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The Ancient Tome of Dark Magic

This document contains spells from the necromancy school of magic, organized from cantrips to 1st level spells. It includes brief descriptions of each spell's components, duration, area of effect, and effects. Some spells do minor damage or healing, animate small creatures, cause sensations or wounds, extract information from corpses, purify substances, or manipulate plants and nature. The spells encompass a range of magical effects, from harmless to dangerous, focusing on magic that influences life, death, and the natural world.

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Guido Sgarbi
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0% found this document useful (0 votes)
869 views232 pages

The Ancient Tome of Dark Magic

This document contains spells from the necromancy school of magic, organized from cantrips to 1st level spells. It includes brief descriptions of each spell's components, duration, area of effect, and effects. Some spells do minor damage or healing, animate small creatures, cause sensations or wounds, extract information from corpses, purify substances, or manipulate plants and nature. The spells encompass a range of magical effects, from harmless to dangerous, focusing on magic that influences life, death, and the natural world.

Uploaded by

Guido Sgarbi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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 Ive found.
There are spells of white (), red () and black (o) magic in this tome.

CANTRIP
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)
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


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)

Range: 0
Components: V, S, M
Duration: Instanteous
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates

Maximum
Time Dead
1 week
1 month
1 year
10 years
1000 years
any age

Maximum Time
Frame Allowable
1/10 round
1 round
1 turn
hour
1 hour
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)

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)

Wizard's
Level
up to 5
6-7
8-10
11-13
14-17
18+

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.

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

The Ancient Tome of Dark Magic


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)

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)

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)

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
1
2
3
4
5
6
8
13
15+

Damage(/save)
4/0
6/1
8/2
12/3
14/4
16/5
18/6
20/8
30/10

Save Modifier
+3
+2
+1
0
0
0
-1
-2
-3

Level
1
2
3
4
5
6
8
13
15+

Special Effect
stunned(1 round)
sleep(1d4 rounds)
blindness(1d6 rounds)
paralyzation(2d4 rounds)
slow(1d8 rounds)
silence(1d4 turns)
Enervation
petrification
disintegrate

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

Type
ingested
ingested
ingested
ingested
injected
injected
injected
contact
contact

The Ancient Tome of Dark Magic

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)

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 Ancient Tome of Dark Magic


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

Dispel Lesser Undead (Necromancy)

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)

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.

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.

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:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

0
V,S,M
Permanent
1 round
1 dead vegetable
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

The Ancient Tome of Dark Magic


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.
Creatures protected by Kodak's Protection From Food
cannot be attacked or in any other way
approached closer than 1' while under the
influence of the abjuration.
The material component for this spell, besides the
vegetable to be animated, are a few cumin seeds to
be eaten by the necromancer as part of the casting.
Evermore's Flesh Kill (Necromancy)
Range:
60 Feet
Components: V, S, M
Duration:
2 rounds per level

Casting Time: 1
Area of Effect: One limb.
Saving Throw: Negates
The limb that the mage points at suddenly turns
grey. It is rendered useless for the remainder of
the spell. The target, if a paladin or cleric, can
sacrifice one round of attack to roll a save vs.
paralysis. If this save succeeds, the limb becomes
usable again. The material object for this spell is a
piece of zombie flesh.
Feet-Off-The-Floor (Alteration, Necromancy)

Range: 10 yard + 2 yard per level


Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature per level
Saving Throw: Special
The bearing members of a creature are influence
by this spell in such a way as to let it make an
uncontrolled jump of 1D6 feet. The saving throw
of this spell is modified for the dexterity of the
creature. Beings greater than L or without muscles
may be a target of this spell.
The material component is a small metal spring.
Frostbite (Necromancy)

Range: 1 foot/level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: One Creature
Saving Throw: Negates
This spell causes the victim's hands and feet to get
frostbitten, as if from exposure to extreme cold.
The victim gets a save against this effect, but it
must be made at -2. When affected by Frostbite, the
victim will fight at a -3 to attack and cast spells (if
able) at two levels below his/her normal ability.
These effects persist until the victim's extremities
are defrosted (either by magical healing of 1/10 of
the characters max (uninjured) HPs or the passage
of 2 hours for every 5 degrees of temperature
below 72. Note that any extremity in a Frostbitten
state for more than 3 hours could potentially
become gangrenous.
Galen's Skeletal Hand (Necromancy)

The Ancient Tome of Dark Magic


Range: 1 foot per level
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One hand
Saving Throw: None

Saving Throw: None

Galen's Skeletal Hand animates a dead hand,


turning it into a curious undead servant. The hand
has 1d2 hit points and is incapable of attacking a
creature for damage (it can, however, distract an
opponent). The hand can appear skeletal or with
flesh, depending on the condition of the hand
when it was animated; this has no effect on the
performance of its tasks. It can "walk" on its fingers
(think "Thing" from the Addams Family) at a
movement rate of six, and while stationary, it can
manipulate objects with a fair amount of dexterity.
When holding a pen, it can take dictations from its
creator (and only its creator), and can turn pages of
books, hold items, etc. The hand remains animated
until dispelled or until the spell is cancelled by the
caster. The material component is one gold coin,
which is consumed by the spell.
Ghast Blast (Necromancy)

Range: 0
Components: V, S, M
Casting Time: 1
Duration: 1 round/2 levels
Area of Effect: 10 feet radius
Saving Throw: Neg.
By means of this spell, the wizard creates a zone of
carrion stench around his person that affects
everyone but himself in the area. Those who fail a
saving throw versus poison will become nauseated
and retch uncontrollably as long as they remain in
the area of effect plus one full
round after leaving the area of effect. Attacks made
while nauseated are at a -2 penalty.
The area of effect is not mobile but the caster is free
to leave as he wishes. If he does so, the area of
effect remains stationary until the duration expires
or the magic is dispelled.
The material component is bit of rotting meat.
Healing Touch of Salt (Necromancy)
Range: Touch
Components: V, M
Duration: Permanent
Casting Time: 1
Area of Effect: 1 being

After casting this spell the caster touches the


subject, the spell's energy then seals all of his
bleeding wounds, even if they were caused by a
sword of wounding, by creating a thin layer of salt
on their surface. Due to the salt's stinging the
recipient will suffer -1 to all of his rolls for the next
1-4 hours while the wounds close.
The material component is a bit of salt that is
touched to the recipient.
Hide Lifesource (Necromancy)
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: One living creature
Saving Throw: Negates
This spell masks a source of life energy. The source
will be invisible to creatures solely dependent on
the presence of such sources.
The same restrictions as for Invisibility apply to the
recipient. The material component of the spell is
piece of black silk cloth.
Ice Sword (Necromancy, Enchantment)

Range: Touch
Components: V, S, M
Duration: 1d6 +1 rounds per caster's level
Casting Time: 1 round
Area of Effect: One blade of any kind
Saving Throw: Special
This spell bestows the chill of death upon any
bladed weapon (be it knife, dagger, short sword,
two-handed sword...). Any creature stricken by the
blade suffer 1d4 points of cold damage and lose 1
point of strength. If the save is successful, the
creature is not harmed by the cold and loses no
strength point, but if attacked again by an icy
blade, the creature will have to roll a saving throw
again. Creatures not rated in strength suffer a -1
penalty to their attack rolls for any successful
slashes. Lost strength returns at the rate of 1 point
per turn. Damage must be cured magicaly or
healed naturaly. This spell has a special effect on
undeads. Undead successfully attacked must save
versus spell or flee for 1d4 rounds. The material
component for this spell is a thin, wispy scarf
rolled on the affected blade as the spell is cast.
The material component is a wispy scarf.

The Ancient Tome of Dark Magic

Kyrell's Cold of the Grave (Necromancy)


Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Touch
V, S
2d6 rounds
1
1 creature
Neg.

Little Death (Necromancy)


o

When this spell is cast, the caster's hand is


surrounded in a flickering blue radiance. The
radiance lasts for 1 round per level of the caster.
When the caster touches another creature
(requiring a successful attack roll if the target is
unwilling), the flickering radiance briefly
surrounds the target, then vanishes. The target
must save vs. paralyzation or be paralyzed for 2d6
rounds. Protection from paralysis wards against
this spell. The paralysis can be ended prematurely
by dispel magic, remove paralysis, heal, or similar
magic. Those affected by this spell speak of a
chill feeling throughout their bodies.
Undead and creatures from other planes are
immune to this spell.
Last Image (Divination, Necromancy)

Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
When the wizard casts this spell, he sees whatever
the recipient corpse saw at the very instant of
death, with the intent of learning the identity of
the murderer, or at least the location of death. If
the recipient was killed by a gaze attack, the
wizard suffers this attack as well, but with a +4
bonus to his saving throw.
Lesser Life Draining (Necromancy)

damage equal to 1d4 +1 point per level of the


caster. Creatures of greater hit dice than the caster
may make a save vs. death magic for half damage.
In addition, the spell restores wounds to the caster
equal to half the damage done (rounded down).

Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: One Target
Saving Throw:
Upon completing this spell, the caster must touch
his or her intended target. That target sustains

Range: 60 feet
Components: V, S
Duration: 1d4+1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell may be cast on any living (not golem,
undead, etc.) creature native to the prime material
plane and with 6+4 or less Hit Dice. The victim
must save versus death magic at -3 or fall
paralysed for 1d4+1 rounds.
Mental Rejuvenation (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
This spell allows the caster to restore psionic
strength points to the target. The caster (who
cannot be a non-psionicist) can restore 1d6 PSPs
per level to the target. The target must be
willing and the material components of the spell
are a piece of the target's hair or a bit of their scalp.
Murder Weapon (Divination, Necromancy)

Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Weapon touched
Saving Throw: None
The caster of this spell can check one weapon per
round to determine if it was used to kill a specific
corpse, of whom he has a blood sample. A murder
weapon is one that reduced the victim to zero hit
points, or delivered the poison which did so.
The material component of this spell is a drop of
blood from the caster.

The Ancient Tome of Dark Magic

Painful Wounds (Necromancy)

Reek (Necromancy, Evocation)

Range: 10 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

Range: 30 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.

This spell causes any existing wounds (caused by


bleeding touch, or any blow of 4 or more points of
damage, or when the victim is at half its maximum
hit points or less) to become excruciatingly
painful. Wizards do not need to hit their chosen
victim. The victim must make a saving throw
versus paralysation or be unable to do anything
but roll on the ground screaming in pain. The
material component is a pinch of powdered quartz
crystal.

The hapless victim of a Reek spell finds himself


exuding a carrion stench akin to that of zombies,
noticeable for up to 30 feet depending on
conditions. Although disgusting, the wretched
odor has no measurable adverse affects on those
nearby (though your DM may rule that those with
exceptionally low Constitution scores must make
checks to avoid becoming nauseous or sick).
The smell can not be washed away, and even
stromg perfumes can not completely mask it. The
Reek will draw any insects or creatures usually
attracted by carrion, and will be left behind for
those that track by smell... Note that the smell itself
is not magical.
Although normal means will not dissipate the odor
before the spell elapses, a Remove Curse or Dispel
Magic may do so. The caster may also end the spell
at any time. Once the Reek has ended, the lingering
effects will remain in clothing and equipment until
they are cleaned.
The subject of Reek receives a saving throw vs.
spell to avoid the effect. The material component is
a bit of carrion.

Poof! (Necromancy)

Range 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Personal
Saving Throw: Special
This spell causes the caster to teleport anywhere
he/she desires within 10 yards of his/her previous
position, and appear in a flash of blinding white
light and a a loud "poof!" sound. Any creature
looking directly at the caster's new position is
blinded for 1d6 rounds, or they can save for half
duration.
The caster can also use this for a quick getaway
from danger.
This spell can be memorised up to 5 turns ahead of
time, and is activated by the caster when he
mumbles the word "Poof!" The caster choose to
memorise this spell more than once, using it to
Poof! in front of an enemy, then quickly Poof!
away. Very effective for low level mages and
cowards of all types. (In Reality, the wizard is
teleported to a Negative Plane of Existance and
then teleported back to where he wanted to. The
risk is this: Each time you use this spell there is a
growing chance that you will stay in the Negative
Plane of Existance (once: 1% twice: 10% three
times: 20% four times: 30% etc.)

Repulse (Necromancy, Abjuration)

Range: 60 feet
Components: V,S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Using this spell a wizard can repulse (in effect
"turn) undead. The spell is considerably weaker
than the granted power of deities, no doubt partly
due to the lack of divine authority.
When cast the wizard chooses a number of undead
to affect equal to half his level. He then rolls a
turning check against each of those undead
seperately: success indicates that the undead turns
and flees his presence. However, there is no
automatic success with this spell, a roll of 3 or less
will allow the undead to resist the turning.

The Ancient Tome of Dark Magic


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

Range: 10 yards
Components: V, S, M
Duration: 24 hours
Casting Time: 1
Area of Effect: One undead + 1 undead per 2
levels above ninth
Saving Throw: None
This spell creates a standing order with one or
more undead to engage in sexual behaviour of the
caster's choice with the caster. The undead will
make no effort to harm the caster, although disease
from a zombie's touch or mummy rot, for
example, may of course occur. Each orgasm
achieved by the caster causes 1d6 damage to the
undead. The material component is a drop of
semen mixed with menstrual blood.
Selena's Worry Free Racial Purity Protector
(Necromancy)

Range: Touch
Components: V, S, M
Duration: Instantenous
Casting Time: 1 turn
Area of Effect: One Person
Saving Throw: Special
Selena wrote this spell to insure that she never
broke the racial purity of her elven blood due to
sexual relations with humans. She also feels that
the spell is also quite useful for keeping her life
less complicated and lets her enjoy the now more
fully. The spell is only useful for aborting fetuses,
and can be used very late in the pregnancy. The
spell is less painful to the mother the earlier the
term of the pregnancy. The caster must touch the
recipient's (which can be herself) abdomin for a
turn while chanting the necessary verbal
companents and holding the material companent
in the air. The material componant is a deceased
newborn animal and is consumed in the casting. If
the recipiant is unwilling, a natural saving throw
vs. spells can be made.
Skeleton (Necromancy)
Range: 0
Components: V, S, M
Duration: Permanent

Casting Time: 1 hour


Area of Effect: Corpse touched
Saving Throw: None
With this spell, a necromancer can turn one
humanoid corpse into a skeleton. The skeleton
may then be controlled as per animate dead. A
wizard may have only one skeleton per level in
existence through use of this spell. The material
component of this spell is a salve that requires 50
gp and 24 uninterrupted hours to create.
Hit points of the skeleton are determined
randomly. Disposing of skeletons with insufficient
hit points is possible, if expensive. When a skeleton
created by this spell is damaged, the damage
cannot be repaired.
Small Sisselei (Alteration, Necromancy)

Range: 10 yard + 2 yard per level


Components: V, S
Duration: 1 round + 1 round per 3 levels
Casting Time: 1
Area of Effect: 1 creature + 1 creature per 3 levels
Saving Throw: Negates.
The Small Sisselei causes uncontrolled shivering
and movements of the victim. He will feel
miserable, will have a 50% chance to drop items,
and fights and defends at a penalty of three.
Only living beings of L and smaller may be
targeted by this spell, which is designed to
interfere with the signalling within the nerves and
muscles.
Soulburn (Necromancy, Invocation/Evocation)
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

60 yards + 10 yards/level
V, S, M
Instantaneous
1
Target creatures
None

This spell works only on Intelligent undead; it


functions as a Magic Missile.
Spirit Command (Necromancy)
Range: 30 yards
Components: V
Casting Time: 1
Duration: 1 round
Area of Effect: One creature
Saving Throw: None

The Ancient Tome of Dark Magic

This spell enables the mage to command a spirit or


extra-planar creature with a single word. The
command can be uttered in a language the creature
can understand (or a language the creater could
understand if it is a summoned spirit). Spirits and
Creatures with 6 or more hit dice receive a save;
spells save at their caster's level (if the caster is at
least 6th).
Staunch (Necromancy)

Range: Touch
Components: V,S,M
Duration: Permanent
Casting time: 2
Area of effect: One creature
Saving Throw: None

Touch from Beyond (Necromancy)

Staunch is a low level life preserving spell, used


primarily on the mortally wounded when battle is
still occurring. The material component is a scrap
of blessed cloth (one big blessed cloth can see a lot
of uses.) When cast Staunch seals all wounds on a
victim, preventing loss of hit points via blood loss,
the spell has no real effect on those still mobile,
with a possible exception to wounds caused by
swords of wounding. When Staunch is cast on an
individual at -hp their current state is maintained
as long as no wounds occur. In essence it is a very
rapid wound binding.
Time of Death (Divination, Necromancy)

Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 9
Area of Effect: Corpse touched
Saving Throw: None
This spell allows the wizard to estimate the time of
death of the recipient's corpse to within 5% if the
corpse has been dead no more than one day per
level of the wizard, to within 20% otherwise.
Tooth and Nail (Necromancy, Alteration) o
Range: 30 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: One humanoid creature
Saving Throw: Neg.

Upon completion of this spell, the recipient's teeth


grow into ferocious fangs and his fingernails into
talon-like claws. These teeth and nails can be used
to attack, doing 1d3 damage with each claw and
1d4 with the fangs. If the recipient already has
fangs and claws, the spell provides a +1 damage
adjustment to attacks using those accoutremants.
The recipient receives his normal number of
attacks per round, but does not receive a nonproficient weapon penalty for using Tooth and Nail.
Unwilling recipients receive a save vs. spell to
dismiss the effect.
The material components are a long, sharp tooth of
an animal, such as a dog's, and a talon such as that
from an owl or hawk.

Range: Touch
Components: V,S,M
Duration: 1 hour
Casting Time: 3
Area of Effect: Targeted creature
Saving Throw: , caster gains no life
Touch from Beyond is a lower-powered version of
the Vampiric Touch spell. It deals the touched
creature 1d4 damage plus the caster's level. The
caster of the spell gains half the damage the
creature takes in hit points. For instance, a 6th level
necromancer casts this spell. He makes a
successful attack roll and rolls a 4 for damage. The
target makes a saving throw vs. death magic. If the
target makes its save, it takes five damage and the
caster gains no life. Otherwise, the target takes 10
damage and the caster gains five life.
Transport into Bloodstream
(Necromancy, Alteration)

Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: 15 ml of any liquid
Saving Throw: None
This spell transports up to 15 ml of any liquid into
the target's bloodstream. The liquid is usually a
drug or a poison. Invented by a drug addict, it is
now also has medical and combative uses. Many
an enemy has (briefly) regretted letting that puny
1st level mage brush against them. The liquid must

The Ancient Tome of Dark Magic


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

Triad's Unholy Blessing (Necromancy)

Range: Touch
Duration: Special
Components: V, S
Casting Time: 1 turn
Area of Effect: One undead
Saving Throw: None
This spell enhances the internal willpower of the
effected undead, making them immune to turning,
disrupting, and commanding effects of priests,
paladins, or anything mimicking those abilities
(referred to as 'turning' below). The spell will
protect the undead against one successful turning
per three levels of the caster. Upon the maximum
number of successful turning attempt, the spell
ends. Only one instance of this spell may be in
effect on a single undead at a time.
Turn Undead (Necromancy)

By means of this spell, a necromancer (and no


other wizard) can turn undead as a priest of equal
level. If the caster uses holy or unholy water, the
undead are not allowed saving throws, otherwise
the turned creatures are allowed saving throws
versus spell to resist the urge to turn.
Disintegration is also possible, but an evil wizard
cannot gain control over the undead as an evil
priest could: this spell always turns.

Range: 1 mile/level
Components: V, S, M
Duration: Special
Casting Time: 2d12 hours
Area of Effect: 1 familiar
Saving Throw: Special
This spell is the same as the Find familiar spell
except that the type of animal summoned is an
undead skeleton. If cat is rolled, then an cat

Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell creates an empathetic link with undead,
allowing a normal reaction roll to determine
interaction between the undead and the wizard.
Obviously, if the wizard is hostile or a threat,
then the reaction roll is meaningless. The wizard
receives normal Charisma bonuses, plus an
additional 1. Generally, a friendly reaction roll just
means a wary acceptance.
Vigor (Necromancy)

Range: Touch
Components: V,S
Duration: One night
Casting time: 3 rounds
Area of effect: One creature per 3 levels
Saving Throw: None

Range: 0
Components: V, S
Duration: 1d4 turns + 1 turn per level
Casting Time: 1
Area of Effect: 2d6 undead
Saving Throw: Negates

Undead Familiar (Necromancy)

skeleton is summoned. the familiar has 2-4 hp.


Note it is very important to remember that this
type undead is unusual, so a wizard will probably
need to create the undead creature first, then try to
bond with it.
Undeath Friendship (Necromancy)

Vigor is possibly misnamed, though it has this


effect. When casting Vigor, the caster draws on his
deep understanding of death to tell a grisly and
spooky story to his companions, this story is so
shocking that it prevents natural sleep (+2 to save
vs magical sleep) The recipient(s) of the tale will
remain awake throughout the night, and will not
suffer adversely from the loss of sleep (aside from
lack of healing from rest). More than 2 nights of
sleep loss will cause a cumulative -1 penalty to all
actions.

