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, a symbol of death slays one or more creatures who have 90 or less hit points within 60 feet of the symbol (treat as a burst). The symbol lasts for 5 turns.
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: 1 Round / Level
Save: Fort/Will partial
Spell Resistance: Yes
Devastation rains down upon the enemies of the caster as a plague swells in their ranks. This plague saps the energy and life of the victims as well as rendering them blind, deaf, and mute. A separate saving throw for each effect is permitted, but the chaos that is unleashed is still disastrous and often leads to decimation. Try not to be too close to the chaos, it will not spare you.
Caster Level(s): Cleric / Favored Soul 9; Wizard / Sorcerer 9
Innate Level: 9
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Save: Fortitude Negates
Spell Resistance: Yes
The target creature permanently loses 4d8 character levels.
The level drain is a supernatural effect, so it cannot be dispelled, nor is it removed by resting.
Caster Level(s): Cleric Death 9, Repose 9; Wizard / Sorcerer 9
Innate Level: 9
School: Necromancy
Descriptor(s): Death
Component(s): Verbal
Range: Short
Area of Effect / Target: Colossal, 1 creature / Level
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes
All enemies within the area of effect must succeed at a fortitude save or die, to a maximum of 1 enemy per caster level.