Warrick's Darkfire (Necromancy, Alteration)

Range: Touch
Components: V,S,M
Duration: Instantaneous
Area of Effect: Creature Touched
Casting Time: 1
Saving Throw: Special
By means of this spell, the spellcaster causes his
hand to be lined in flickering black fire, which can

The Ancient Tome of Dark Magic


be used to heal 1d4 hit points of wounds +1 point
per caster level with a touch.
However, this spell has some serious drawbacks
which will make people think twice before
allowing it to be cast upon themselves. The spell
essentially sears the wound shut, causing terrible
burn scars upon the area touched. Should the
wound be located on the face, there is a 25%
chance that the recipient of the spell will lose 1
point of Charisma permanently. Secondly, the
healing itself is intensely painful, and the recipient
of the spell must attempt a saving throw versus
Spells or scream piercingly and pass out for 1d6
turns from the sheer agony.
The material component for this spell is a handful
of wood ash.
Whisper's Hands of Darkness (Necromancy)

Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell is similar to a Burning Hands, save that it
spurts negative material instead of fire.
Whisper's Magic Sacrifice (Necromancy)

way than by natural healing, thus the wizard will


regain only 1 Hp per day of rest. Note that if the
caster so wishes, he could cast a spell whose
draining would kill him, in which case only a
resurrect, wish, or the like would bring him back
to life.
The spell opens this link until the next spell is cast,
or until an amount of turns has elapsed equal to
the caster's level of experience.
Wildcure (Necromancy, Wild Magic)

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature Touched
Saving Throw: None
This risky spell can, if successful, heal 1 to 9
points of damage that a creature has suffered. But
it is also possible for the spell to inflict 1 to 9 points
of damage. The caster cannot control the spell's
erratic behavior.
Roll 2d10 of different colors when this spell is
cast. Designate one as a heal die, the other as a
harm die. Highest roll wins, subtract the lower die
from the higher. A tie indicates that the spell
wasted away without example.

Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell can be extremely useful, but also
extremely dangerous to use. This spell opens up a
link between the wizard's lifeforce and his magic
energy. Through the use of this spell, the wizard
can cast another spell without losing that spell
from memory. In stead, the energies for the spell
are directly drawn from the wizard himself. The
wizard thus gets drained for an amount of hit
points equal to the square of the spell level of
the spell the wizard casts subsequent to the magic
sacrifice.
This drain is irrevocable, and being drained
directly from the wizard's life force, there is no
manner to shield the wizard from this damage,
magical nor mundane. Also, the damage thus
sustained cannot be healed in any other

Wither (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 100 square feet per level
Saving Throw: Special
This spell kills all normal vegetation within an area
of 100 square feet per level of the wizard, who
determines the shape of that area at the time of
casting. Trees receive a saving throw of 11, and
special plants such as treants suffer but 1d6 points
of damage. The material component is acid,
prinkled over the whole area of effect. Casting time
is exclusive of this administration.
Zolar's Treatment (Necromancy)
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 round

The Ancient Tome of Dark Magic


Area of Effect: Creature touched
Saving Throw: None
By means of this spell, the caster controls the
victim's healing abilities in a fashion so as to aid
healing. Open, bleeding wounds are staunched
and effects from blows such as dizziness,
confusion or other ill effects are negated. If cast in
the round succeeding the one in which the
recipient was wounded, up to 1d3 hit points can be
regained (as per the healing proficiency). The spell
cannot affect poisoned wounds.
The components for this spell is a broth made of
various herbs which is applied to the wound or
drunken by the victim.

The Ancient Tome of Dark Magic

2ND LEVEL SPELLS


Anaemia (Alteration, Necromancy)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
(up to 1 HD per level)
Saving Throw: Negates
By means of this spell a wizard can cause the
target creature to lose the majority of its blood,
putting on the borderline of having bled to death.
The creature immediately begins to feel incredibly
cold and, if warm-blooded, lose three points of
Dexterity due to shivering and general lack of
energy. If cold-blooded, it will go catatonic as its
body temperature sinks to room temperature (60
degrees F or 16 degrees C or less); the time this
takes should be logically assigned by the DM
given the prevailing conditions (windy,
underground, etc.).
In addition, the long term effects are that the target
creature will suffer the loss of one point of
Strength and Constitution for up to a full week
after recovery (any Strength 18 score will drop to
17). Recovery will begin with the commencement
of eating high iron, high protein foods. Recovery
itself will take at least a week. Thus the effects of
the blood loss will hang on for at least two weeks.
Other immediate effects will be that all piercing
and slashing damage taken will be at 1.5 times the
value, this being due to the fact that these attacks
cause the victim to lose more of what they don't
have, blood.
There is a minor difference between the
necromantic and transmuter versions of this spell.
Transmuters require a vampire tooth that they
must touch to the spell's target. This tooth will
only work for as many tries (not necessarily
successful castings or attacks) as the level of
the wizard when he acquired the tooth.
Necromancers do not need a material component
for this spell. Only necromancer specialists can
learn the necromancer version.
Arcane Bolt (Necromancy)
Range: 60 feet
Components: S, M

Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell causes a bolt of magical energy to fly
from the hands of the wizard and strike an
opponent doing a damage of 1d6 HP + 1 HP per
level.
The material component for this spell is a drop of
poison.
Black Sleep (Necromancy)

Range: Touch
Components: V, S
Duration: 1 turn + 1 round / level
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None
This spell has the same effect as Feign Death, except
it affects one (even unwilling) creature. After
casting this spell, the caster must touch someone
who is to be affected. An attack roll must be made,
but it is armor breaching, and there is no saving
throw. The person affected is put into a deep,
death-like sleep, impossible to distinguish from
actual death. Unlike Feign Death, the person cannot
hear, smell, or know what is going on, and is
basically asleep. The person affected is still
vunerable to paralysis and energy draining, but
poison does not take affect untill this spell runs
out. When this spell ends, it requires a full round
for body functions to begin again.
Blackshroud (Necromancy) o
Range: 2 yards/level
Components: V, S
Duration: Istantaneous
Casting Time: 2
Area of Effect: One living creature
Saving Throw:
At the completion of the spell, the mage point a
finger at the direction of the target. Then, a black
shroud engulfs the poor creature who is certainly
doomed.

The Ancient Tome of Dark Magic


The blackshroud disrupts the flow of energy of
any living being (no undead and golem). It deals
1d4 damage/level to a maximum of 10d4.
Bleed (Necromancy)

Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: None

Blood Float (Necromancy)

This spell causes an already open wound to bleed


profusely. The caster must touch the victim's
wound in order for the spell to work. When a
successful called shot is made the victim loses 1d3
points of damage per round until the wound is
either bound or magically healed. The material
component for this spell is a drop of the caster's
blood (must be fresh).
Bloody Tears (Necromancy)

Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

Range: 30 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell causes any existing wounds (as in
painful wounds) to start to bleed badly. Wizards
do not need to strike their intended foe. If the

Range : 1 feet
Components : V,S,M
Duration : 1 round/level
Casting Time : 2
Area of Effect : 0.1 litre/level
Saving Throw : None
This spell makes it possible to drink blood after it
have dried out. The creater was a wampire of great
status and blood was greatly needed. The material
for this spell is one drop of casters blood and a
cup of water.
Body Empathy (Necromancy)

The caster must make eye contact with the


target. The caster then crushes the eye in his fist
while casting the spell. The target's eyes
immediately start bleeding (dmg = 1/round,
blinded for the duration of the spell, suffering -4 to
hit, +4 AC). The victim may save, in which case
she/he takes only one point of damage. The caster
does not have to concentrate to maintain this spell.
The material component is a dead man's eye.
Bleeding Wounds (Necromancy)

victim fails a saving throw versus death magic, he


will suffer 1 point of damage per round, not
including any damage he may take in combat. The
DM may choose to have the blood get in his eyes,
make it difficult to keep a hold on a weapon, or
possibly make the ground slippery, if he so
chooses. The material component for this spell is a
10 or more gold pieces worth diamond

Range: 10 feet
Components: V,S,M
Duration: Instantaneous
Casting time: 2
Area of effect: One creature
Saving Throw: None
Body Empathy allows the casting caster to identify a
malady affecting himself or others. The caster
could find out that his companion has the flu,
mummy rot, Just lost some wisdom or what not.
This is the extent of the spell however,
informative... but knowing what's wrong is often a
good start. Multiple maladies require multiple
spells.

o
Bolt of Darkness (Necromancy)
Range: 40 yards + 10 yards/level
Duration: Instantaneous
Components: V, S, M
Casting Time: 2
Area of Effect: Special
Saving Throw:
Upon casting this spell, the wizard releases a
stroke of negative materail energy similar to a
lightning bolt of pure darkness that inflicts 1d4

The Ancient Tome of Dark Magic


points of damage per level of the spellcaster
(maximum damage 10d4) to a single creature
within its range. A successful saving throw
reduces this damage to half. Any creature in the
path of the bolt of darkness suffers from
depression.
Although this spell acts similarly to a lightning
bolt, it is not electrical in nature, but rather
negative material. Undead are hence immune. The
material component is a small black glass cylinder.
Bud (Necromancy)

wound inflicted by bludgeoning,


piercing, or slashing

The DM may introduce a chance of failure if the


body is greatly decomposed, and he might give
false information based on nature of the
trauma. A corpse swatted by a dragon's tail, for
example, might show the same indications as one
which fell from a great height, and a poisoned
corpse usually looks like one which died of
disease. The prudent wizard always detects poison
just to be sure.

Range: 10 feet per level


Components: V, S
Duration: Instantaneous
Area of Effect: One tooth
Saving Throw: None

Claws of Darkness (Alteration, Necromancy)

Bud creates a new tooth bud under the gum of a


willing creature. A new, healthy tooth will grow
from the tooth bud, but will inflict the same
penalties as a wisdom tooth while it does so.
Cause of Death (Divination, Necromancy)

Wound

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One corpse
Saving Throw: None
With this spell, the wizard can determine if the
corpse has received damage from any of the causes
listed in the table below, and which cause
actually reduced him to zero hit points. This spell
involves dissection of the corpse, and the material
components are a magnifying glass and a
set of scalpels. These are not expended by the
casting.
Cause
Exposure

Notes and Secondary Information


exposure to cold, fire, heat, or
lightning; drowning

Falling
or hanging

height fallen from

Disease
or old age

organs affected, parasites involved

Magic

applies only to magic missile or


necromantic effects

Range: 0
Components: V, S
Duration: 1 round/level
CastingTime: 2
Area of Effect The caster's hands
Savlng Throw: None
Casting this spell causes the caster's hands and
forearms to change shape, elongating into
featureless claws of inky blackness. This process
takes 1 full round. The claws radiate a slight chill
and appear to twist and warp. The use of this spell
causes some discomfort to the caster. The bitter
cold experienced in the first round may cause the
caster to shriek with pain, although no damage is
inflicted.
While using a claws of darkness spell, the caster
cannot carry items in his or her hand nor cast
spells that require somatic components; however,
the caster may dispel the effect at will. Magical
rings worn on the caster's fingers at the time the
spell is cast are temporarily absorbed and cease to
function for the spell's duration.
The caster can make 2 melee attacks per round; a
successful hit from a claw inflicts 1d4 points of
cold damage. Upon a successful attack, the caster
can choose to grip the victim, causing 1d4 points of
damage per round (2d4 if both claws strike) and
slowing the target for as long as the caster
maintains the grip.The grip can be broken with a
successful Strength check by the victim.
Upon silent command, the caster can will the
clawed hands to elongate further, up to 6 feet. The
hands can then reach through the narrowest of
openings in pursuit of a foe. There is rumored to
be a more powerful version of this spell,
developed by the infamous Evard, called Evard's
shadow hand.
Control Lesser Undead (Necromancy)

The Ancient Tome of Dark Magic


to the mannikin, even if a spell does not normally
permit one. The material component is a bundle
made up of at last three items personal to the
target, which must include a body part.

Range: 30 yards
Components: V, S
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: One undead
Saving Throw: Negates

Cyril's Bone Shatter (Necromancy)

One lesser undead, 2 Hd or lower, can be


controlled by this spell. It will obey the casters
verbal commands, including a command to
destroy itself. Thus, the undead will turn to dust if
the caster commands it to.

Range:10 feet/level
Components: V, S, M
Casting Time: 1
Duration: Special
Saving Throw: None
Area of Effect: 1"disk/ 2 levels

Corpion's Abrasion (Necromancy)

Cyril's Bone Shatter is a necromantic spell that


causes an "explosion" to originate from inside of a
living organic being. Before the blast occurs a disk
of white light that is 1"/ 2 levels of the caster,
forms for a split second and then disappears, at
which point the area where the disk formed rips
open as if there were an explosion there. This spell
can only be cast on living organic matter, therefore
undead and plants are unaffected by this spell. If
the caster is, for example only second level, then
he/she could successfully destroy a rat, human
hand, or something of equal size. So then at 8-12
level (depending on the target) the caster could
effectively blow apart a human's head. In the event
that the spell is cast upon an area of say, the
human body, and the caster is not of sufficient
level to destroy the targeted area, then the target
receives 1d6 points of damage for every two levels
of the caster. Therefore a 2nd or 3rd level mage
would cause 1d6 points of damage and at 4th level
the damage would raise to 2d6. The spell can be
cast and "stored" for 3 rounds/level of the caster
and can simply be used when the caster wishes.
When this spell is cast the mage must roll to attack
effectively against Ac 6, on a successful hit, the
spell works. If the roll is failed, the spell is negated.
The material component of this spell is a splinter of
human bone at least one inch in length,
which is launched into the target when the spell is
cast.

Range: 5 yards/level
Components: V,S
Duration: 1 round/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negate
This spell is a stronger version of Corpion's nick.
When it is cast, the victim receives a saving throw
vs. spells to avoid the damage caused by this spell.
If it is failed, the victim suffers 1 hit point of
damage per round from a stinging wound that
develops on the victim. The wound stings, causing
the victim to fight a -1 to hit, suffer a -1 penalty to
AC and have a +3 modifier to initiative. If the
victim is a spellcaster, the stinging is enough that
the wizard must make a saving throw vs. spells
each round or be unable to cast spells or maintain
current spells.
Creating the Magical Mannikin
(Alteration/Necromancy)

Range: Special
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: One mannikin
Saving Throw: Negates
This spell turns a small precreated mannikin into a
link to the target's body, so that
person-affecting "touch" spells may be cast from
afar. The mannikin appears identical to its linked
person, and
damage inflicted on one is reflected in the other. A
saving throw is permitted each time damage is
done

Death Armour ( Necromancy )


Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Touch
V,S,M
1 Round/level
2
The caster
None

The Ancient Tome of Dark Magic


This spell requires the caster to pour a
special cream on his body and rub into in his pours
and skin. The ingredients for this vile spell require
a purchase 100 gold pieces for the proper
ingredients. Then at anytime the caster may invoke
the magics of this spell and activate the inner
hidden ingredients of the Cream Coating. For the
duration of the spell, anyone touching the caster
with exposed flesh must save vs. Spell or suffer
2d6 points of damage from intense acidic burns.
The spell lasts for 1 round per level before the
cream's ingredients are brunt up. Multiple touches
will still harm the attacker and the caster is
immune to his own spell of course.
This spell is most potent on plant life as it
simply withers away as the caster walks through
vegetation life and is touching it. Weapon attacks
do not cause the attacker damage, only touching
the caster with flesh invokes the magic. The caster
still suffers damage of course from the attacks.
Death Mask (Necromancy)

Range: 0
Components: S, M
Duration: 1 round
Casting Time: 2
Area of Effect: 30-foot cube
Saving Throw: Negates
When this spell is cast, the caster's face
momentarily bloats and rots.
This putrid visage is not an illusion. Those within
the area can smell the rotting flesh and hear the
squirming grubs crawling from various orifices.
Just as quickly as the face rotted, it repairs itself,
grubs falling to the ground and skin growing back.
Victims must be in front of the caster in order to be
affected.
This ephemeral spectacle is so horrifying that those
seeing it must save or stand in shock for 1d3+1
rounds. Non-intelligent creatures those unable to
see, undead, and opponents with more Hit Dice
than the caster are immune.
The material component is a live caterpillar.
Death Star (Necromancy)
Range: 60 yards
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: None

This spell creates a pulsating ball of light floating 5


feet off the ground that slowly drains the life from
all within 10 feet. Those in the area of effect take
1d4 dam a round. The star will drain life from
anything within its area of effect including plants,
animals, even the spellcaster. This spell cannot
damage creatures without life such as undead and
automatons.
The star cannot be damaged. It will only leave if
dismissed by the caster or dispelled. Note it does
not move.
The material components are a drop of swamp
water and a pinch of dirt form a fresh grave.
Death's Dark Grasp (Conjuration/Summoning,
Necromancy)

Range: 10 yards + 10 yards per level


Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This spell is a variant of Maximillian's Earthen
Grasp from the Tome of Magic. Except where
noted, this spell duplicates the effects of
Maximillian's Earthen Grasp.
When this spell is cast, rather than producing an
earthen hand, this spell causes many undead arms
to spring from the ground underneath the
target's feet. If the target's saving throw is
successful, then the arms sink into the earth and
the spell progresses as per the spell description. If
the target fails his saving throw, undead forms
resembling zombies burst up from the ground,
lashing out at the target to grasp and hold him
with unyielding strength.
The Armour Class of the arms or creatures is 6 (as
opposed to the AC 5 in Maximillian's earthen
grasp). The hit points of the undead forms
created are equal to twice the wizard's normal hit
points up to a maximum of 40 HP. The undead
forms created are unturnable, and at the end of the
spell's duration will sink down into the earth from
whence they came.
If this spell is cast in a graveyard, the soil of the
graveyard will be more likely to produce the
undead forms in a quick, unexpected manner.
Thus, saving throws against this spell would be at
-1 and the chance that the undead hands or forms
reappear under the target's feet after a successful
saving throw is 10% per level of the wizard rather
than 5% per level which is the usual chance for this
occurrence if cast in other environments.

The Ancient Tome of Dark Magic

Drake's Autoclot (Necromancy)

Range: 60 feet
Components: V, S
Duration: 2 rounds+1 round/level
Casting Time: 2
Area of Effect: 10 sq. feet/level
Saving Throw: Neg.
For the duration of this spell, all open wounds
within the area of effect scab over and stop
bleeding. All creatures within the area of effect
who are bleeding (characters at negative HP,
damaged by wounding weapons, bleeding from
critical hits) stop doing so immediately.
The reverse of this spell Drakes Wounding causes
all wounds within the area of effect to open and
begin bleeding, causing 1 point of damage per
round for the duration. A successful saving throw
versus magic negates this effect.
Dust Warriors (Conjuration/Summoning,
Necromancy)
o

This spell takes every open (unbound) wound on


the creature and disjoins the tissue so that it is
damaged more and more succeptable to disease.
For each unbound wound (every hit that caused
any loss of hit points that hasn't been tended to
yet), the victim loses 2 hp, and has a 10%
cumulative chance per wound that he contracts a
disease in the next 2 days (Paladins are immune
to this aspect of the spell, as they are immune to
diseases). The disease is determined by the DM
and is always nonmagical. If the target succeeds a
save vs spell, the damage is only 1 hp per wound,
and no extra chance for diseases.
The material component is a bone of a creature
that died less than 2 weeks ago.

Gaunt (Necromancy, Alteration)


Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.

Range: 5 yards per level


Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 20-yard long square
Saving Throw: None
The material component for this spell is a full set of
teeth from a man-sized or larger carnivore which
must be cast on an area of earth,
rock, raw stone, sand or gravel as the spell is cast.
The spell generates 1 skeleton + 1 per 2 levels
which rise from the area. They will fight for
the wizard until they are turned or destroyed, the
wizard is slain, rendered unconscious or moves
out of spell range of the group, or the magic is
dispelled. They last only while there is someone to
attack (including each other, if necessary) - any
round in which there are no targets available the
skeletons will fade back into dust.
If dragon's teeth are used as the material
component, each skeleton will have bonus hit
points equal to the age category of the dragon
(count 4 HP = 1 HD for turning and attack
purposes). Furthermore, they will be immune
to the attack type of the dragon's breath weapon.

Fester Wound (Necromancy)

Range: 5 yards/level
Components: V, S, M
Duration: Instantaneous
Area of Effect: one creature with unbound wounds
Casting Time: 2
Saving Throw: Special

The Gaunt spell causes the subjected creature to


undergo a horrible transformation into a pale,
emaciated, corpse-like version of itself - its skin
will become gray-white and shrink to become
stretched tautly over its skeleton, muscle mass will
disappear, its eyes will become lusterless and seem
to protrude from thin eyelids, etc. This change
takes place in but the single round after which the
Gaunt spell is cast. The process is painless, and
may be unnoticed by the victim unless he is able to
see his reflection or some exposed part of his body,
or he may find his clothing and armor are
mysteriously loose-fitting...
Despite the creature's apparent condition, the
metamorphosis is entirely cosmetic. All the its
attributes remain unchanged, such as mass,
general size, etc., as do its abilities. The subject will
not feel any less healthy or youthful. A creature
with a measurable Charisma (or Comeliness) will
find this score effectively lowered to 3, as
observers will most likely take the afflicted as one
of the walking dead. The Gaunt spell is not
illusory, and touch will not dispel it; only the
caster, a Remove Curse or Dispel Magic may end the

The Ancient Tome of Dark Magic


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

Saving Throw: Negates

Gem of Life (Necromancy)

Gregar's Skeletal Guardian


(Conjuration/Necromancy)

Range: Touch
Components: V, S
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 gem
Saving Throw: None
This spell transfers an amount of the casters life
force into a vessel gem. The gem is enchanted for
the duration of the spell, and radiates an aura of
necromancy. After one turn the life force dissipates
and is lost. Any creature touching the vessel gem
receives the life force within it. An exception is the
caster, who can handle the vessel gem as long as
he is conscious.
1d4 hit points per two levels of the caster are
transferred to the vessel gem (2d4 at 3rd, 3d4 at 5th
etc.). Any extra hit points above the maximum
within a creature receiving hit points from the gem
are lost after one hour. If the casters hit points
reaches zero, the life force immediately returns to
his body, but he is struck unconscious for 2d4
turns, all spells previously in his mind totally
wiped out.
The gem used as a vessel for the life energy must
be without flaws, or the spell will fail. A clear gem
without any discoloration is considered fit for use
in this spell if it has at least the double base value
of the kind of gem.
Ghoul Touch (Necromancy)
Range: 0
Components: V, S
Duration: 2 rounds + 1 round per level
Casting Time: 2
Area of Effect: The caster

Casting this spell changes the casters hands into


ghastly clawed terminals, much like a ghouls. The
wizard may then attack with these decayed hands.
The damage is 1d3 per claw + Strength bonus. A
saving throw versus paralysation must be rolled
by the creature hit. Those failing the saving throw
are paralysed for 1d4 rounds. Note that the caster
can attack with both hands with appropriate
penalties.
Elves, slimes, undead, and automatons are
immune to this spell. Spellcasters may cast other
spells while this spell is going, but any
other touch spell will negate the ghoul hands.

Range: 10 yds
Components: V,S,M
Duration: 1d6 rounds + 1 round/level
Casting Time: 4
Area of Effect: special
Saving Throw: None
With this spell the caster summons forth a skeletal
guardian from the land of the dead. The skeleton
will fight for the caster attacking anyone attacking
him or anyone he is mentally ordered to. The
caster must be conscious to control the skeleton. If
knocked out the skeleton will stand erect and
unmoving responding only to attacks agents itself
or it's master until the spell expires.The material
component for this spell is a piece of grave mold
and 2 pieces of gold.
SKELETAL GUARDIAN
AC: 5
HD: 1+5
Thac0: 18
Attacks: 1
Damage: 1d8+1
Grymrycks Reformation (Necromancy)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell causes a faint, black aura to appear
around the caster's hands, a link to the Negative

The Ancient Tome of Dark Magic


Material plane. Thus ensorcelled the mage is able
to repair damage suffered by corporeal undead
with a simple touch, in effect "healing" their bodies
- mending bones, replacing lost flesh or
musculature, etc. The mage may repair 1d4 points
per level, to a maximum of 10d4. These points
need not be expended on a single creature, but
instead may be divided among as many creatures
as the caster has dice of healing - i.e. if a
necromancer can restore 6d4 damage, he may
restore 1d4 a piece on as many as 6 creatures. The
wizard must state the number of dice he wishes to
bestow on a particular undead before touching it
and rolling for results. One creature can be
"healed" each full round, regardless of the number
of dice used, and none can be raised above its
normal maximum.
Example: Kafir, an 8th level necromancer, casts
Grymryck's Reformation, allowing him to restore
8d4 points to injured undead. He wishes to heal 4
zombies, nearly butchered by some intrepid
advenuturers. The first is badly damaged, and
Kafir decides to expend 3d4 on it, restoring 9 of its
lost 11 hit points. The second and third are less
beaten, and each receives 2d4 of healing, which
bring them close to their maximum hit points. The
last is only down 2 hit points, and Kafir's last d4
restores 4, healing the zombie its lost 2 - the other 2
points are lost. Healing the 4 zombies took 4
rounds in addition to the round required for
casting.
Grymryck's Reformation only affects undead that
still have hit points, and thus may not be used to
"reanimate" an undead destroyed by spell or
combat. Further this spell can not regenerate lost
limbs and such, nor can it return a body to a better
state than that which it was in immediatley before
it was damaged, thus flesh cannot be created on
skeletons, nor a semblance of life given to zombies.
The caster need not use this spell only on undead
he created or controls, but on ghouls, ghasts,
vampires or even liches if such were desirable.
However, this spell provides no protection against
the affects of touching some of these horrors.
Grymryck's Reformation can only be used on
corporeal undead, and has absolutely no effect on
the inanimate dead.
While the spell is in effect, the caster's hands
radiate evil strongly. Although the mage may
handle objects and defend himself witout
consequence, he is unable to cast spells other than
those of the Necromantic school, and cannot cast
any other touch-based necromantic spells without
foiling the Reformation. The spell may also be
dissipated if the caster is struck with a holy symbol

or holy water, or if he is in the area of a Dispel Evil


- in these cases he must save vs. spell to keep the
Reformation intact. Unless spoiled in some fashion,
the spell lasts for 1 round per caster level, or until
all available dice of restoration are expended.
The material components are a small amount of
dirt from a grave and a few drops of the caster's
blood, both of which are smeared over the caster's
hands.
Heal Undead I (Necromancy)

Range: 10 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: None/Negates
This spell is used to heal all sorts of undead, both
corporeal and immaterial. The caster uses negative
energies to rejuvenate the undead's vital energies,
healing 1d8 points of damage. This spell can also
be used against the living. Damage is half the
healing, so it would be 1d8 divided in two, round
up. A saving throw negates. The somatic
component is a pointed finger which glows indigo
at the time of casting, and a drop of blood if cast by
a living caster (a lich, for example, would not
require this component).
Human Touch (Necromancy)

Range: Touch
Components: S
Duration : Permanent
Casting time: One night
Area of effect: One creature
Saving Throw: None
Duration is explained later. When Human Touch is
cast, it allows the recipient to regenerate one Hit
point every ten turns, however the caster must
remain in constant physical contact with the
recipient. If contact is broken, the spell ends.
(there's like... 144 turns in a day? so 72 in one
night? At maximum effect it allows the caster to
help someone heal 7 hit points in a night, the caster
is not doing the healing, merely aiding it in his
own arcane way.)
Ice Blood (Alteration, Necromancy)
Range: Touch

The Ancient Tome of Dark Magic


Components: V,S,M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: Creature Touched
Saving Throw: Negate
This spell alters the blood of the recipient to solid
ice, giving the person several benefits. The first is
the fact that caster suffers only half damage from
all weapon attacks, as no blood is lost from cuts or
crushed veins, and that the ice makes harming the
softer tissues more difficult. Also, the recipient
receives a +4 bonus against any Charm-Type spell,
as the icy blood makes the spell recipient cold and
impassionate. Since the character's blood is pure
ice, he also gains immunity to all normal cold, and
subtracts -2 from all cold damage (minimum 1
point) die rolls.
Unfortunately, the recipient becomes extremely
vulnerable to fire, suffering double damage from
any fire attack (The Hands of Steam spell does not
do double damage to an Ice Blood recipient.
Instead, normal damage is taken and the Ice Blood
spell is negated). The character also tires twice as
quickly in hot weather, and treats his personal
body temperature as +50 higher in weather of 0
Fahrenheit or above.
Also, because of the extreme dulling of emotions,
the spell recipient cannot Beserk or instigate a
lycanthropic alteration under his own will, though
magic can instigate the change or beserkial rage.
The material component of this spell is several
shards of ice stuck into the spell recipient's arm.
Incorporate Skeleton (Necromancy)

animate the corpse, the mage uses his/her life


force to animate the corpse. Note that this allows
the dead one's spirit to rest without disturbing
them in any way. This would allow good and
neutral-aligned wizards to animate bodies with
less alignment related implications. Upon the
creation of a skeleton, its hit points are rolled and
the caster must attempt to make a successful
wisdom check. If the wisdom check fails, the
skeleton collapses, losing the life force that was
infused into it and its hit points are deducted from
the caster's total hit points, accounting for the
essence that was used in the attempt to animate
the corpse. If the check is successful, the caster not
only creates the skeleton but can also command it
by will, due to the link between their life forces.
The skeleton's hit points are still deducted from the
caster's total though, since his/her life force was
still used. As the caster loses hit points, he/she
begins to grow pale and sickly. If the caster drops
to zero hit points or less, he/she falls unconscious
and has a number of rounds equal to his/her
constitution score minus the number of points
below zero to be healed magically. If the caster is
not healed within this time, he/she dies with no
chance of being raised or resurrected save by
means of a wish. Each time this spell is cast, the
caster may animate a number of skeletons equal to
his/her level. A wisdom check must be made for
each skeleton to see if it was successfully
animated.
The material component for this spell is a drop of
the caster's blood and a bit of bone from a
graveyard.

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None
This spell is similar to the 5th level spell Animate
Dead. It creates the lowest form of undead creature,
the skeleton. The spell animates the remains of a
fallen humanoid, monster, or animal, imbuing it
with part of the caster's life force, creating
skeletons as described in the AD&D Monstrous
Manual. In addition, fallen small and tiny creatures
can be made into skeletons with HD, conserving
all other properties.
However, this spell has great disadvantages
compared to its 5th level counterpart. As
mentioned before, instead of returning a portion of
the spirit that inhabited the body during life to

Infected Wounds (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 1 day
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell will cause any wounds to become
infected, be they scratches or large wounds.
Wizards do not need to hit their intended victims.
The victim must make a saving throw versus death
magic, and if he fails, his wounds will not heal
naturally. Healing and herbalism will also fail to
heal these wounds. The use of magical healing will
heal the infection, at the cost of a cure light
wounds - no damage will be healed, but the
infected wounds will be negated. The material
component for this spell is a powdered opal of 10
or more gold pieces value.

The Ancient Tome of Dark Magic

Kanugal's Ashen Choke (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of effect: One creature
Saving throw: None
The caster hurls ash at the target, and extends the
gloved hand in a clawlike grip. A grey, misty
hand appears at the target's throat and
the caster tries to hit using normal Thac0. On a
successful hit, the ashen hand will begin choking
the victim. Damage is: 1, 2, 3, 4 ... points per
successive round with no further to-hit rolls
required.
The hand looses its grasp if the caster takes an
action other than maintaining the choke. If the
caster takes damage while choking, a failed save vs
spell drops the choke. A lost choke or a missed
attack can be re-established next round with a new
to-hit roll. The choke is also interrupted if line of
sight is lost, victim makes a successful bend-bars
roll, or if the hand takes 1/level of caster points of
damage. The hand is affected by silvered or
magical weapons, and has an AC of 7. When
choking, attacks on the hand may also damage the
victim...
The material components are ash from a cremated
corpse and a grey woolen glove.
Korel's Death Aura
(Illusion/Phantasm, Necromancy)

Range: 0
Components: V, S
Duration: 2 hours per level
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: None
Korel's Death Aura creates continual small magical
effects in its area of effect, which is mobile with
and centred on the caster. These effects are very
subtle and should not be immediately recognized
as magical by the player.
The effects are centred around death and fear. For
instance, those entering the area of effect might
notice a slight stuffiness in the air, making it a little
difficult to breathe. Slight movements seen out of
the corner of the eye with no visible source should
keep people on edge and maybe a bit paranoid. A
slight cold breeze seems to blow across the back

of one's neck, for instance. The manipulation of


shadows is a favourite, as well.
Once per round, the caster may concentrate and
direct these effects for instance, sending a shiver
down someone's spine while staring at them,
or cause a shadow to move out of the corner of
that person's eye to distract him for a second.
In no way will these effects cause damage or
distract spellcasting, unless, of course, the
spellcaster voluntarily stops to see what just
moved "over there in the corner". By concentrating,
more explicit effects can also be generated: the
caster's eyes glow red, etc.
The caster may, with minor concentration,
temporarily negate the effects.
At the caster's option, auditory phantasms may
also be created: a slight scuffling or scraping sound
off in the corner where the shadow seemed to
move, a distant scream so faint you're not sure
whether you heard it or not, the whistling wind
seeming to be calling your name, etc. The option
for auditory elements is set at casting time.
Last Experience (Divination, Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
With this spell, the wizard re-lives the last minute
of the recipient's life. If the victim was conscious
during this minute, the wizard must make a
system shock check or be knocked out for 1d4
hours. The material components are a convex lens
and a scalpel.
Limited Paralysis (Necromancy)

Range:
Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: One limb/3 levels
Saving Throw: Neg.
This spell enables the caster to paralyze one limb
per three levels of experience of the caster. The
caster must touch these limbs in order to transfere
the paralysis. In order to touch a limb of another
person, the recipient of the paralysis must be
willing or the caster has to roll a successful attack
roll against AC 10 in order to touch the recipient.

The Ancient Tome of Dark Magic


When touched, the recipient gets a saving throw
vs. spell to avoid the effect. If the save is
successful, the recipient suffers no ill effects from
the paralysis. If the limb is successfully paralyzed,
it will remain so for 2d4 rounds. Creature with
immunity to paralysis, as well as undead and
unliving creatures, cannot be affected by this spell.
The material component of this spell is a piece of
flesh from a ghoul.
Mangar's Bloodfire (Evocation, Necromancy)

Range: 40 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: (check each round)

Martallus's Ice Arrow (Necromancy, Evocation) o


Range : 100 yards
Components : V, S, M
Duration : Instantaneous
Casting Time : 3
Area of Effect : One creature
Saving Throw : Neg.
This spell creates a beam of potent blue light to
shoot from the caster's hand striking the creature
intended. The chill of the blast causes 1d10 points
of cold damage and the victim must make an
immediate saving throw vs. paralyzation or be
unable to move for 1d4 rounds due to shivering
from the immense cold.
The material components for this spell is a scale or
a piece of fur from a cold-dwelling creature (Ice
troll, polar bear, etc...) and a small piece of glass in
the shape of an arrow.

Range : 0
Components : V, S, M
Duration : Special

When Necromantic Dagger is cast, wizard puts a


part of his life force into form of a dagger, losing 4
hit poits as the dagger appears. Then caster can use
it as a normal dagger. Being thrown, dagger
returns to caster as if it was Dagger Of Throwing.
Dagger has not any magic bonus but can hit
creatures that can be affected only by silver or
better weapons (i.e. lycantropes). Dagger lasts for 4
rounds plus 1 round for every point of damage it
inflicted (it inflicts damage as normal dagger).
Material component is a drop of blood from caster.
Necromantic Healing ( Necromancy )

This spell engulfs a creature with blue fire that


burns for 1d4 points of damage per 3 wizard levels
(or fraction thereof) on round 1, then loses 1d4
points of damage per round until it goes out. The
flames do not ignite flammable objects, they just
hurt creatures. The material component of this
spell is a drop of blood, not originating from the
caster.

Necromantic Dagger (Necromancy)

Casting Time : 5
Area of effect : The Caster
Saving Throw : None

Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Touch
V,S,M
Instantaneous
7
Creature touched
None

This spell heals undead of 1d8 + the


caster's level in hit points of damage. It is the only
known 'cure' type spell that actually works on
undead flesh! In fact, it is the only known magic
that functions in this respect! Casting this spell on
living matter simply causes a slight discomfort for
a number of rounds ( minutes ) equal to the caster.
This discomfort is in the form of a slight upset
stomach.
The material component is 1000 gp of crushed
diamond mixed with blood.
Necronic Missiles (Evocation, Necromancy)

Range: 60 yards + 10 yards/level


Components: V,S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 to 5 creatures in a 45 degree arc
Saving Throw: None
Yet another of Telsindria's Magic Missile variants,
This spell is catered to undead extermination, and
it's 1d8+1 damage per missile is quite effective in
that task. The missiles have no effect on inanimate
or living objects.
Negative Plane Armour (Necromancy)

The Ancient Tome of Dark Magic


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: Caster
Saving Throw: None
During the casting of this spell the caster is briefly
surrounded by a black aura, while a field of
negative energy envelops him. The energy field
serves as to protect the caster from attacks by
living creatures to whom he is considered Ac 6.
The spell affects the mind of the attacker and will
not protect the caster from unintentional projectiles
(such as random meteorites). The first successful
hit in melee on the caster will release the field and
inflict 2d6 points of damage on the attacker.
Undead are affected in a different way by the spell.
They will be able to perceive the caster much
clearer, gaining a modification of +4 to their attack
rolls against the caster. An undead touching the
caster will release the spell and gain 2d6 hit points,
up to it's normal maximum.
The field of negative energy is not affected by
contact with unliving matter, but as soon as a
living or undead creature (other than mere insects
and the like) touches the caster, the spell is
triggered. The armour lasts until the caster is hit in
melee, the field is successfully dispelled or until
the caster ends the spell.
The material component is essence from any
energy draining undead or a pinch of vampire
dust.
Nextremity (Alteration, Necromancy)

Range: 0
Components: V, S, M
Casting Time: 2
Duration: 2 rounds
Saving Throw: None
Area of Effect: Special
This spell "drinks" some of the caster's vitality,
causing a loss of 1d4 hp (which can be regained by
normal rest or magical healing). It causes one of
the caster's hands and one of the caster's feet
temporarily to switch places with each other.
The "switched" extremities retain full strength
and skill; a caster can use a hand that is now down
at his left ankle, for example, to reach for
something or to perform a destrous task just as if
he were employing his hand (though visibility and
guidance can be a problem; the spell doesn't move
eveballs about or provide "pipeline vision").

A Nextremity spell has one valuable side-effect


that makes this spell more than a juggler's (or
sneak thief's) curiosity: as the two extremities
switch places, any non-magical bindings or
manacles upon them, or around the wrist and
ankle to which they are attached, fall away. Mages
use this spell to manage "miraculous" escapes
more often than for any other reason.
The material components of a Nextremity spell
are a piece of bone, a fragment of tendon, and a
piece of sinew from any mammal (or mammals;
they need not all be from the same creature or
creature species).
Noska Trades' Blackfire (Evocation, Necromancy)
o
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: 1-foot radius sphere
Saving Throw: None
When this spell is cast, a cold, black fire appears in
the wizard's hand, shedding violet coloured light
equivalent to torchlight. The wizard can hold the
blackfire without taking damage or throw it at an
opponent.
Throwing it at an opponent requires a roll to hit. If
the sphere hits, the target ignites the creature's life
force doing 1d6 points of damage the first round
and 1d3 the following rounds until extinguished.
The flames can be extinguished by padding them
out, but water has no effect.
The flames only consume living matter (creatures
and plants) and have no effect on non-living
material or undead. The end product of blackfire
combustion is oxygen and a grey-blue ash.
The material components are human fat and
powdered magnesium.
Nulin's Hourly Diarhea (Nercomancy)

Range : 0
Components : V, S, M
Duration : One hour
Casting Time : 2
Area of Effect : One piece of food
Saving Throw : Neg.
Nulin created this spell as a prank against some of
the more irritating nobles of Cormyrian society.
When cast, the caster merely has to touch a peice
of food, up to pie sized, to contain a minor poison.
This poison take effect if the saving throw vs.

The Ancient Tome of Dark Magic


poison is failed. If failed, the recipient gets the
Hourly Diarhea. The recipient takes 2 points of
damage, and may take no other actions that can't
be done unless in the seated position. This spell
works on creatures up to the size of a hill giant.
The material component is the food that is to be
consumed
Pain Touch (Necromancy)
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

This spell animated a single dead,


humanoid body as a poltergeist. The poltergeist
cannot wander more than 100 feet from where the
body was animated, but its under casters
control. The material component is a silver chain
(at least 10 gp value).

o
Prosthesis (Necromancy)

0
V, S
3 rounds + 1 round/level
2
The Caster
Negates

This is an improvement on the chill touch spell.


The caster can choose to arm one (left or right) or
both hands. Any creature touched must make a
saving throw vs. spell at -2. If the save is failed the
target suffers 1d4 points of damage + 1 point per
level of the caster. Each touch also drains one point
of strength from the creature. If the creature is not
rated for strength, it suffers a -1 to attack rolls for
every other successful touch. If the save is made
the target suffers no strength loss but suffers 1d4
points of damage. The spell affects undead in the
same way as chill touch. Should the undead fail a
saving throw vs. spell (at -2) they must flee for 1d4
rounds plus 1 round per level of the caster.
Petition (Conjuration, Necromancy)

Range: Special
Components: V
Casting Time: 1 round
Duration: Instantaneous
Area of Effect: One creature
Saving Throw: Special
This spell is used to alert an extraplanar being that
the caster wishes to contact it. The spell does not
allow further communication by the caster.
Poltergeist (Necromancy)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One body
Saving Throw: None

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Special
Prosthesis allows the caster to fashion a relatively
functional prosthetic limb. The limb may be as
small as a single digit, or it may be any amount up
to an entire arm or leg.
In order to cast this spell, the wizard must obtain a
matching limb (of about the same size and species
as the missing limb). While the limb is
usually taken from a dead body, the caster can use
the target's own limb if it is available. If the stump
has healed (if it is not a fresh amputation), the
wizard must cut all living flesh from the end of the
stump before casting this spell - this spell provides
no pain relief.
After the stump has been prepared, the caster
touches the prosthetic limb to the stump and casts
prosthesis. The new limb fuses with the target's
skeleton, and he can begin to use it as soon as the
casting is finished.
Unfortunately, the target does not regain full
function of his limb. The new limb, while
functional, has no sense of touch and provides
only 25% of normal functioning. With each passing
week, the character gains another 5% functionality
up to a maximum of 75% of normal. It is up to
the DM as to the exact impact this decreased
functionality has on the character - examples
included worsened movement rates, Armour
Class, THAC0, reaction adjustments, etc.
Furthermore, only the bone within the limb is
affected by this spell - the remainder of the limb
continues to rot until nothing remains but the
bone. The material component is a bit of glue.
This spell can only be used on characters with
missing limbs (it can't be used to give a two-legged
character a third leg, for example). The limb may
be in any state of decomposition as long as the
bones are intact.

The Ancient Tome of Dark Magic


Purity (Necromancy)

Range: 0
Components: V,S
Duration: One round
Casting time: 2
Area of effect: Caster
Saving Throw: None
Purity only functions for casters of some good
alignment (a rarity), Purity creates a minuscule
conduit to the plane of positive energy and allows
the caster to turn undead as a 1st level priest, the
spell never improves in effect.
Rael's Draining Arrow (Alteration, Necromancy)
o
Range: Touch
Components: V,S,M
Duration: Permanent until used, 1 turn/level
Casting Time: 1 round
Area of Effect: 1 arrow
Saving Throw:
This spell enchants one arrow, and when it hits it's
target it does normal damage and drains 1d6
points of strength, unless the target saves vs.
spells, in which case the strength drain is halved
(round up). The strength points come back after 1
turn/level, at the rate of 1 per turn .
The material component is the arrow to be
affected.
Rehydration (Alteration/Necromancy)

Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 creature per 2 levels
Saving Throw: Negates
This spell has been created to heal people from
extensive dehydration. Therefore, it cannot heal
the caster himself, because in such a state he will
not be able to cast the spell.
The mechanics of the spell are thus: During the
casting of the spell water is drawn from the
surroundings within one yard per level. The water
may come from, in order of preference: surface or
ground water, carried water, air, soil, dead organic
materials, or plants. The water is transferred
directly into the body of the recipient. After a few
hours of rest, the patient will be as good as new.

In the case of dehydration to near death, the


recipient must make a resurrection survival check
to determine whether the spell can save him.
Within very dry surroundings the spell works only
for 10d10%.
The material component is blue phosphorus (15
gp), which turns to white phosphorus at the end of
the casting.
Restore Circle (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell restores the magic of a neutralized circle
of protection and merged inscriptions as the
wizard inscribes out the break with the proper
magical material, usually a ball of magical chalk.
Sacrifice (Necromancy)

Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
The caster must at the conclusion of the casting
deal a killing blow to a creature with a specially
prepared silver dagger. When the creature is dead,
it's hit points are transferred to the caster. Any
extra hit points above the casters maximum are
lost after one hour per level of the caster.
The required material for this spell is the silver
dagger, which must be cleansed with salt water
and sharpened during the rounds preceding the
casting. The dagger is not expended.
Saphrael's Damage Mirror
(Alteration, Necromancy)
Range: 0
Components: V, S, M
Duration: Until Triggered
Casting Time: 1 round
Area of Effect: 10' Radius
Saving Throw: None

The Ancient Tome of Dark Magic


This spell is the bane of those who like to
melee wizards. Damage mirror lasts until it is
triggered by a successful melee attack. Success is
defined as a strike, not necessarily damage to the
caster; i.e. if the caster is protected by a stoneskin
spell, damage is rolled though not actually
suffered. If the caster is protected by a spell such
as Alustriel's mantal or Ironguard, the attack will
not trigger the spell if it doesn't affect the mage. If
a damage mirror spell is active, the wizard is not
protected against attack, but if the wizard is struck
by a weapon in melee combat, every creature
within a ten-foot radius of the wizard suffers an
identical amount of damage. The spell is canceled
once it has been triggered; if the opponent has
multiple attacks in that melee round, only the first
successful attack triggers the damage mirror spell.
This spell is not affected by spells or magical
attacks, except for dispel magic, which has the
normal chance of negating it.
Scream of Death
(Necromancy, Conjuration/Summoning)

Range: 10 feet
Components: V,S
Duration: 1 round
Casting Time: 1
Area of Effect: Targeted creature
Saving Throw: None

Skeletal Scribe (Enchantment, Necromancy)

Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 4
Area of Effect: Skeleton touched
Saving Throw: None
This spell creates an undead scribe for the wizard.
It is not permanent, but is much safer to use for
reading new tomes and writing down words of
great power. It is able to take dissertation as well.
The material components of this spell are a
skeleton, a hawk feather, and a red robe.
The skeleton is only consumed at the end of the
duration.
Skeletal Strength (Necromancy)

Range: 0
Components: V, S, M
Casting Time: 2
Duration: 1 round/level
Area of Effect: The Caster
Saving Throw: None

Scream of Death causes a creature to do a lot more


damage upon its next attack. It summons a mass of
power from the Negative Material Plane and
directs it through the target. They then transfer
that through upon the successful attack. Basically,
the creature adds the caster's level in damage to
the next creature hit. The spell is expended
whether or not the attack hits.
As this spell draws its power from the Negative
Material plane, its casting is an evil act.
Siphon (Necromancy, Alteration)

another living being for hp. The spell lasts till


victim dies.
The material component is an iron claw.

Range: 1 mile/level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Neg.
In essence an Undead Conduit to the caster, look at
that spell, it's just the same, but casting time is one
round. This means that the caster can draw on

By means of this spell, the wizard temporarily


acquires some of the abilities of an undead
skeleton. He suffers only one-half damage from
slashing and piercing weapons. He also becomes
immune to one of the following magical attack
forms (caster's choice): sleep, charm, hold, or coldbased spells. On the down side of things, he
becomes vulnerable to holy water, suffering 2-8 hit
points damage for each vial which strikes him.
The material component is a human rib.
Skull of Darkness (Necromancy, Alteration)
Range : 500 feet
Components : V, M
Duration : Special
Casting Time : 2 rounds
Area of Effect : One rock
Saving Throw : Neg.
The spell caster picks up a nice sized rock and
says the magic phrase. This causes the rock to
become a skull (the type of skull depends on the

The Ancient Tome of Dark Magic


magic phrase) This skull floats in the air about 5' of
the ground and the spellcaster can see, hear and
speak through the skull in a demonic voice. When
the spell caster wants to terminate the spell he says
another magic phrase and the skull vomits while
melting into maggots and worms this causes all
who can see it to save vs paralization or flee in
terror for 1d4 rounds.
The material component is the a nice sized rock.

Summon Undead (Necromancy)

Range: 30 yards
Components: V, S
Duration: 1 turn + 1 turn per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
The spell causes 3 HD of undead per 2 levels of the
wizard to appear within range. They will obey his
commands until slain, dispelled, or the spell ends.
The wizard may mix and match types as long as he
does not exceed his Hit Dice allotment.
The necromancer cannot summon a creature of
more Hit Dice than his level.
Treat a +3 or better bonus to Hit Dice as the next
die up, so a wight is worth 5 HD, a wraith is 6, a
mummy 7, a spectre 8, and a vampire (the toughest
undead that can be summoned) is worth 9 HD.
Talking Head (Alteration, Necromancy)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: One head
Saving Throw: None
This spell somesort of animates a head, and only a
head. The only thing the head can do is beg for
mercy, beg for salvation and other things that
compulsed it's life. The head can only be human,
humanoid and demi-human. Animal heads will
not work. Once the head is animated,it will have
one hit point and be in this state until it is
destroyed. There is no limit to the amount of heads
that can be created. This spell can be nice with a
Corpse Visage and a Permanency that will make the
head look very awful; normal fear checks apply,
and can be very usefull to scare off various
creatures from some place. Casting this spell
requires a Ravenloft Powers Check.

A Speak with the Dead spell will temporarily


remove their blathering and gives a mage some
time to accually ask questions.
Unlife Disruption (Necromancy)

Range: 10 yards/level
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw:
At the casting of this spell a black cloud of smoke,
glittering in many colours, gush forth from a bottle
of holy water in the casters hands. The cloud
silently moves away towards the closest undead,
which it will reach in the first round after the
casting (roll a straight initiative). In the second
round the cloud continues towards, and reaches,
the next nearest undead. The cloud will reach and
touch one undead each round until it has touched
one undead per level of the caster, or the distance
between undead exceed 30 feet.
An undead touched by the cloud will take 1d6
points of damage per level of the caster (up to a
maximum of 10d6 at tenth level), unless it makes
it's save, whereas damage is reduced by half.
The material component of this spell is holy water.
Vampiric Kiss (Necromancy)

Range: 0
Components: S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
When a wizard casts this spell, he must kiss the
intended victim on the neck and the victim must
be able to receive a kiss (cannot be in combat).
After the kiss, the victim will lose 2 hit points per
round. The caster will receive one of those hit
points per round if he is not at maximum
hit points already.
Wailing Mists (Necromancy)
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature

The Ancient Tome of Dark Magic


Saving Throw: Special
Mists vaguely resembling spirits of white steam,
appears near the casters hands. The spirit like mist
wail and howl weakly as it quickly travel towards
the victim, and tries to enter his body through
nostrils or mouth. The mist inflicts 1 point of
damage per level of the caster when they arrive. If
a save is failed the Wailing Mists has entered the
victims body and will inflict 2d4 points of
additional damage every round after the casting
until they are consumed. The mist lasts for one
extra round for every three levels of the caster. One
round at 3rd level, two at 6th and so on. A cranium
of a mammal (preferably a small one) is powdered
and consumed during the casting.
This spell does not affect undead.
Whisper's Darkstaff (Necromancy)

Range: 0
Components: V
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: One staff
Saving Throw: None
The ultimate spell for the wizard who does not
want to bother carrying a staff, but might want to
fight some nasty creatures with one since he
has the proficiency anyway. This spell calls into
being a 7-foot staff of pure blackness. This is
actually a piece of the negative material plane, and
its powers therefore depend greatly on the control
a wizard can exert over the arcane matter, hence
on his level. The effects and powers of the staff are
listed as follows (make a saving throw versus
death magic):
Wizard's
Level Staff Special Powers
1-3
+1 no powers
4-6
+2 drains 1d6 if the saving throw failed
7-9
+3 drains an additional 1d6 if the saving
throw failed
10-12 +4 stunned for 1d4 rounds if the saving
throw failed
13-15 +5 can be used to shoot globes of negative
material for 3d6 points of damage up
to 1 yard per level
14-16 +5 can be used to absorb a spell cast
specifically at the caster (physical
only)
17+
+5 drains one level per Hit Die if the
saving throw failed

The powers listed in the rightmost column are


cumulative. Thus, if an archmage hits with the
staff, the victim must make four saving throws
versus death magic, and if the target fails all
saving throws, he would take regular staff damage
plus 5 (bonus) plus 2d6 (first two powers), be
stunned for 1d4 rounds, and lose one level of
experience.

White Spark (Necromancy)

Range: Touch
Components: V,S,M
Duration: Permanent
Casting time: 2
Area of effect: One being
Saving Throw: None
By manipulating his own life energy, the caster is
able to use White Spark to instill a small amount of
life, to be exact... one hit point. The material
component is a tiny drop of his own blood. The
caster suffers one hit point of normal damage from
casting this spell. (In essence, it allows the caster to
bring someone at 0 hp to one hit point, then
natural healing can do its stuff.)

Winthrop's Undead Summoning I


(Conjuration/Summoning, Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell is like monster summoning, except that
the spell is forgotten when the caster learns a
higher-powered version of the spell. This causes
the caster to lose the ability to cast this lower-level
version and it even disappears from his spellbook
(this spell is normally transcribed from a scroll).
Either 2d6 skeletons or 2d4 zombies may be
summoned.
The undead appear at the end of the casting and
fight to the best of their ability until slain, the
duration expires, they are released, or they are
further than 30 yards from the caster (the caster
may not intentionally move out of range, nor may
the undead for they are not free-willed while
under the spell). At such time, they return to their

The Ancient Tome of Dark Magic


point of origination.
The material component is a lit candle inside a
small bag.
Wolfshadow's Spell Frame I
(Necromancy,Alteration)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 8 Hours (1 turn)
Area of Effect: The caster
Saving Throw: Special (n/a)
When Spell Frame I is cast, over the next 8 hours the
caster must cast into the frame up to three spell
levels worth of spells. (3 first, or 1 first+1 second,
or 1 third) The spells used to set into the frame
may be cast from memory, scroll, or any other
source originating from the caster of Spell Frame I.
Once cast and the spell is complete these spells
become and may never be changed.
At the completion of this spell the caster is
permanently drained of one hit point if the save vs.
spells is successful. If not the caster looses two hit
points. The frame also drains one hit point per day
in order to remain active. This hit point loss occurs
even if all the spells set into frame have been used.
The hit point may be healed in any natural or
magical way.
In order to access the spell(s) set into the frame the
caster must only give a brief mental command
with an initiative modifier of 1. This may be done
in addition to any other action allowed to the
caster. Only one spell may be accessed from the
frame each round.
Once a set spell has been used the caster may
recharge it by recasting Spell Frame I and the set
spell used. Use the spell information in
parenthesis to reflect the fact that you are simply
recharging the frame, not creating a new frame.
Only one Spell Frame I may be created around the
caster. This may be in addition to other spell
frames (II, III, and IV).
A Dispel Magic cast onto the caster (ergo the frame)
negates the ability of the caster from accessing the
set spells, if the caster fails his save. The saving
throw is modified by the difference in the wizards
levels as in the PHB. The only known way to
destroy a spell frame is a Wish or Limited Wish.
Even death does not destroy the frame, only
deactivates it. If the wizard becomes undead, or is
resurrected the frame begins to again draw life
force to activate itself. The frame collapses only
when the wizards body is completely destroyed.

This collapse has no outside effect as the frame is


deactivated when the body is dies.
The material component is a powdered gem of at
least 1,000gp value that is to be sprinkled about the
caster at the beginning of the ritual. The gem
powder is consumed at the end of the ritual.
Note that without magical intervention a wizard
on adventure may wither away and die due to lack
of rest/healing time

Wound Closure (Necromancy)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
This spell closes the wounds of the recipient to
prevent bleeding and infection, incidentally curing
1d4 points of damage. All of the victim's
wounds will be closed by a single casting, but
further application is possible to increase the
healing effect. The spell can be used on corpses
to disguise the cause of death, but it does not work
on non-corporeal or extra-planar entities.
Note that a recent posting suggested that wizards
should be able to cast healing spells using 1d6
instead of 1d8. I believe the above spell
description shows my opposition to that approach
(see also the Dungeon Master's Guide, page 43),
unless you intend to do away with priests as
a Pc class. From a game mechanics standpoint,
such an approach would destroy the balance
between priest and wizard, but there is a campaign
background reason as well: pseudo-medieval
medical knowledge would be atrocious. A priest's
healing is a gift from God or the gods, relatively
omniscient and omnipotent fellows, but magical
curing would depend upon the wizard's
understanding of the body and its functions. Thus
you might find a wizard who can pull the edges of
a wound back together, as described above, but
you could not find one who could stimulate the
replication of tissue of various injured organs,
insure an increased blood supply to the affected
regions, metabolise fat and increase respiration to
enrich said blood, etc. You certainly could not find
a wizard to cure diseases before any microbes are
discovered.

The Ancient Tome of Dark Magic


Xarn's Sharing (Necromancy)

Range : 3 feet/level
Components : V, S
Duration : Instantaneous
Casting Time : 3
Area of Effect : One target
Saving Throw : Neg.
By casting this spell, the mage remove the damage
he or she has recieved from a single blow or attack,
and trasfers that damage to the target. A save vs.
death magic at -2 is allowed to the target, if
successful, the spell fails. The blow in question
need not have been directed solely against the
mage, damage from area of effect spells (e.g.
fireballs), for example, is acceptable. More than
one blow from the same weapon, however, is not.
Zombie (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Corpse touched
Saving Throw: None
This spell is identical to skeleton in most respects.
Instead of creating a skeleton, it creates a zombie.
The wizard may control a number of zombies
made by this spell equal to half his level, round
down. The material component is a salve that costs
100 gp and 48 hours of uninterrupted time.
Zombie Dust (Necromancy)

Range: 10 yards
Components: V, S, M
Duration: 2 rounds + 1 round per level
Casting Time: 1
Area of Effect: 20-foot cube
Saving Throw: Negates
Blowing dust into the 20-foot cubic area causes all
creatures in area to save versus spell or
automatically lose initiative rolls for the duration
of the spell. If individual initiative is used treat this
as a +20 on initiative. The material component is
zombie dust: the dust of zombies that have turned
dead once again. The ability to breath has no effect
on this spell: it operates by magic, not by
inhalation.

The Ancient Tome of Dark Magic

3RD LEVEL SPELLS


Alefian's Dispel Fatigue (Necromancy)

Range: 30 yds.
Components: V,S,M
Duration: Instantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw: None
This spell removes physical fatigue or exhaustion
from the subject by undoing the physiological
effects of his exertions. The subject is instantly
restored to his normal, fully rested level of
endurance or vigor. This spell can be used to
negate the penalties of forced marching, long
swims, jogging, running, or sprinting, or even
accumulated fatigue points from either the Player's
Option: Combat & Tactics or the Player's Option:
Spells and Magic rulebooks. Once the spell has
been cast, the subject may start to accumulate
fatigue or fatigue-based penalties again,
depending on how he continues to exert himself.
The material component for this spell is a sprinkle
of fresh, blessed springwater.
Alnors Spectral Bow (Necromancy)
Range : 30 yards + 5 yards/level
Components : V,S,M
Duration : 2 rounds/level
Casting Time : 3
Area of Effect : One opponent
Saving Throw : None
A variant of the second-level spectral hand spell,
this dweomer causes a ghostly glowing longbow,
shaped from the casters life force, to materialize
within the casters hands. Any touch spell
subsequently cast by the wizard causes an arrow
to appear on the bow. The touch spell can then be
delivered by successfully hitting the target with
the arrow. The caster attacks with a +2 bonus to his
attack roll, plus possible dexterity or strength
bonuses. The caster can fire up to two arrows per
round, but as soon as a target is hit, no new arrows
appear until the wizard has cast another touch

spell. The caster cannot perform other actions in


the same round that he attacks with the bow. If the
caster chooses to perform another action in a
round, the bow hovers next to the caster. The bow
lasts the full spell duration unless dismissed by the
caster. The bow is only vulnerable to magical
attacks ( but it has an AC of -4 ). Any damage to
the bow ends the spell, and inflicts 1d6 points of
damage to the caster.
The material component is a small silver bow
worth at least 100 gp.
Amaranth Vampiric Blade (Necromancy)

Range : 0
Components : V, M
Duration : Special
Casting Time : 3
Area of Effect : The caster blade
Saving Throw : None
This spell allow the mage to consecrate a blade
with vampiric ability for a number of round equal
to the level of the caster divised by 3 + 1 round.
During this round the hit points taked by the
sword is transfered to the caster.
All other apect are like a normal Vampiric Touch.
Only the caster can use the sword because if it is
taken by an other one
the blade will suck is hit point as a Vampiric Touch
and never return them to someone.( It keep them
but they could be heal by natural or magical ways).
Barring Death's Door (Necromancy)
Reversible

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
This spell, when cast on a character with negative
hit points (something only possible if using the

The Ancient Tome of Dark Magic


optional "Hovering on Death's Door" rule), stops a
character from losing anymore hit points. The
character ceases losing the 1 hit point per round,
but may take damage from other sources. The spell
lasts until the affected creature is healed to a
positive hit point total, or a maximum of 1 day per
caster level.
The reverse of this spell is called Knocking on
Death's Door. Casting it on a creature at 0 or
negative hit points causes the creature to die
instantly, unless he makes a saving throw vs. death
magic at -4. This happens even if the character is
under the nonreversed form of this spell.
The material component for either form is a fresh
drop of the caster's blood. Thus, the caster must
cut himself during the course of casting this spell,
causing 1 hp of damage to himself. This also
means the caster must have an edged weapon (or
at least a needle) to cast this spell.
Black Marentail's Pulsing Veins
(Necromancy, Alteration)

Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: Negate
When this spell is cast, the wizard causes the
pulse of a victim who fails his saving throw to
rapidly increase. Blood fills the character's veins
until the seem ready to burst from the character's
skin. They pulsate with the force of blood being
pushed through them, and the character might
slightly shake from the pressure of the pounding
blood.
Anyone who strikes the character with a
slashing or peircing weapon will release a gout of
blood that will spray those in a 3' area around the
wound. Those who fail to save vs. breath weapon
are covered in a disgusting spray of slick, red fluid.
Those that fail find their clothes hopelessly soiled
and slick - they act as if under a the influence of a
grease spell for 1d3 rounds. The blood begins to
congeal after a few rounds, and will become sticky
and matted quickly. Within an hour, the blood
will have dried.
As for the character who is struck by a peircing
or slashing weapon, the gush of blood inflicts an
additional 1d2 points of damage to the character.
However, blood does not continue to gush from
the wound, and the victim will not take any
additional bleeding damage in the following
rounds. This spell can be negated by dispel magic

or when the victim falls unconsious. The wizard


can choose to end the spell at any time.
Black Mist (Necromacy)

Range: 10 yards
Components: V, S, M
Casting Time: 6
Duration: 2 turns + 1 round per level
Area of Effect: One body per 2 levels
Saving Throws: None
This spell create a black mist that take
control over any cadaver in the area. They will
obey the caster til destroyed or the spell ends.
Once the spell ends the cadaver just fall to the
floor. Since cadavers aren't undead they cannot be
turned, but a dispel magic spell will work.
CADAVER
Ac: 8
Mv: 6
Hd: 2+2
Thac0: 19
Number of Attacks: 1
Dmg: 1d6
Morale: 19-20
Blood Coils (Necromancy)

Range: 30 yards
Components: S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Negate
By cutting himself on the wrist and chanting this
spell, the wizard is capable of controlling the blood
that flows from the wound to become a length of
bloody rope-like bands. The bands can shoot out
to 30 yards distant, and can entrap one victim per
three levels of experience of the caster. The victims
must be within 5' of each other for the blood coils
to catch them. The caster does not need to capture
the victims on the first round, and if he is capable
of catching more, he may wait until others come to
free the captured victim(s) before expanding the
coils to catch those coming within range.
To avoid the blood coils, the victim must make a
successful saving throw vs. spells. Once caught in
the blood coils, no amount of strength can free the
victim. However, the coils can be severed from the
caster. The coils must be struck by magical
weapons or attacks, and are considered AC -2 and

The Ancient Tome of Dark Magic


can take 4 hit points of damage per level of the
caster before they are cut.
If the spell is dispelled or the caster decides to
end it, the remaining blood flows back into the
wound created by the wizard, and then seals itself,
causing no harm to the caster. If the coils are cut,
the wizard loses 1d4 hit points per victim he had
bound in the coils.
The wizard must cut himself with a silver dagger
to activate the spell. The initial wound causes 2 hit
points of damage to the wizard, but this damage is
healed when the spell ends. The dagger is not
consumed in the casting.
Bone Brittle (Necromancy)
o

withstand 25 points of damage before it is


destroyed. A dispell magic spell will work to
negate it, The material component is a piece of
bone.

Range: 30 yards + 10 yards/level


Components: V,S,M
Duration: Permanent until dispelled
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell affects 1d4 joints, causing them to fuse


into inflexible, solid bone. Roll 1d6 to determine
affected joints...the first joint listed is affected first,
then if the same joint is rolled again, the next joint
is affected or the penalty is worsened (see text
below).

Upon the casting of this dread incantation, a chill


force hurtles from the caster's hand, striking the
target and inflicting a rare and advanced bone
condition on them, should they fail their save vs.
spells with a -1 penalty. If they make their save, the
spell has no effect, but should they fail, their bones
become brittle and fragile. Should the target roll
any attack over a 16, the limb they use will
fracture, rendering it useless for 2 weeks while it
heals. Should the target roll over a 18, the limb or
body part they use to attack will snap, leaving
them stunned and dazed for 2d4 rounds.
In addition, any attack that is made against the
target does double the regular damage if used with
a blunt weapon attack, and +5 damage with and
edged weapon.
The target can only be healed of the affliction,
often known as Osteoporosis, by a remove curse
and a heal spell.
The material components are a small hammer, and
a fire dried bone, broken at the casting.

1. Neck [-1 AC to flank attacks, cumulative]


2. Wrist, Elbow, Shoulder (L) [-1 hit/dmg
cumulative]
3. Wrist, Elbow, Shoulder (R) [-1 hit/dmg
cumulative]
4. Ankle, Knee, Hip (L) [-1 AC penalty cumulative]
5. Ankle, Knee, Hip (R) [-1 AC penalty cumulative]
6. Back [negates Dex bonus, -1 AC penalty
cumulative]

Bone Cage (Necromancy)


Range: 15 yards
Components: V, S, M
Casting Time: 4
Duration: 1 round per level
Area of Effect: Five cubic feet per level
Saving Throw: None
The spell summons all bones within the
area to come out of the ground and form a cage
around the intended victim. The cage can

Bonelock (Necromancy)

Range: 10 feet + 10 feet/level


Components: V, S, M
Duration: Permanent
Casting time: 2
Area of Effect: One creature
Saving Throws: Special

If target saves, duration becomes 1 round/level.


The material component is a piece of clay mixed
with bone dust.

Caress of Infinite Pleasure (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Person touched
Saving Throw: Negates
This spell causes the target to feel intensely
pleasurable feelings when ever in skin to skin
contact with the caster. The strength of these
sensations may be varied by the caster by
concentrating,
from mildly pleasurable to near incapacitating
(Target must make Wis + Con x 2 roll to take any
action at all). The material component is a velvet
glove, which vanishes at the conclusion of the
spell.

The Ancient Tome of Dark Magic

Cause Impotence (Necromancy)

o
Close Wound (Necromancy)

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
When this spell is cast, the caster must
make a successful attack roll to hit the target. If the
hit is successful, the target suffers 1d6 damage and
is doubled over in pain for 3d6 rounds, unable to
perform any action. In addition, the recipient is
unable to perform any sort of sexual activity until
a Cure Impotence is cast.

Charm Undead (Enchantment/Charm,


Necromancy)

Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: One or more creatures in a 20-foot
radius sphere
Saving Throw: Special
This spell works just like the Player's Handbook's
spell charm monster, except as noted above and
that it only works on undead.

Circle of Protection : Undead


(Abjuration, Necromancy)

Range: 0
Components: V, S,M
Duration: 1 round + 1 round/level
Casting Time: 7
Area of Effect: 5 foot circle around the caster
Saving Throw: None
This spell creates a circle that provides protection
against undead beings that do not have an
intelligence or hitdice that are one third of that of
the caster. Undead that fall under this discription
cannot enter the circle, they will simply be stopped
as if running into an invisible wall. This spell does
not protect from the special abilities of certain
spellcasting undead (like Liches or Mummies) or
special effects that undead might posess (like Ghoul
Lords' stink). It just prevents the undead from
entering the circles all together.

Range: Touch
Duration: Permanent
Components: V, S, M
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
This spell helps close a wound, giving a small
amount of healing. This spell will heal 1d4 HP.
However, this spell causes excruciating pain for 1
round while the spell is taking effect. It feels like
the wound is being cauterized by a hot iron, which
is in effect what is happening, except magically.
This spell leaves scarring unlike Cure Light
Wounds. For every 10 times this spell is used, it
lowers Charisma by one for purposes of physical
beauty from the scarring. The material component
of this spell is a needle and thread.
Continual Rehydration (Alteration, Necromancy)

Range: 5 yard per level


Components: V, S, M
Duration: 1 day per level
Casting Time: 1 hour
Area of Effect: The Caster
Saving Throw: Special.
This spell is a more specific version of the
Rehydration spell. It continually draws water from
the surroundings to supplement the water lost by
the caster.
The water is drawn from, in order of preference,
surface water, ground water, air, soil, covered
water, plants, animals and non-intelligent
monsters, intelligent beings (the last three
receiving a saving throw vs. death magic). Also,
the spell cools the caster's skin, minimalising the
loss through sweat. It also gives a increased
resistance against sunburn and normal fires.
In very dry surroundings, most of the water will
be drawn from the water supply of the other party
members.
A Detect Magic will display a diffuse magical aura
around the caster with strands leading to the spells
water supplies. Note that the spell only replenishes
water, not salts or other soluble substances. This
prevents poisoning and also means that the caster
will still have to consume salt to make up for his
losses caused by sweating.
The material component is blue phosphorus (150
gp), which turns to white phosphorus at the end of
the casting.

The Ancient Tome of Dark Magic

Cure Impotence (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
When this spell is cast, it removes any
form of non-magical or magical impotence caused
by a Crushing Balls spell, Cause Impotence or any
other such spells. The material component for the
spell is a pair of rubber balls which are consumed
when the spell is cast.
Curse of the Saberclaw (Alteration, Necromancy)
o
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

10 yards + 1 yard/level
V, S, M
1 turn + 1 round/level
4
1 humanoid with at least 1 arm
None

This spell causes a sheet of slippery sheet of ice to


appear below a target. The target must make a
dexterity check. If it is made, it remains standing. If
the check is failed, the target falls and takes 1d6
damage from falling. If the target has no feet, or
doesn't stand, it is unaffected. If the target has Ice
walking cast on itself, it is unaffect. Any
resistances to cold don't help in the save. If the
target is larger than 4' in diameter, nothing
happens since the ice won't cover that large of a
space.
Deaden Pain (Necromancy)

This spell causes one of the targets arms (usually


the right one unless the left one is specified or the
target has no right arm) to undergo a hideous and
painful transformation.
The arm's flesh splits and rips open as the bones of
the hand and lower arm are transformed into a
jagged edged blade of bone. This bone blade is
identical in appearance and function to that of the
Saberclaw. It replaces the entire lower arm and
hand. When used in combat the blade has a speed
factor of 3 and does 1d12 points of damage to the
target, regardless of size. Once the duration of the
spell is over, the arm transforms back into the
target's arm and hand, leaving only an immense
black bruise as evidence of it having been there.
Each of the transformations take 1 round to
complete and during this time the target cannot
perform any other actions due to pain. Each
transformation also causes 1d3 points of damage.
It should be noted that the skin and flesh of the
targets arm are not lost, nor do they hang from the
elbow in tatters. They are, for the most part,
absorbed into the claw or into the rest of the arm.
The material component for the spell is a piece of
bone from any creature possessing a claw of some
sorts.
CyroBane's Sheet of Ice (Necromancy)

Range: 15 feet
Components: S
Duration: 1 round
Casting Time: 2
Area of Effect: 2-feet radius
Saving Throw: Special

Range: Touch
Components: V, S, M
Duration: 1 round/ level
Casting time: 3
Area of effect: One creature
Saving Throw: Negates
Casting Deaden Pain allows the caster to remove all
sense of touch from the recipient. In this manner,
shock caused by wounds does not occur, as well
one could reach into a forge and pluck out a coal...
when the spell wore off you might wonder why
you did it, but that's a different story. Originally
Deaden pain was used to alleviate suffering from
minor surgical procedures, but it was also
discovered that the lack of touch sensation has a
combat use, those affected are at a -2 to hit, since
they can no longer rely on the 'feel' of combat to
guide their actions.
Decay (Necromancy)

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: The caster
Saving Throw: Negates
When this spell is cast, the wizard collects and
controls a powerful negative energy force that will
decay flesh upon contact. This force will be seen as
a shadowy darkness enveloping one hand. The

The Ancient Tome of Dark Magic


spell remains in effect for 1 round per level or until
the caster touches someone. The victim must save
or watch a random limb wither away. creatures
with decayed limbs are unable to use them for 1
hour per caster level. It is not possible to kill a
creature with this spell since it will not decay the
head or torso. Undead, automatons, jellies and
anything without limbs are immune to this spell.
The material components are a poisonous
mushroom and a pinch of mould.
Deep Sleep (Alteration, Necromancy)

Range: Touch
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: one creature per level
Saving Throw: None
This spell allows the creatures affected by this spell
to sleep very soundly for one hour. After this time
period the creatures awake, fully rested as if they
had had a full night's rest. The affected creatures
recover lost hit points, and wizards may recover
their spells as if real time had passed. Because the
rest is so rejuvenating those affected by this spell
will be unable to be affected by it again for another
23 hours (the characters are just not sleepy). Only
willing subjects can be affected by this spell.
Diona's Choleric Mist (Necromancy)

Range: 120 yards


Components: V,S,M
Duration: 1 day
Casting Time: 1 round
Area of Effect: 10' cube per level
Saving Throw: Neg.
This spell is similar to the Fog spells, except that
any creatures that are exposed to the foglike mist
of this spell must successfully save versus spells
for every round exposed, or completely lose
control of their bowels for one entire day.
Effectively, their Strength and Constitution scores
are halved, their Armor Class is worsened by 2
points, and all attack rolls are made with a -1
penalty.
The material components of this spell are a plum
and a bit of dried dung.
Disrupt Control
(Enchantment/Charm, Necromancy)
Range: 10 feet/level.
Components: V, S, M

Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 Hd of undead per level.
Saving Throw: Neg.
This spell makes a wizard or priest loose the ability
to control his undead. If the casting is succesful,
these undead are rendered free-willed.
This spell can be cast on an undead that is under
the control of a wizard or priest.
When an undead is targetted by the spell, the
controller becomes immediatly aware that some
one (or something) is trying to disrupt his or her
control over his or her undead minions. The
controller must then make a saving throw vs death
magic or loose control over his minions.
At any time, anyone, including the former
controler, can try to regain control over the undead
by the normal means.
The material components for this spell are: a
scissors and a small string. During the casting, the
caster must use the scissors to cut the string in half.
Doomblade (Necromancy, Evocation)

Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Line of sight
Saving Throw: None
This is a very dangerous spell for the enemy and
the caster. It creates a black bastard sword (who
hovers in the air) that attacks when the caster
wishes. It is considered as a +2 magic weapon for
the purpose of hitting. The mage uses his basic
ThaC0 to hit but has the +2 bonus (he doesn't have
any other bonus to hit). The speed of the sword is 3
(for melee combat).
The sword does 1d4 damage/3 levels to the target
by succing his life energy (to the maximum of the
creature being hit). The damages dealed are given
to the mage.But, for maintaning itself, the sword
also takes 5 hit points from his master.
Example #1: A 7 level mage (ThaC0 19-2=17)
hits a giant for 7 Dmg (3d4). The sword, in its
generosity, gives only 2 hit points to the caster
(7 damages-5=2 hit points).
Example #2: A 6 level mage (ThaC0 19-2=17)
hits an orc for 3 Dmg (2d4). So, the sword will
take from the caster 2 hit points (3 Dmg-5= -2
HP).

The Ancient Tome of Dark Magic


Note that only living beings are affected by this
spell. If not, the mage loses 5 HP per hit(as the
spell). The mage must concentrate for using the
sword (no spellcasting!). If he doesn't, the sword
won't attack and will deal the 5 HP loss to the
caster (but the mage can cast a spell if he beats the
sword initiative).

Energy Funnel (Necromancy)

Range: Touch
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: One creature + 1 per 2 caster levels
(max 6)
Saving Throw: Negates
This spell is exactly like the 3rd level spell Vampiric
Touch, except that the hit points drained are added
to a special "energy pool" instead of the casters life.
This energy pool converts the life force of the
effected creature into spell energy, allowing the
caster to apply a +1 to the damage of any
damaging spells he/she casts. The pool stays until
completely drained, and the caster cannot cast this
spell again until then. A succesful roll to hit is
needed for unwilling creatures. The caster can
drain from 1 creature, +1 for every two levels, max
of 6. The caster can continue to drain from
creatures until he reaches his max or 1 hour passes.
After the hour, the ability to drain is lost(except for
the circumstance noted below), but any points in
the pool are there until used up. The caster can
drain from himself at any time and as many times
as his/her level during the first 2 hours after the
spell is cast.
Evermore's Necromantic Touch (Necromancy) o
Range:
Touch
Components: V,S
Duration:
Instantaneous (after effects last 1
round per level)
Casting Time: 3
Area of Effect: One person
Saving throw:
This spell causes 1d6 damage, and draws it into
the caster. It also reduces Str by one, and Cha by
one. If you use Comeliness, it's reduced by one too.

Fireblood (Alteration, Necromancy)

Range: Touch
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
By means of this spell, the caster harmlessly
transforms the recipient's blood to fire. This causes
the recipient to become enraged, capable of
engaging in beserkial wrath as if the character had
the berserker warrior kit. Also, the character
becomes resistant to normal fires, and from magic
fire suffers -2 points of damage per die of damage
(1 point minimum). Also, should any sharp
weapon score a hit against the character, the
opponent must save vs. dexterity or be struck by
fireblood for 1d2 hit points of damage.
The character however, suffers double damage
from cold attacks, and treats his body temperature
as being 50 Fahrenheit lower than what it
actually is, reducing his effectiveness severely in
cold weather.
The material component for this spell is small
flame which is inserted into the spell recipient.
Fireheal (Alteration, Necromancy)
Reversible

Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
When this spell is cast and a target touched, the
victim will find that by entering a source of fire,
rather than suffer damage, the victim will be
healed by an amount equal to the damage that
would normally be caused. The spell must be used
within 1 round per level of the caster once the
victim has been touched.
Whenever from that point, until the spell ends,
the victim is struck by fire or enters a flaming area,
the victim will heal damage from the flames rather
than take damage. The amount healed equals half
the damage potential of the fire (Thus a fire that
causes 1d8 hit points of damage will heal 1d4 hit
points of damage). All sorts of fire are affected,
and mere heat (such as from a Heat Metal spell or
from desert heat), will not heal the character.
Actual fire must touch the character for the spell to
work. The character's personal possessions are not

The Ancient Tome of Dark Magic


harmed by the fire source as well.
The spell will continue to function until a
number of rounds equal to the caster's level passes,
or the victim leaves contact with a fire source.
After the spell wears off, the character takes
normal damage from fire. Note that this spell will
have absolutely no effect if the victim has some
sort of magical Fire Resistance or protection from
fire, though creatures that are normally immune to
fire can be healed by the spell.
The reverse of the spell, Frostheal, has the
opposite effect. Whenever the victim comes in
contact with ice or frost (not merely cold
temperatures), he is healed of damage rather than
suffering damage. The victim will heal half the
damage he would have normally taken from
contact or immersion in the frost or ice. Mere cold
will not activate the spell - the character must
come in physical contact with ice, sleet or snow for
the spell to work. The reversed version of the spell
lasts as above - for a number of rounds equal to the
caster's level or until the victim breaks off contact
or immersion with ice, sleet or snow. Victims
protected by magic against cold damage receive no
benefit from this spell, though creatures normally
immune to cold can benefit from the spell.
The material component for the spell is the ashes
of a burnt piece of coal rubbed onto the chest of the
recipient. For the reversed version, cold water is
splashed on the victim's chest.
Gaals Legion of Doom I
(Conjuration, Necromancy)
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

100 yards
V, S, M
Permanent
3
400 square yards area
None

By means of this spell the caster summons


a number of undead creatures to do his biddings.
The creatures receive orders by means of a form of
telepathy and will perform any task even if it
means certain death. Tasks must be simple:
Rescue that drowning boy., Follow me.,
Protect this treasure., Attack that creature.,
etc... Up to three of four of these commands may
be active at the same time (Protect this treasure,
Allow these friends to take something from it at
any time, Always attack first wizards and
priests), it is possible for the undead to leave the
area of effect. The creatures will do their very best
to accomplish theyr duty. The spell is so strong
that a priest may turn/control the undead only if

he is 4 levels higher than the mage (current level


not the one the wizard had when he cast the spell)
furthermore if the wizard dies the creatures will
continue their work. Use of this spell is never a
good act.
At 5th level a wizard summons 2d6
Skeletons and Zombies (once the total number is
determined the caster may choose how many of
each tipe).
At 7th level a wizard summons 2d6
Skeletons and Zombies and 1d6 Ghouls.
At 9th level a wizard summons 3d6
Skeletons and Zombies, 1d6 Ghouls and 1d4
Shadows.
The material component for this spell is a
skull from a graveyard (wich is not consumed) and
a piece of fine black cloth (wich is consumed).
Gloom (Necromancy, Illusion)
Range:
Components:
Duration:
Casting time:
Area Effect:
Saving throw:

10 yards per level


V,S,M
2 Turns per level
2
20' radius per level
None

When cas a gloomy haze appears around


the area, creating a eerie feeling. All creature
under five hit die make a moral check(see pg
69DMG) every round a threatening action is made
or every round of combat. The check is made at a
minus one for every two levels of the caster. The
targets also receive a progressive plus one for
every hit die after first. Since the spell is changing
the environment and not in any way effecting the
character, no save is made and magic resistance
does not apply. The material components for this
spell is a hand full of soot thrown into the air.
Grasping Hands of Horror (Necromancy)

Range: 10 yards per level


Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One arm per level
Saving Throw: Negates
This spell causes a number of arms equal to the
level of the wizard to reach out of the ground and
grab at the target. The hands themselves do no
damage, but when they pull a victim under, that
victim begins to suffocate.

The Ancient Tome of Dark Magic


Victims have to make a saving throw every round
they are in the area of effect and for every extra
hand they have a -1 on their saving throw. In a
graveyard or similar corpse-infested area
there is an additional -2 to the saving throw. If a
victim fails its saving throw, it is dragged
underground and starts to suffocate. Others can
dig the victim out, mundanely or magically. He
will be found two feet or so under the ground,
paralysed, but quite aware of what happened. A
really high-level wizard could cast this spell and
affect many people by giving five arms to this
target, four to that one, and so on.

- Soft breezes
The material componets are fleece,bees
wax,phospherous, spider webs, graveyard dirt,
and a drop of the casters blood.

Haunting (Illusion/Phantasm, Necromancy)

This minor healing spell heals frostbite and minor


amounts of damage caused by cold, as well as any
minor infections caused by frostbite or cold. The
damage healed is 1d4 HP plus 1 point per
2 levels of the caster. Note that the damage must
have been caused by cold, or by weapons such as a
frost brand, and that only the extra damage caused
by the cold is healed. The material component is a
clear or white gem worth at least 10 gp.

Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 1,000 sq feet+ 100sq feet per level
Saving Throw: None
This spell is like an improved version of Death
Aura.
This spell haunts as area selected by the mage. The
caster can influence it by making it more or less
active. He can also end the spell at will, but the
caster has no direct control over the spell once it
has been cast. The spell's effects are controlled by a
minor sprit created out of the casters will. The sprit
is invisible and non-corporal, and if viewed
somehow will appear to be a faded ghostly image
of the caster. The haunting's personality is similar
to the mage that creates it (ie a mean mage creates
a mean sprited haunt etc.), but it has no will or
intelligence of its own.
most effects last only 1-4 rounds, although effects
usually will not start or end when watched by
someone. The effects can inflict no real harm on
anyone. typical effects are listed below
- Non-magical lights are dimmed to
brightness
- Small objects levitate or move on their
own.
- Walls or other objects appear to bleed
(the blood vanishes when the effect ends)
- Knee deep fog fills a room or hall
- Dust/spider webs appear and disappear
- Objects/areas glow
- Sound effects(up to a loud voice)
- Growls,crying,music etc.
- Minor illusions (up to 1 cubic foot per
level of caster)
- Temperature changes (as much as 20 in
either direction)

Heal Frostbite (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: The caster or creature touched
Saving Throw: None

Healing Sleep (Necromancy)

Range: Touch
Components: V
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell may only be cast upon a willing
recipient.
The recipient will fall into a deep sleep from which
he will not awaken for 8 hours. During this time
the recipient will be healed for 20 points of
damage, plus one per level of the caster.
Hide Shadow (Alteration,Necromancy)

Range: Touch
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None
This spell allows the caster to remove his or her
own shadow or the shadow of another living
mature, turning the shadow into a solid object that
can be rolled up and concealed in any conventional hiding place.

The Ancient Tome of Dark Magic


A shadowless creature is immune to spells and
magical items that detect or affect shadows (like
shaduwpins and shadowstealers, and the shadow
umrrior, shadow rephzy, and shadow trap spells).
The spell's recipient can convincingly pretend to be
a vampire and need not worry about casting a long
shadow in well-lit dun-geon corridors. When
hiding around comers in brightly to dimly lit
areas, the spell recipient applies a -2 penalty to
opponents' surprise rolls.
The finder of a hidden shadow can cast the
above-mentioned spells on the shadow with their
usual effects. Casting continual light on the hidden
shadow inflicts 1 point of damage per round to the
shadow's owner. A light spell causes 1 point of
damage per turn, while non-magical light inflicts
no damage. As a physical object, the shadow can
be chopped up as if it were a piece of thin leather,
but this causes no damage to the shadow's owner,
as the pieces flow back into a seamless whole
when the spell ends and the spell recipient's
shadow is restored.
Heucuva (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: One body
Saving Throw: None

Icy Paralyzation (Necromancy, Alteration)

Range: 120 yards


Components: V, S, M
Casting Time: 3
Duration: 2 rounds / level
Area of Effect: 1 to 4 spirits in 20' cube
Saving Throw: Neg.
This spell paralyses creatures which do not come
from the plane they are on, including conjured
spirits and spirits possessing another creature. If
the spell is cast at 3 or 4 spirits, each gets an
unmodified saving throw. If two are being
enspelled, they save at -1.
If there is a single target, it saves at -3. Held beings
remain aware of events around them and can use

Range : 5 yards/level
Components : V, S
Duration : 2 rounds/level
Casting time : 3
Area of Effect : One creature/3 levels
Saving Throw : Neg.
With this spell the wizard can paralyze
creatures with numbing cold.
The mage can affect up to 1 creature per three
levels gained. The mage gestures toward the
creatures to be affected and mutters the spell. The
victims must save vs. paralyzation or become
paralyzed for 2 rounds per level the mage has
gained.
This spell also affects water elementals. It the
mage has more hit points that the elemental's
current hit point total the creature is frozen solid,
in effect, stopping it. If the elemental has more hit
points than the wizard it is slowed for 2 rounds,
after which it attacks normally.
Imprison Life-force (Necromancy)

This spell animates a single body as a


heucuva, under casters control. The material
component is a piece of garment from a priest who
betrayed his faith or his holy vows.
Hold Spirit (Necromancy, Enchantment)

abilities which do not require motion or speech.


The material component for this is a straight piece
of cold iron.

Range: Touch
Components: V S
Duration: One day/level of caster
Casting Time: 3
Area of Effect: One Creature
Saving Throw: None
By use of this spell a mage traps the soul of the
being he touches within the creatures own body.
The spell must be cast within one round after the
recipients death. The benefit of the casting of this
spell is that a simple Restoration spell will return
the recipient of this spell back to life, once the body
of the recipient has been made fit for life (healed to
zero or more hit- points). This revival from death
incurs no loss of a constitution point and no
system or resurrection survival checks on part of
the recently dead.
The reverse of this spell, Liberate Life-Force,
immediately slays an undead being touched whose
hit-dice is less then one third the level of the caster
of this spell.
Improved Spectral Hand ( Necromancy )

The Ancient Tome of Dark Magic

Range: 40 yards + 5 yards/level


Duration: 3 rounds/level
Components: V,S,M
Casting Time: 3
Area of Effect: One opponent
Saving Throw: None
This spell causes a ghostly, glowing hand, shaped
from the casters life force, to materialize within the
spell range and move as the caster desires. Any
touch attack spell of 5th level or less that is
subsequently cast by the wizard can be delivered
by the Improved Spectral Hand. This spell gives the
caster a +3 bonus to his attack roll. The caster
cannot perform any other actions when attacking
with the hand; the hand returns to the caster and
hovers if the caster takes other actions. The hand
last the full duration unless dismissed by the
caster, and it is possible to use more than one
touch attack with it. The hand receives flank and
rear attack bonuses if the caster is in position to do
so. The hand is vulnerable to magical attack ( but it
has an Armor Class -4. ) Any damage to the hand
ends the spell and inflicts 1d6 points of damage to
the caster.
The material component is a dried skin from the
caster or dried skin from a dead
humanoid.
Increase Wounds (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: One creature
Saving Throw: Neg.
When next hit and for the remaining time of that
round, the creature takes double damages because
the wounds won't close. The spell last 1
round/level before expiring or last until the
creature is hit.
The component is a shard of glass.
Kalli's Bone Binding (Necromancy)
Range: Touch
Components: V,S,M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: One creature/level
Saving Throw: None

When this spell is cast, it strengthens bone, even


mending broken bones into whole once again. The
bone binding gives living creatures a bonus of +2
hit points per level of experience the recipient has.
Broken bones are mended whole for the duration
of the spell, and have a 1 in 20 chance per level of
the caster that the healing process is permanent.
If this spell is used on skeletal undead, it doubles
the hit points of the being for the duration of the
spell, and heals all damage the skeletal being has
taken up to that point. This spell has no effect on
creatures without a bone structure, such as oozes,
slimes, jellies and insects.
The material component of the spell is a handful
of bone shards crushed to fine powder that is
sprinkled over the spell recipient.
Kalli's Creeping Skin (Necromancy)

Range: 30 yards
Components: V,S,M
Duration: 2 rounds + 2 rounds/level
Casting Time: 3
Area of Effect: One creature/3 levels
Saving Throw: Negate
This insidous spell forces up to one victim per
three levels of experience of the caster within a 30
yard radius to make an immediate save vs. spells.
Those who succeed feel a slight itching and pulling
of the skin in the caster's direction, but nothing
more. Those who fail, though, are in for a more
unsettling experience.
In the round the spell is cast, those who fail their
saving throw find their skin to begin to itch. The
itching causes a -1 penalty to hit and AC. In the
following round, the itch not only persists, but
begins to crawl as if some sort of burrowing
creature were underneath the skin. As the spell
wears on, more and more bulges in the character's
skin begin to appear, until the victim's whole body
seems to be alive with some sort of wriggling mass
of unseen creatures beneath the skin. The victim
must make an immediate horror check at a -4
penalty, and those gazing on the victim must make
horror checks as well (the wizard is immune, and
those in the know of the true effects of the spell
save at +4).
The spell causes no damage to the victim, though
the itching and crawling may well drive the victim
into a frenzy or madness. Dispel magic can end
the spell, as can the caster willing the spell to end.
Attempts to stab, burn, cut out or destroy the
crawling masses will only result in harm to the
victim, and will not stop the spell.

The Ancient Tome of Dark Magic


The material compomponent of the spell is a rot
grub that the caster clasps in her cupped hands,
then crushes.
Kalli's Light Touch (Necromancy)

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: One Creature
Saving Throw: Negate
When this spell is used, the caster creates a blue
glow about his hand. If the caster touches
someone within 4 rounds, the spell is discharged
into the victim. The victim's mind is instantly
numbed, rendering the victim a mind slave of the
caster if a saving throw vs. spells is failed. The
mind slave will do whatever the caster asks in a
direct, unthinking fashion, and takes all figures of
speech literally. The victim can employ weapons
he is proficient in, but cannot utilize any special
functions of the item or employ any other magic
item, nor cast spells. The victim will not obey
obviously suicidal orders (i.e., "Jump off this cliff!"
or "Stab yourself, slave"), but will instead await
other orders. If the caster is slain (even should he
be resurrected later) or a Remove Curse or Dispel
Magic is cast upon the victim, the spell ends. If the
victim is not near the caster, the victim acts on the
last commands he was given, and will act even
against friends. The victim does know his name
and will respond to it. However, friendships,
alliances, loves and past feelings are totally numb
to the victim's mind.
The material component of this spell is a bit of a
crushed bone sprinkled upon the caster's hand.
Kalli's Touch Of Death (Necromancy)

Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw:
This spell is an improved version of Chill Touch.
Upon speaking this spell, the caster's hand
shimmers and slightly smokes, as if coated with
warm water and thrust into cold air. If the caster
touches anyone during the duration of the spell,
the victim suffers 4d6 chill damage, half if a save
vs. spells is successful. The touch also drains 2

points of Strength from the victim. If the victim


has no strength rating, it gives the victim a -1
penalty to hit per two strikes. A victim drained to
0 Strength is no longer capable of fighting and
must rest for 1 hour per point of Strength lost to
regain 1 point of Strength. In the intervening time,
the victim is defenseless to attack.

Kirkheshar's Elite Undead


(Necromancy/Alteration)
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Touch
V, S, M
Permanent
1 round
Special
None

When cast 1 skeleton/lvl or 1 zombie/2


lvls become able to use the type of weapon they
are holding at the time of casting (or another
weapon within the same broad category as defined
in the Complete Fighter's Handbook). Skeletons
can be made to use missile weapons, and zombies
melee weapons in combat, although normally they
cannot. No undead can be affected by this spell
more than once. The material components are the
weapons (1 per undead) and the blood of a
warrior.

Klaus' Kontagious Kustard Kough (Necromancy)


o
Range: Special
Components: V, S, M
Duration: 1 day
Casting Time: 2 hours
Area of Effect: Special
Saving Throw: Negates
When this spell is cast on a small amount of
custard or custard powder, it becomes infected
with a mildly contagious cough capable of
affecting one humanoid (not the spellcaster) on
contact within the spell's duration. The custard can
be delivered by any means including using it as
the material component for another kustard-type
spell. The victim must save versus poison (at +2 if
none of the custard is at all ingested) to resist the
effects. The illness causes frequent but mild

The Ancient Tome of Dark Magic


coughing fits which expel small amounts of
custard instead of phlegm. Humanoids near the
victim must also save at +2 when coughing is
going on. Anyone who saves is immune to that
particular casting of the spell. The illness has a
short duration of only 6d8 hours and an incubation
period of 1 hour. Every round there is a 50%
chance that a victim will be affected, unable to cast
spells and with a -4 penalty to-hit.
The material component is a bit of rotten custard.

Larisen's Dark Aura Expansion (Necromancy)

Range: 0
Components: V, S
Duration: 4 round + 1 round/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
This spell is similar to Ebony Hand (priest spell:
Necromancer Handbook). The spell makes it easier to
deliver touch based magical necromantic attacks.
The spell grants a bonus of +1 per two levels above
3rd. This is not as useful with armor defeating
spells.
Leroy's Bad Stink (Necromancy)

Range: 0
Components: M
Duration: Special
Casting Time: 1
Area of Effect: 20 feet radius
Saving Throw: Special
When this spell is cast the caster is put into a fit of
laghter for 1d6 rounds and everyone within 10 feet
of caster must make saving vs. death magic or
immediately die, if saving throw is made they
must make system shock roll or fall unconsiouce
for 1d10 Rounds.
Any one within 20 feet from the initial area must
make saving vs. paralization or fall unconsious
for 1d6 rounds. Duration is 1d4 rounds unless
caster has eaten any beans rather than the one
bean needed to be eaten to cast the spell, if so
duration is 2d4 rounds.
Life Illusion (Necromancy; Illusion/Phantasm)
Components: V, S, M
Range: 60 yards + 1 yard/level
Casting time: 3
Duration: Special
Area of Effect: 40-feet cube + a 10-feet cube/level
Saving Throws: Special
This spell creates an illusion of the "life force"
detected by undead and Detect Life spells; it is
invisible to all normal senses but, if desired, may
be used in conjunction with other illusions to add
visuals, etc. The spell is otherwise similar to the
Spectral Force spell. The material component is a
live mouse, which must be killed during the course
of the spell.

The Ancient Tome of Dark Magic


Life Leech (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 30-feet radius around caster
Saving Throw: Negate

Lohocla's Aqua Vitae (Necromancy)

When this spell is cast, the necromancer


surrounds himself with a field of life-draining
energy. Victims, whether friend or foe, who enter
the area of effect must make an immediate saving
throw vs. spells or lose 1d4 hit points and a point
of strength. Lost strength returns at a rate of 1
point per hour, and hit point loss must be healed
by magical or normal means. The healing
proficiency cannot restore hit points lost to this
spell. Those who succeed the save against this
attack feel a cold chill, but suffer no damage that
round. The wizard does not gain the drained the
hit points to add to his own. The field can drain
hit points from any number of opponents any
number of times, but the field only affects a given
character once each round. Note that the spell is
completely spherical, and normally only half of the
area can be seen.
The wizard cannot cast other spells while
maintaining a Life Leech spell, and can only move
at half rate. If the wizard is struck, the spell is not
ended, though if the wizard is knocked
unconsious, it is.
The material component of this spell is a small
piece of ivory carved into the shape of a coffin.
The coffin vanishes at the end of the spell.
Life Transfer (Necromancy)

The material component for this spell is a drop of


water. This spell can - of course - only be cast by a
preserver.

Range: 0
Components: V, S, M
Duration: 3 turns + 1 turn per level
Casting Time: 1 turn
Area of Effect: 1-yard per level radius
Saving Throw: None
By use of this spell, the preserver drains the life
force of plants in the area of effect to one third of
their full life force. Thus, plants will weaken, but
they will regain their strength in a relatively short
time. This energy is then stored in the preserver
that has cast the spell, and can be used to revitalize
a section of defiled soil of an area one ninth the
size of the area of effect. The energy can be stored
for 3 turns plus one turn per level of the wizard,
during which period he cannot cast any other
spells.

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: None
The great magic of healing is not limited to those
medic priests that roam with adventuring parties.
Lohocla bestows the art of healing to wizards
through this spell.
Known to some as the water of life, this spell's
healing powers begin once the wizard anoints the
injured person with alcohol.
The alcohol may be of any type (beer, wine, liquor,
etc.) but must be a minimum of 100 years old
(created at least a century ago). When anointing
the injured person, the wizard must have
physical contact with the victim (touch him).
After the spell is cast, it causes 1d8 + 1 per level
points of damage to the creature's body to be
healed. This healing cannot affect creatures
without corporeal bodies, nor can it cure
wounds of creatures not living or of extraplanar
origin. Curing is permanent only in so far as the
creature does not sustain further damage; caused
wounds will heal - or can be cured - just
as any normal injury.
This spell, along with permanency and a few other
enchantments, can be used to make a healing
potion. Unlike the priest's healing potions, this
wizard's potion has the taste and effects
of wine. An exciting concept indeed.
Marthamus's Strangle (Necromancy)

Range: 5 feet/2 levels


Components: S or V (mage's choice. S is more
dramatic)
Duration: Special
Casting time: 3
Area of Effect: One target
Saving throw: Special
When cast, the mage can cut off the air supply
to the victim from a distance of no more than 5
feet/2 levels. The spell automatically latches on
and the victim must make a saving throw vs. death
with a -1 for ever 2 levels the mage has attained to

The Ancient Tome of Dark Magic


break free. He gets a new saving throw every
round. If he hasn't made a successful check in
three rounds (+1 round for every Constitution
point over 14), he dies. While the wizard is
strangling his victim he has to remain
concentrated and cannot perform any other
activity.
This is commonly used for show and hardly ever
for combat.
Mass Bane (Necromancy)

components are 500 gp worth of powdered onyx, a


drop of blood from the caster and recipient, and a
silver dagger, all of which are consumed by the
spell.
This spell can not be used in conjunction with the
spell bloodguard.
Mend Undead (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Up to 6 creatures
Saving Throw: Negates
This spell duplicates on a grand scale the effects of
a bleeding touch - 1d6 points of damage for every
two levels of the caster.
It affects 1d6 victims that the caster can choose.
The victims must make a saving throw versus
death magic, and if they fail their saving throw,
suffer bleeding wounds which appear randomly
on their bodies. The material component of this
spell is a handful of metal shards.
MacFaileas' Bloodtrap (Evocation, Necromancy)
o
Range: Touch
Components: V,S,M
Duration: Until discharged
Casting Time: 1 hour
Area of Effect: One scion
Saving Throw:
The second spell created to hinder bloodtheft,
bloodtrap, causes physical damage to any scion
taking anothers bloodline by force. Upon
completion of this spell, the recipients bloodline
becomes hazardous to any one who slays the
recipient by piercing his heart; in addition to
gaining whatever bloodline power the murderer
normally would, this spell causes a point of
damage for every point of bloodline strength of the
spells recipient. The chill, burning sensation felt
throughout the bloodthiefs body may also cause
him to be stunned for 1d4 rounds if a second
saving throw versus spells is failed.
Other than the listed effects, this spell does not
alter the bloodtheft in any way (the recipient still
looses his bloodline, his tie to the land is severed if
tighmaevril was used, etc.). This spells material

Range: Touch
Components: V, S, M
Casting Time: 3
Duration: Permanent
Area of Effect: Creature touched
Saving Throw: None
This handy spell should be part of every evil
necromancer's arsenal. It allows the wizard to
"heal" damage inflicted on skeletons and zombies
(those types of undead created via an Animate
Dead spell).
The caster simply places one hand on a destroyed
skeleton or zombie (one that has been "killed" in
combat), the other hand on the damaged skeleton
or zombie, and chants the spell. Upon completion,
of the spell, the damaged skeleton or zombie is
healed 4 hit points for every Hit Die possessed by
the destroyed skeleton or zombie.
For example, Yogslothok has two zombies left
standing after his first encounter with those pesky
player characters. One of the zombies has suffered
9 points of damage in combat. Yogslothok also has
a "dead" zombie on hand. He casts Mend Undead
and restores 8 hit points to the wounded zombie (2
Hit Dice x 4 points = 8 points restored).
The material component is a "dead" skeleton or
zombie and a vial of unholy water.
Mental Calm (Necromancy)

Range: 5 yards/level
Duration: 1 round/level
Components: V,S,M
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
The use of this spell allows the target to gain a
saving throws versus psionic and other mental
attacks that do not normally allow saving throws
and a bonus against those that do.
If the target is already under the influence of such
an attack/power (i.e. id insinuation, attraction,
etc.) they would get a save vs spells at -2 (+ WIS
bonuses) to ward off the effects of the power. If

The Ancient Tome of Dark Magic


they are attacked while this spell is in effect they
make a save versus spells to ward it off, if no
save is normally allowed, and a save at +2 if one is
normally allowed (i.e. Psionic blast). This does not
offer protection versus non-mental attacks such as
disintegration and other such powers. The
material component for this spell is a bit of flesh
from a dead psionic creature.
Merloc's Silent Death
(Necromancy,Enchantment/Charm)
o
Range: 40 yards
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
It works as the Sleep spell, but it causes 2d4/level
damage while asleep.
Minor Wounding (Necromancy)

Range: 30 yards
Components: V, S
Duration: 10 rounds
Casting Time: 3
Area of Effect: One target
Saving Throw: Neg.
This spell causes to a wounded living creature (no
golem and no undead) the wounding effect
(similar to a sword of wounding). The creature will
effectively lose 1 HP per round for the duration of
the spell. Only bandages will stop this bleeding.
Mist Form (Alteration, Necromancy)

Range: 0
Components: S, M
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: The Caster
Saving Throw: None
When this spell is cast, the caster and all
their gear alters into a form of cohesive mist.
When in this form, the caster's armor class is
reduced by five. As mist, the caster can move with
a base walking rate of 6. While in this form,
weapons cannot greatly affect the caster: piercing
and bludgeoning weapons do no damage while

slashing weapons do but a single point. Magical


weapons do 1 damage for every magical plus, so a
+3 slashing weapon would do 4 points of damage
(3+1).
Strength bonuses are not added when determining
whether an individual can hit or do extra damage
to the caster. When in mist form, there is a 95%
chance that the caster will be mistaken for normal
mist, with a very slight green tinge. If the spell is
in effect while fog is present, the caster is
effectively invisible, but with several special
effects: the caster cannot be heard, smelt, or felt by
any creature, making it nearly impossible to detect
him. Even creatures utilizing True Seeing or like
spells cannot detect the caster, because their
material form has been converted into a dispersed
liquid. Casters in mist form suffer double
damage from wind-based attacks. They suffer
normal damage from fire and lightning, but are
not effect by any cold-based or poison attacks.
Because the caster in mist form has no visible eyes,
they cannot be affected by gaze attacks. Casters
are also immune to petrification and paralysis, and
cannot be damaged by falling (equivalent to a
Feather Fall spell.)
Casters can travel through the smallest hole or
crack when in mist form.
This spell is often used in conjunction with Wall of
Fog or Fog Cloud.
When under the effects of this spell the
caster cannot attempt any form of attack, except on
other creatures in mist form or any other
gaseous state, including vampires, mist dragons
and the like. No spells can be cast when in mist
form, unless they have only somatic components.
A successful dispel magic vs. the caster with a + 2
penalty modifier to level can force the caster out of
mist form. The caster can end the spell with a
thought.
The material components for this spell are a drop
of water and a piece of coal.
Necromantic Bolt (Necromancy)

Range: 60 yards + 10 per level


Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
When the wizard completes this spell, a blue glow
encompasses his hand and then shoots forth,
unerringly striking its target.
This energy attacks the life force of any living
creature. The creature must roll a successful saving

The Ancient Tome of Dark Magic


throw versus spell or suffer 1d4 points of damage
per level of the wizard and lose 1 point of Strength
per level of the wizard. If the saving throw
is successful, the creature remains unharmed.
Creatures not rated for Strength suffer a -1 penalty
to their attack rolls for every two wizard levels.
Lost Strength returns at a rate of 1 point per hour.
Damage must be cured magically or healed
naturally over time.
This spell has a special effect on undead creatures.
Undead struck by the bolt suffer no damage or
Strength loss, but they must successfully save
versus spell or flee for 1d4 rounds + 2 rounds per
level of the wizard.
Nickadimus's Necromantic Healer (Necromancy)

Range: 10 yards
Components: V,S,M
Duration: Special
Casting Time: 1
Area of Effect: 20 feet radius or Special
Saving Throw: Special
With this spell the caster uses his own life-force to
power one of his own necromantic creations or to
heal a group of undead creatures. The
necromancer can heal up to 1d4 hp/2 levels and
takes a like amount of damage himself or save for
. The spell may be cast on any non-intelligent
undead within 20 feet in which case the points
are distributed equally or it may be cast on any
single undead. The danger of this spell is the
undead's insatiable hunger for the life-force the
caster provides if the undeadmakes an Intelligence
check it may hold the link draining an additional
1d3 hp/round until the mage makes a save vs spell
to break the link.The material components for this
spell are a cold iron dagger and a fewdrops of the
casters blood. The dagger is not consumed during
the casting.
Noska Trades' Ghoul Arrow (Evocation,
Necromancy)

Range: 70 yards + 10 yards per level


Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature per bolt
Saving Throw: Negates
Ghoul Arrow brings into being one bolt of negative
energy for every 5 levels of the wizard. Each bolt
can have a different target. Each bolt forms into

three vaguely arrow shaped projectiles that hurl


towards the wizard's opponent. The arrows
never miss their target and inflict 1d6, 1d3, and
1d3 points of damage respectively. The affected
creature must save versus paralysation or be
paralysed in the areas hit by each of the arrows.
Roll 1d6:
D6 Roll
1
2
3
4
5 or 6

Area Hit
left leg
right leg
left arm
right arm
body

Limbs paralysed are rendered useless. Body


paralysis eliminates any Dexterity bonus and
results in the victim always acting at initiative 10.
The paralysis lasts for 1d6+1 rounds.
The material components are a handful of ghoul
flesh and a drop of humanoid blood.
Pain (Necromancy)

Range: 50 feet
Components: V, S
Duration: 3 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
While under the effects of pain, the victim suffers
from excruciating pain and is unable to cast spells
or to move at greater than half speed. The wizard
must concentrate on the target for the spell to
remain in working.
Pains of the Heart (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 3
Area of Effect: Creatures touched
Saving Throw: None
This spell requires two willing targets, thus there is
no saving throw. By means of this spell one
target(called the primary target) takes on the
pains of the other (secondary) target, for the
duration of the spell. The primary target will still
feel a shadow of the normal pain (the first one
point of any damage suffered), but not enough to
cause any other wounds. The secondary target
feels all of the primary target's pain, as

The Ancient Tome of Dark Magic


well as his/her own, incurring all the damage.
Often, the primary target is a pregnant woman,
and the secondary target is her husband, or a frail
wizard and his burly body servant. The material
component is a chain of hair, made from the hair of
the two targets, which must be at least twelve
inches long. The chain is woven and then severed
in the middle.
Both targets take one point of damage at this time.
The two chains are then worn about the right wrist
of the two targets.
Pestilence (Necromancy)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 5 yards/level
Saving Throw: Neg.
This spell is especially useful for
destroying large amounts of vermin. When the
spell is uttered the caster then throws a handful of
bone dust in the air. Every creature within the
area of effect, including the caster and all members
of his party, suffer 1 point of damage from a
bacteria based attack. This spell destroys all
animal life with 1 hp or less, but it does not
adversely affect plants. Creatures with more than
1 hp are entitled to a save vs. death magic to avoid
all damage. If this save is failed the creature
contracts a form of minor plague, which causes
1 point of damage per day. This plague lasts 1 day
for every 3 levels of the mage. This plague is not
contagious. Multiple castings of the spell do not
cause cumulative damage.
The material component for this spell is a
drop of acid.
Proxy (Necromancy, Evocation)

Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
The Proxy spell is always cast in conjunction with
any spell that requires or can use the caster's
continued concentration to achieve or maintain an
effect, such as Phantasmal Force or similar
illusionist magic. The mage first casts Proxy, then
follows with the spell he wishes to maintain - if the

casting of this second spell is not begun in the


round following the Proxy or is interrupted, the
Proxy spell ends.
The Proxy spell removes from the caster a minute
amount of his life force, which he can then leave to
maintain concentration on the follow-up spell
while he performs other tasks or leaves the area.
This "spirit" is not detectable except by those
magicks that detect life, or those like True Seeing these will reveal a small, faintly-glowing sphere of
several inches in diameter, hovering where the
caster's head would have been when he cast the
spell. Once cast the Proxy is immovable.
The Proxy may only maintain the other chosen
spell as it was - it has no independent thought or
awareness of any kind, nor can it be further
commanded by the caster. Thus if the Proxy were
cast to maintain a Phantasmal Force of a Wall of Fire,
the Proxy can maintain its current "flickering
flame," but could not change its color, position,
apparent intensity, etc.
While the Proxy is in effect the mage can cast no
other spells - the Proxy ends immediately if the
wizard begins to cast again. In all other ways the
mage is free to act as he wishes. Range from the
Proxy is not a factor, though the caster must remain
on the same plane. The mage does not receive
receive sensory input from the Proxy, nor is there a
telepathic or empathic bond, though the caster will
know if the Proxy is dispelled prematurely (see
below.) The wizard may end his Proxy with a
thought.
Because the Proxy has no physical form, it is
invulnerable to physical attack. Area-of-effect
spells that deal more damage than the caster has
levels may disrupt the Proxy if it fails a saving
throw (as the caster) - in this case, the caster must
save vs, spell or receive 2d4 damage, and in any
case he will be stunned for 2d4 rounds, and unable
to cast spells for 1d6 turns. Dispel Magic and
similar forces have their usual effects, and do not
endanger the caster of the Proxy. The Proxy is not
ethereal, thus ethereal forces do not harm it. The
Proxy is, however, subject to those forces that affect
the spirit, such as Magic Jar; if the Proxy is the
subject of such an attack, it receives a saving throw
vs. spell with a +4 bonus, success indicating the
Proxy is ended (and the wizard may be damaged
as previously described), and failure indicating the
mage is fully subject to the hostile spell. Unless
disrupted in some fashion, the Proxy lasts until the
caster wills otherwise.

The Ancient Tome of Dark Magic

Psych (Conjuration/Summoning, Necromancy)


Range: 5 yards/level
Duration: Instantaneous
Components: V, S
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.
This spell only works on spellcasters. When this
spell is cast, 1 spell level/2 levels of the caster is
drained from the target user of magic. The drained
spell levels are converted into summoning points,
1/level drained. With each summoning point
caster can summon 1 Hd-worth of monsters. The
spell levels drained start from level 1. Partial levels
cannot be drained (i.e. 2 levels cannot be drained if
a mage only has 3rd level spells and higher). The
target of the spell cannot cast spells that round or
the round afterwards. Points aquired by the use of
this spell must be used the next round or Psych
must be used again to pool more points.
Quatar's Equaliser (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 4
Area of Effect: An offending attacker
Saving Throw: None

spell is in effect: Every time he hits a living


creature with the enchanted weapon, part of the
"life force" that the creature loses due to damage
the weapon causes is gained by the wielder of the
weapon. In game terms, this means that 1d3 points
of the damage inflicted on the enemy will be
gained as temporary hit points by the wielder. The
wielder may not gain more hitpoints than his hit
has caused. If the wielder is injured, half of those
hitpoints will be used to heal him.
It is possible that the wielder has more hit points
than normally allowed during the spell's duration.
If he is hit, temporary hitpoints are subtracted first.
At the end of the spell's duration, all temporary
hitpoints are lost.
Rael's Cursed Arrow
(Abjuration, Alteration, Necromancy)

Range: Touch
Components: V,S,M
Duration: Permanent until used
Casting Time: 1 turn
Area of Effect: 1 arrow
Saving Throw: Negates
This spell enchants one arrow, and when it hits a
solid target it does normal damage, and the target
must save vs. spells or be cursed. The curse has
one of the following effects:

This spell allows the mage to use two weapons,


ususally a staff to block and a dagger to strike a
vulnerable point on the attacker. The block reduces
the Ac by 3, and the dagger strike is as a fighter of
1 times the level of the spellcaster. Damage is
double on the strike, due to twisting the blade,
cutting a tendon, etc. Materials for this spell are a
warning or challenge, a slow spin of the staff, and
the unsheathing of a straight dagger.

D100 Effect
1-50 Any one attribute reduced to 3 (only the six
usual stats). Roll a 1d6
51-75 -4 to attack rolls and saving throws
76-00 Makes the creature 50% likely to drop
anything held. Roll once per turn.
The curse is permanent but can be removed with a
Remove Curse and Limited Wish and of course a
full Wish.
The material component is the arrow to be
affected.

Quevven's Draining Blades


(Necromancy,Enchantment)

Removing the Clothes of the Body


(Necromancy)

Range: Touch
Components: V, S
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: One object
Saving Throw: None

Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 3
Area of Effect: Person touched
Saving Throw: Negates

This spell temporarily enchants a weapon. Its


wielder gains the following benefits while this

This spell removes the skin from a person's body


where the caster touches. An initial To Hit roll

The Ancient Tome of Dark Magic


is necessary, and it takes approximately a turn to
remove the entire skin from a man-sized
creature. The spell works on both the living and
the dead. If they are alive and not under a spell to
negate pain, they will very probably scream
themselves hoarse and then faint from the pain.
(Con check each round, at a cumulative -1 per
round). Once the skin has been removed, if aid is
not given quickly they will also probably die of
bloodloss, losing 1-4 hitpoints of blood per round.
A skinned person has a base 85% chance of
contracting disease. In practical terms the skin
comes away in one neat continuous piece, and one
non-necromantic use of the spell is by alchemists
in preparing creature parts for potions. Creatures
which have no skin, such as doppelgangers, are
immune to the spell. The material component is a
specially-prepared knife, worth 1000gp, which
may be reused.
Robber of the Grave (Necromancy)

Range: 100 yards + 10 yards/level


Components: V, S, M
Duration: 1 turn
Casting Time: 3
Area of Effect: 10'x10' radius
Saving Throw: Negates
This spell animates a corpse to dig its way out of
it's own grave (from the inside out). Although
this spell is of minor use to dig up corpses in its
own right, it is of great use to frighten peasants,
keeping them out of the graveyard at night (the
best time for a necromancer's work). On digging
itself out of the grave, the corpse will then fall
limp. Only bodies buried in a recognised service b
a non-evil priest are permitted a save to avoid the
call. The material component is a miniature silver
shovel,worth 25gp, which may be reused.
Saphrael's Arc Bolt (Evocation, Necromancy)

Range: 3 yards / level


Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw:
Saphrael's Arc Bolt creates a arc of positive
electrical energy that leaps from the caster's hands
up to 3 yards / level distance, affecting a single
target. Unlike a standard Lightning Bolt spell, the
arc bolt actually operates in a manner similar to

Vampiric Touch, but draws on the positive material


plane's energy, rather than the negative. The Arc
Bolt inflicts 1d6 damage for every two caster levels
(rounded up), to a maximum drain of 6d6 for a
11th level or high caster and then arcs back to the
caster. The hit points in damage minus the
highest die roll (ie. a 6d6 arc bolt heals 5d6 damage
with the highest roll excluded) are added to the
caster's total, with any hit points over the caster's
normal total treated as temporary additional hit
points. Any damage to the caster is subtracted
from the temporary hit ponts first. After one hour,
any extra hit points above the caste's normal total
are lost. The creature originally losing hit points
through this spell can regain them by magical or
normal healing. Undead creatures are affected by
this spell, unlike its cousin, Vampiric Touch.
Selective Defiling (Alteration, Necromancy)

Range: 20 yards
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: Negates
As a preserver is avidly against defiling, the
typical preserver, after sufficient experience, will
realize what causes defiling, and why preserver
spells don't defile. As such, he can learn to use this
knowledge for his own good.
This spell may emulate any cantrip-like effect, the
energy for the spell being drained from a specific
plant source. The spell can be used for two specific
purposes - any other use is strictly prohibited to
one who wishes to preserve the land.
*To kill a carnivorous plant that is a threat. Because
of the selective nature, the preserver can drain the
plant's life without affecting the non-hostile plants
around it, and will thus leave the soil nutrient rich.
*To neutralize organic poisons. Organic poisons,
since they are made from the basic elements of life,
are also affected by defiling spells, but only if
specifically targeted. Note that with this use,
another spell effect should not be allowed.
Any other use of this spell condemns the wizard to
the penalties normally associated with a preserver
casting a defiling spell.
Selective Sterility (Alteration, Necromancy)
Range: Touch
Components: V, S, M
Duration: 1 month/level

The Ancient Tome of Dark Magic


Casting Time: 2 turns
Area of Effect: One creature
Saving Throw: Negates
Certain elves, concerned with purity of race,
pioneered this spell; but is known to be equally
effective on humans and other demi-human races.
This spell, most traditionally, was cast on young
adventuring elves, or on female elves during time
of war, to prevent them from mothering or
fathering any unwanted mixed race children.
Quite simply, this spell makes the target sterile in
anything but like-race couplings, which are
unaffected.
If the target is an unwilling recipient of selective
sterility, then he or she receives an unmodified
saving throw vs. spell. If this succeeds, the spell
fails, but otherwise the spell lasts the duration,
unless dispelled by the caster, a dispel magic, or a
wish.
The material component is a vial of alehoof wine
(an herbal wine made from alehoof and grapes)
which must be drank or poured over the abdomen
of the recipent.
Shards of Bone (Necromancy, Invocation)

Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 40 by 40 feet square
Saving Throw:
This spell, interesting enough, was developed by a
once aspiring necromanceress of growing powers.
She was infatuated by the sheer powers invocation
as well, and sought to combine the two schools
together. This spell as a similar effect with a
fireball, but however, it is not flames that damages
the target, but huge amounts of bone shards. It
causes 1d6 points of damage per level up to the
tenth. It also has a square area effect. Interesting
enough, this spell is developed for those who are
immune to fire and cold.
Skeleton Key (Necromancy, Alteration )
Range : 0
Components : V,S,M
Duration : 1 round/level
Casting Time : 1 round
Area of Effect : Special
Saving Throw : None

This spell creates a small key composed of bone.


This special "skeleton" key will magically alter
itself to fit any normal lock it is put into. Needless
to say the key is useless for combination locks and
other types which require no key. The key also
cannot open magical locks of any kind, including
Hold Portal or Wizard lock (except as noted below,
under components). After the spell duration ends,
the key crumbles to dust.
The material component of the spell is a sliver of
bone. If this sliver is taken from an undead being
or a creature that had lock picking skill in life the
key then has a 50% chance of working on magical
locks. If the sliver is from a being which is both
undead and has lock picking skill, the chance rises
to 95%.
It is unknown how Tulsa came by this spell, but it
thought to have originally been the creation of a
frustrated necromancer who kept failing his "learn
spells" roll for the Knock spell.
Smashing the Bones of the Feet (Necromancy) o
Range: 5 yards
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One person
Saving Throw: Negates
Similar to Smashing the Bones of the Hands, save that
this smashes the feet, making walking difficult or
impossible. (d6; 1-4 - one foot, movement rate of
3', 5-6 both feet, no independent movement
possible). The break causes 1d10+ 5 damage. If
both feet are broken, the casualty must be carried,
and is at -3 to all other actions from the pain. The
injuries will take seven days plus one day per level
of the caster, to heal naturally, otherwise
impairment will occur. Magical healing will
restore the damage as normal. The material
components are a bone from an avian and a small
toffee hammer, which may be reused.
Smashing the Bones of the Hands
(Necromancy)
Range: 5 yards
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One person
Saving Throw: Negates

The Ancient Tome of Dark Magic


This spell breaks all the bones in the target's hands
(d6; 1-3 - sword hand, 4-5 off hand, 6 - both hands)
rendering all actions using hands virtually
impossible. The break causes 1d10+ 5 damage.
Spellcasting, thieving skills using the hands and
fighting are not possible, and the target is at -3 to
all other actions from the pain. The injuries will
take seven days plus one day per level of the
caster, to heal naturally, otherwise impairment
will occur. Magical healing will restore the
damage as normal.The material components are a
bone from an avian and a small toffee hammer,
which may be reused.
Soul Drain (Necromancy)

Range: 10 feet/level
Components: V, S, M
Casting Time: 3
Duration: Instantaneous
Area of Effect: One creature
Saving Throw: None
When this spell is cast, one creature within range
designated by the caster loses 1d6 hit points for
every two levels of the wizard (maximum loss of
6d6). The damage inflicted is added to the hit
point total of the caster, but cannot increase her hit
points beyond their normal maximum. Undead
creatures cannot be harmed by this spell.
The material component is a live tick.
Spider Bite (Necromancy)
Range:Touch
Components:V,S,M
Duration: 4 rounds
Casting Time: 1
Area of effect: Creature hit
Saving Throw: Neg
This spell will create a small sac of venom inside
the caster's mouth.
The caster then must run up and successful hit the
creature it is attacking.
Upon a successful hit the spell caster bites the
opponent and injects poison into it. The creature
bitten must save vs poison or die as poison courses
through their system. The material component of
the spell is a sack of spider poison.

Streck's Black Umbrella (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: 5' radius
Saving Throw: None
Upon casting this spell, the caster is surrounded by
a transluscent black pall that drains life from any
who come into contact with it.
The shimmering hemispherical zone extends to 5'
radius from the caster, resembling an umbrella.
Any living person in the zone (friend or foe) takes
1 point of damage during any round of exposure,
and this point is transferred to the caster. Negative
Plane Protection and similar magics guard against
this transfer without expending themselves. While
this spell is in effect, the caster's hit points may
exceed his/her maximum, but the excess hit points
will be lost at the end of the spell. Although this
spell is not innately evil, its reckless use will affect
the caster's alignment appropriately. The
material component is a miniature black gauze
umbrella (1 sp) that withers and is consumed
during casting.
Soul Safe (Abjuration, Necromancy)

Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: Special
With this spell, a necromancer stores the soul of
the recipient in a piece of jet, the material
component. While his soul is thus protected, a
character suffers a penalty of -2 to attack
rolls and saving throws, he does not heal naturally,
and magical healing functions on him at only half
normal efficacy. If the character is slain by undead
while under the effects of this spell, however, his
soul cannot be corrupted and forced to rise
as undead itself (though the body can still be
animated as a zombie or skeleton). If the soul safe
is destroyed, or if the spell expires, the soul will
return (across any distance) to its body, unless that
body is dead, in which case it will journey to
its final resting place. This spell affects only races
with souls: dwarves, halflings, and humans.

The Ancient Tome of Dark Magic


Speak with Dead (Necromancy)

Range: 1 foot
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Special
This spell is similar in operation to the 3rd-level
priest spell. The wizard must have the majority of
the remains of the body, including the head or
skull. The dead are as evasive as possible when
questioned. Though the dead cannot tell outright
lies, they will tell half-truths or be very cryptic. The
dead will have great though not total knowledge
of the wizard and his goals (the DM should
assume that whatever he knows, the dead
person also knows). This spell is more powerful
than the priest spell, but the dead tend to be as
unhelpful as possible. Even dead people who
agree with the necromancer will dislike being
summoned. This spell cannot be cast more than
once per month on any single creature, and any
creature summoned more than once in any given
year by the same necromancer receives a +3 to its
saving throw.
Wizard's Maximum Length
Level

of Time Dead

up to 6
7-8
9-12
13-15
16-20
21+

1 month
1 year
10 years
100 years
1000 years
any

Time

Number
of
Questioned Questions
3 rounds
5 rounds
1 turn
1 turn
2 turns
2 turns

3
5
7
9
11
13

A necromancer specialist always casts this spell as


if he were one level higher. Players should be
forewarned of possible side effects of casting this
spell (loosing spirits, attracting the attention of
lower planar powers, etc.) that occur at the
discretion of the DM.
Sphere of Dread (Necromancy)
Range: Caster
Components: V,S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 5 yard/level radius
Saving Throw: None/Negates
When this spell is cast, the caster glows with an

indigo aura. The area of effect darkens slightly as


the spell effects occur. All living beings within the
area of effect suffer 1 point of damage per level of
the caster. A successful save negates. Conversely,
all undead gain 1 hp per level of the caster. It
should be noted that the caster is affected by his
own spell (of course the only helps liches,
vampires, and other undead necromancers).
Spirit Call (Conjuration, Necromancy)

Range: 10 yards
Components: V, S, M
Casting Time: 1 round
Duration: 3 rounds + 1 round / level
Area of Effect: Special
Saving Throw: None
This summons one incorporeal spirit from the
astral plane of hit dice equal to one half the caster's
level. The round after it is summoned, it will
begin to perform services for the wizard. In its
native form, it is a powerful Unseen Servant which
can go up to 100 yards from the wizard, lift 50
pounds per hit die, and fly at Mv 18. This form
has a punch for 1d6 damage, AC 0, and takes 1
point of damage from any weapon.
Secondly, it may provide animating force to a body
or statue, in which case it uses whatever weapons
or armor are available (a stone statue will be AC 0,
damage 2d6 or by weapon, Mv 9 unless affixed or
possessing wings).
Thirdly, it may attempt to take over the body of
one enemy creature.
The being so affected is allowed a save, and the
spirit will be forced back to the astral plane
immediately if the save is successful. If
the save fails, effects are as a Domination spell for
the duration of the Spirit Call, but the domination
cannot force someone to use magic (the spirit
would not understand the instructions). A spirit
who has less than of its hit points left will be
unable to possess someone.
The material component is a piece of candy.

o
Spiritwatch (Necromancy)
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 turn
Area of Effect: 100-yard per level radius
Saving Throw: None

The Ancient Tome of Dark Magic


This spell will summon and bind the spirit of a
recently dead person to watch over and guard the
caster or an area specified by the caster at the time
of the casting, for the duration of the spell. The
spirit is obliged to warn the caster, but only
about any visible and obvious threat that it can
sense or about any intruder on the warded area, as
specified by the caster. The only person able to
communicate with the spirit is the caster.
The material component is a recently deceased
body.
Stabilize (Necromancy)

Range: Touch
Components: V,S
Duration: Instantaneous
Casting time: 3
Area of effect: One creature
Saving Throw: None
Stabilize allows the caster to halt the progression of
a disease, magical or natural, for one day..
especially useful for those terminal cases. That's
all no more explanation.
Stanza's Diseased Kiss (Necromancy)

Range: 0
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: Negates
This spell causes one randomly chosen normal
sexual disease in the victim.
Strength of the Damned (Alteration,
Necromancy)
Range: 0
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1 turn
Area of Effect: Person touched
Saving Throw: None
This is a variant of the 2nd-level Strength spell.
Unless otherwise noted it mimics the effects of
Strength. This spell can only be cast on a willing
recipient.
This spell utilizes a creature's own life force,
temporarily binding it with negative material
plane energies, channelling the resulting energy

flow to produce unholy strength in the spell


recipient. Strength gained is based upon class as
follows:
Class
Warrior
Wizard
Priest
Rogue

Strength Gain
1d10 points
1d6 points
1d8 points
1d8 points

All character classes, not just warriors, have the


chance to jump into exceptional Strength ratings as
if they were warriors providing that this spell
gives the recipient greater than 18 Strength.
Warriors, on the other hand, are allowed to
advance as high as 19 Strength through the use of
this spell.
The recipient of the spell will undergo a minor
change in appearance as well while the spell's
duration is in effect.
Bright, white, pinpoints of light will glow in the
centres of the subject's eyes as a result of the large
quantity of negative plane energy that is being
utilized to augment the character's Strength.
At the end of the spell's duration, the recipient will
experience a terrible backlash from the exertion
upon his life energies and the terrible experience of
such close contact with negative material plane
energies. As the spell's duration ends, the recipient
must make a saving throw versus death magic.
Success means that he takes only 2d8 points of
damage. Failure indicates that the life force of the
character was damaged greatly and the character
takes 2d8 points of damage and also loses one life
energy level (experience level, Hit Dice, etc.).
Creatures without Strength ratings receive a bonus
of +2 to attack and damage rolls on all attacks.
The material component for this spell is a bit of
bone from a giant skeleton or a pinch of vampire
dust.

Summon Skeletons
(Conjuration/Summoning, Necromancy)

Range: 30 yards
Components: V, S, M
Casting Time: 3
Duration: 2 rounds + 1 round/level
Area of Effect: Special
Saving Throw: None
When this spell is cast, the wizard summons 2d4
skeletons. They appear within spell range, as
desired by the wizard. They attack the spell user's
opponents to the best of their ability until
commanded to cease, they are killed or turned, or

The Ancient Tome of Dark Magic


the spell duration expires. These creatures do not
check morale and vanish if slain or turned. If no
enemies are present to fight, the skeletons can be
commanded to perform very simple tasks.
The material component is a fragment from a
human skull.
Taurus's Vampiric Blade (Necromancy)

Range: Touch
Components: V, S
Duration: 1 round/2 levels, max 8 rounds
Casting Time: 3
Area of Effect: One blade
Saving Throw: None
This spell empowers a weapon with the ability to
drain life energy from a wound and transfer it to
the caster. The spell is cast on a single weapon
which must have a metallic blade. The weapon is
engulfed in a pulsating black aura, which lasts for
1 round for every 2 levels of the caster, with a
maximum duration of 8 rounds for a 16th level
caster. Each time the weapon successfully strikes
in melee, it causes 1d4 hit points of damage in
addition to damage caused by the weapon. When
this occurs, the aura's color takes on a blood red
tinge, which flows up the caster's hand, seperating
from the weapon and merging with the caster's
arm, leaving the wound and merging with the
caster, giving him the extra damage caused by the
spell as healing. If this would raise the caster's hit
points above their normal maximum, then they
form a pool of temporary additional hit points.
After 1 hour from the time the spell ends, any extra
hit points above the caster's normal maximum are
lost. The blade on which this spell is cast must not
leave the caster's hand or the spell will end. Thus,
the blade cannot be thrown or wielded by another.
Undead creatures are unaffected by this spell.
Teeth and Claws
(Illusion/Phantasm, Necromancy)

Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: One creature
Saving Throw: Special
After casting teeth and claws, the caster merely has
to advance towards his intended target, baring his
teeth and hands predatorily before tossing a tooth
or claw at the target. If the creature fails its saving

throw versus spell, it sees the advancing


spellcaster as something or someone inimitable
and flee. What follows is not entirely in its mind.
The sound of claws scrabbling over the ground
and teeth snapping are audible to all within
hearing range. Outside of the target's mind, teeth
and claws has no physical body aside from four
sets of claws and a mouth full of teeth. Teeth and
claws is 90% invisible in shadows and darkness. It
is fuelled by the target's imagination and fears, and
continues pursuit until the target successfully
disbelieves in it. Therefore, doors and other
barriers would only delay pursuit. Teeth and claws
will pace and claw at the barriers. Should these
barriers be removed and the victim continues to
believe in it, teeth and claws resumes pursuit. If
it catches up with the target, it will attack as a 1
HD creature (4 claws at 1d2, teeth at 1d4). Teeth
and claws can only be attacked with +1 weapons
or better. The spell expires when the target
successfully disbelieves it or if it takes 8 points of
damage. The creature has AC 4. The material
component is the a tooth or claw from some
predatory creature - prepare yourself and turns to dust in either case. It does not affect
the phantasm's appearance because it has none
outside of teeth and claws.
The Curse of Wearying Illness (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 3
Area of Effect: One person
Saving Throw: Negates
This spell gives the target a rather nasty flu. The
target may save vs. spells, with applicable Con.
bonus. If the roll is failed, the target will start
showing symptoms in about 24 hours and lasting
for up to 2 weeks. They will be extremely tired all
the time (Effective Con. of 8), and generally will
not feel like doing much of anything. Since this is
something that happens naturally too, it is often
useful for subtle intrigue, for making people delay
doing things for a while, without the messiness
and complications of killing them.
Paladins are immune to this spell, elves save with
an additional +4 on the die, and half-elves with an
additional +1.
The material component is a used handkerchief.

The Ancient Tome of Dark Magic


The Freezing Touch (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: One person
Saving Throw: Negates
This spell destroys the target's ability to move one
of his limbs (determine randomly which one; d4: 1left arm, 2-right arm, 3-left leg, 4-right leg). The
limb will hang useless and numb until the
duration expires or the spell is dispelled. Elves are
immune to this spell. The material component is
the finger-bone from a ghoul.
The Hollow Bone (Necromancy)

Range: 10 yards
Components: V, S, M
Casting Time: 3
Duration: Special
Area of Effect: One soul or undead creature
Saving Throw: Neg.
By means of this spell, the necromancer seeks to
capture and hold a person's immortal soul. Such is
no easy task, and is fraught with danger for the
caster. But in some men's eyes, the rewards are too
great to allow any cowardice to stop the
incantation.
First the material component is necessary. The
cleaned arm or leg bone of a human, demi-human,
or humanoid race is necessary. The bone is then
hollowed out and wrapped in a funeral cloth so
that it may be carried with ease. When casting the
spell, this bone must be brandished before
the spirit.
The usual practice of this spell is the casting right
at the time of death of an individual. After the
words are spoken, the departing spirit must make
a saving throw versus spells at the same level it
once held in life. Should the saving throw fail, the
spirit does not find solace (or damnation) in the
Outer Planes but is imprisoned in the Hollow Bone,
which will hence forth radiate a magical dweomer.
A successful saving throw indicates that the spirit
has struggled and won against the spell. It departs
as is natural, and the necromancer suffers a drain
of half their Strength for the next 3 days. A cruel,
vile note, is that should the bone be from the
victim, the saving throw is made at -3; however,
this is a rarity.
To what benefit is possessing a Hollow Bone?
Well, as it contains a reservoir of spiritual energy,

the bone may be used as an additional material


component in the casting of necromancy. It will
then affect the duration of any non-instantaneous
spell, by increasing the length of time by 1 round
per entrapped soul held by the Hollow Bone. A
necromancer can only imprison 1 soul for each
level of spells he has mastered (thus, a 5th level
mage could only keep 3 souls in the bone).
The Hollow Bone may also be used when dealing
with incorporeal undead.
A necromancer may use the bone to attack or seek
to bargain. In the first case, he presents the Hollow
Bone and casts this spell. Should the creature fail
in its save, it suffers 3d6+3 damage. If this is
enough to slay the tortured soul, it is not released
to join with the black eternity of the Negative
Material Plane, but is rather sucked into
the Hollow Bone.
Now, a real danger to bearers of this device, is that
the bone is still as brittle as its natural material.
And should it suffer and break, all the entrapped
souls are released. As they depart, howling and
screaming
in anger at their warden, they seek to drain away
his strength. The necromancer must make a
saving throw versus death magic for every such
soul. For each failed roll of the dice, he
permanently loses a point of Strength. More than
one such mage has found upon the destruction of
his Hollow Bone, that his soul is then the next to
leave the mortal plane.

Triads Black Bolt (Necromancy)

Range: 40 yards + 10 yards/level


Duration: Instantaneous
Components: V, S, M
Casting Time: 2
Area of Effect: Special
Saving Throw:
Upon casting this spell, the wizard releases a
stroke of negative material energy similar to a
lightening bolt of pure darkness that inflicts 1d6
points of damage per level of the spellcaster
(maximum damage of 10d6) to each creature
within its area of effect. A successful saving throw
reduces this damage to half. It acts exactly as a
lightening bolt, except it does not reflect but rather
does structural damage to the surface it hits (as per
the lightening bolt spell).
Although this spell acts similarly to a lightening
bolt, it is not electrical in nature, but rather
negative material. Undead are hence immune. The
material component is a small black glass cylinder.

The Ancient Tome of Dark Magic


Triad's Unholy Curse (Necromancy)

Range: 90 yards + 10 yards/level


Components: V, S
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Special
Upon uttering this curse, the effected creature
must make a saving throw vs. spells. If they fail
they suffer the following penalties: +4 AC, -4
Attacks. Also, they are deafened, blinded, or
dumbed (caster's choice). Corresponding to that
choice, one of the following effects occurs: their
eyes pop out and dangle on the optic nerves, their
ears flow blood, or their tounge turns to puss.
If the victum passes their save, they suffer the
following penalties: +2 AC, -2 Attacks. Also, at the
casters choice one of the following effects occur (no
additional penalties): eyes bleed blood, ears rot
and fester, leperesy effects nose and it falls off.
At the end of the duration, these effects are
reversed, through a very painful disgusting
proccess best left up to the sick mind that invented
this spell.
Undead Blaster (Necromancy)

Range: 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 7-yards-radius
Saving Throw:
This spell (similar to Fireball) disrupts the
necromantic energy of the undead. It causes 1d6
damage per level of the caster (to a maximum of
10d6) to any undead in the area of effect. Note that
Undead Blaster affects only undeads, not living
beings and demons.
The material component is a holy symbol that is
not destroyed by the spell.
Whisper's Bolt of Darkness (Necromancy)

Range: 10 yards + 10 yards per level


Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: None
This spell is similar to a Fireball, except that there is
no saving throw, and the damage is only 1d4

points per level. The spell is also not affected by


such spells as globe of invulnerability, various
shield spells, wall of force, etc. It will sail right
through them. Only magic resistance or an
anti-magic shell can protect the target(s) of this
spell.
Winthrop's Undead Summoning II
(Conjuration/Summoning, Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell is like monster summoning, except that
the spell is forgotten when the caster learns a
higher-powered version of the spell. This causes
the caster to lose the ability to cast this lower-level
version and it even disappears from his spellbook
(this spell is normally transcribed from a scroll).
Any one of the following undead may be chosen to
be summoned: 2d6 skeletons, 2d4 zombies, 2d4
ghouls or 1d6+1 shadows.
The undead appear at the end of the casting and
fight to the best of their ability until slain, the
duration expires, they are released, or they are
further than 30 yards from the caster (the caster
may not intentionally move out of range, nor may
the undead for they are not free-willed while
under the spell). At such time, they return to their
point of origination.
The material component is a lit candle inside a
small bag.

The Ancient Tome of Dark Magic

The Ancient Tome of Dark Magic

4TH LEVEL SPELLS


Abkar's Darkmind (Illusion,Necromancy)

Range: 0
Components: V,S,M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
This spell causes the mind of the caster to more or
less disappear to any mind-reading spells or
psionics. Any such spells will simply not detect a
mind. Thus, the cater appears to be a mindless
undead. The caster will be able to tell if any other
being tries to take command of him and may take
suitable action.
The material component for this spell is a
vial of ink which must be spilled upon casting.
Alpha's Shadowfire (Evocation, Necromancy)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1-foot diameter, 5-foot per level
long ray
Saving Throw:
This spell calls forth a seething black ray shot
through with veins of green fire. All creatures in
the path of the spell will suffer 1d4 damage per
level of the wizard, up to a maximum of 20d4. A
successful saving throw versus breath weapon will
result in only half damage. A creature that is
immune to fire or to energy drain will suffer only
half damage (a quarter if a successful saving
throw is made). If the damage rolled exceeds a
target's remaining hit points, that target is
disintegrated. The material component is a black
opal worth at least 500 gp.
Altered Zombie (Alteration, Necromancy)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 10
Area of Effect: One corpse
Saving Throw: None

This is a spell for lonely necromancers who wish to


sometimes have a chat with people of their own
level. This spell has the ability to create (noncombatitive) zombies who have alterations in their
scores. These alterations change any one of the
ability scores that normal Pc's and NPC's also have
to 15. Their could be a zombie with a wisdom of
15, or a beautiful zombie girl with a charisma (or
comeliness) of 15. Their could be a zombie with a
strenght of 15 to do various heavy work around
the home of the caster. Any of the scores could be
changed for comfort of the necromancer. One of
this zombies can be under control of the caster per
three levels.
The material components for this spell are a corpse
of the appropriate type. For example: should the
caster want to make a zombie with intelligence 15,
he needs the corpse of a mage.
This spell's author, Xarian the Accursed, after
experimenting with this spell, created a doubleheaded zombie with both Wisdom and Intelligence
of 15. He sent the zombie out to research spells,
and it worked. The only thing the zombie then
needs is the usual materials needed to research a
spell. The wizard however recommended caution
when being tempted to let these beings do your
research work, for they are evil, and might even
try to destroy you. This is a lesson he had to learn
the hard way...
Anchor Spirit (Necromancy)
Reversible

Range : Touch
Components : V, S, M
Duration : Special
Casting Time : 1 turn
Area of Effect : One target
Saving Throw : None
With this spell, the caster can bind a spirit to its
dead body by touching the body. The spell must
be cast within one day of the creatures death.
Once the spirit is bound, it cannot stray beyond
100 yards from its body. The spirit is invisible, but
a True Seeing spell will reveal its presence.
When someone attempts to raise the body, the
chance for success is 100 percent. The creature still
must make a system shock roll. If it fails the roll,
the spell ends, and the spirit departs normally
unless this spell is cast upon it again. The spell can
be cast within one day of the resurrection attempt.

The Ancient Tome of Dark Magic


The spirit is bound for a minimum of one year per
caster level. For every year after the minimum
number of years, there is a 5 percent cumulative
chance that the spirit will break free and a 1
percent cumulative chance that it will turn into a
ghost. If the spirit turns into a ghost, the ghost still
cannot wander more than 100 yards from its body.
The reverse of this spell, Spirit Release, frees a
bound spirit. It can free any spirit regardless of the
method used to bind it. Once this spell unbinds the
spirit, it cannot be bound again. If used against
undead without free will, such as zombies and
skeletons, there is a 5 percent chance per caster
level, minus 4 percent per hit die, that they will be
freed from life after death. If used against freewilled undead, there is a 3 percent chance per
level, minus 5 percent per hit die of the undead.
The material components for this spell are a piece
of iron wire, a miniature gravestone made of black
marble, and the hand of a skeleton.
Animate Clothing
(Illusion/Phantasm, Necromancy)

Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One or more pieces of clothing
Saving Throw: Special
By casting animate clothing, the cast can add body
and substance to an illusion. The spell animates
one or more articles of clothing, drawing its power
from the vestiges of life energy left by the most
recent wearer. The clothing fills out to the
proportions of the previous owner, around which
the caster can create an illusion, generally of
someone wearing the clothing. The animated
clothing moves, wrinkles, and stretches as if worn,
and exerts tension and mild force. Should someone
touch or come into contact with the clothing, it will
feel as if someone was actually wearing the
clothing. Attacks or forceful contact adds a +2 to
disbelieving the illusion.
The material component is any article of clothing
that has been worn within one week. Almost any
article of clothing can be animated: shirts, pants,
dresses, hats, boots, gloves, etc. One article per
three levels can be animated at once, clothing that
comes in pairs counting as one (gloves, socks), and
can be mismatched, although mismatched articles
filling out to different proportions could be
suspicious. Even pieces of armour may be
animated, however due to the heavier mass and
lessen flexibility, each counts as two articles of

clothing (a complete suit of plate armour is not


counted as one item, but a leather jerkin is).
Animated clothing can move and lift light objects,
turn pages in a book, pick up a small gem, but
cannot perform actions requiring dexterity, such as
unrolling a scroll or picking a pocket. They
furthermore cannot attack or wield weapons, not
even daggers or darts. Any attempt exhausts the
life energy fuelling the spell instantly and the
clothing ceases to be animated. Animated clothing
remains so as long as the caster concentrates.
The illusion of the creature is not a separate spell,
but part of animate clothing. Additionally, an
illusion of the creature who most recently wore
this clothing is not automatically supplied by
the spell.
The clothing used has to have been worn for at
least 8 hours for there to be enough residual life
energy to animate with. Once the spell has been
cast on the spell (successfully or not), the clothing
cannot be animated again until it has been worn
again for another 8 hours. The clothing remains
animated for as long as the caster concentrates,
but, like phantasmal force, the caster cannot
perform other actions.
Athenas Orcs Bane (Necromancy)

Range: 40 yards
Components: V, S, M
Duration: 10 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Athena despices orcs as you can tell, for they
whiped out her family and sold her into slavery.
When cast this spell poisons the orcs water supply,
causing them to suffer the effects of dysentery. The
effects can cause death. If a saving throw fails then
the target will die in 1d4 days. If he saves the
target is laid up in bed for 2 weeks. This spell will
only affect orcs.
The material component is a drop of orc blood and
a ready water supply.
Black Marentail's Blood Draw
(Necromancy, Invocation/Evocation)
Range: 10 yards
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

The Ancient Tome of Dark Magic


The Necromancers of Misake believe that
magical energy comes from the souls of beings,
and this spell is a manifestation of that belief.
The spell allows the wizard to "draw" out the
magical force within a dead body. The longer the
body has been dead, and the victim's profession in
life have much to do with what can be drawn from
the body.
Normally, the wizard can draw up to 1 spell
level per hit dice the victim had in life. This spell
level energy can be used to repower spells the
caster has cast earlier in the day, or stored to recall
that energy until this spell ends. This amount of
energy is reduced by 1 level per day the victim has
been deceased. If the victim was a spellcaster
other than a bard, the levels that can be drawn are
doubled. If the victim is a bard, the wizard can
draw an extra spell level per three hit dice the
victim had.
Thus a wizard could use this spell to pull 3 levels
from a 3rd level fighter (or 6 levels from a dead
wizard, or 4 levels from a bard) and use it to reuse
a fireball spell that he has previously cast earlier
that day or to retain the memory of the 3rd level
lighting bolt he intends to use the next round.
If the drawn energy is not used before the spell
expires, it is lost. The spell cannot be recast on the
same victim again unless the victim is brought to
life and again slain. The use of this spell prevents
raising, though life can be brought back by
resurrection or wish. This spell cannot be used on
the undead.
The material component of the spell, is of course,
the dead body to be drained from. The body
cannot be reused.
Black Marentail's Cloak (Necromancy)

Range: 0
Components: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: 30' radius around caster
Saving Throw: None
When the wizard casts this spell, he gains the
ability to draw out the life force of others to power
Necromantic spells. Each time the wizard casts a
Necromantic spell, he drains 1d4 hit points from
those within 30' of him who fail a saving throw vs.
spells. This loss can be healed by normal or
magical means. For each person he drains hit
points from, the caster can cast his Necromantic
spell as if one level higher.
The cloak requires life essence to remain in effect
as well. For each hour the caster wishes the cloak

spell to remain in effect, he must drain 1d4 hit


points from a victim within 30'. He may drain hit
points from himself if need be.
The material component of the spell is a black
cloak spun from the webs of a black widow spider.
When the spell expires, the cloak decays into a
sticky, threaded mass.
Blackthorn Sorcerers Blade (Necromancy)

Range: Touch
Components: V, S
Duration: 1 turn/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
This spell creates a night-black sword that seems
to swallow up every bit of light, seeming to pull all
of the life force around it into itself. The sword
itself can be any kind that the caster wishes( i.e. a
long sword, a two-handed sword, ect.). It can
strike any creature that can be hit by a +2 weapon.
If the sword ever strikes an undead the amount of
damage that is done is drained from the welder
and given to the undead in hit points. The damage
the sword does is 1d6 per three levels of the caster
and the swords initiative modifier is 0. The sword
leaves only frozen cold marks on the victim as it is
partially connected to the negative plane.
Blessing the Newborn Child
(Enchantment/Charm/Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: One child
Saving Throw: None
Generally regarded as a priest spell, this
enchantment is nevertheless popular in pagan
communities where organised religion has no
hold. Cast on a child of less than one year old, it
ensures the child will grow up healthy and free of
the normal childhood diseases. It is not however
an immortality spell, as the child is still vulnerable
to murder, fire etc. The spell lasts until the child's
16th birthday. The material component is a lock of
hair from a faerie, which is woven into a necklace
or bracelet.

The Ancient Tome of Dark Magic


Blood Bride (Necromancy, Alteration)

Range: 30 yards
Components: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
When this spell is cast, the wizard cuts himself
as he chants the spell. The blood that flows from
the wound swirls in the air and at a point up to
thirty yards distant, forms into a blood-red replica
of the wizard. The caster loses half his hit points to
fuel the blood bride, which has the caster's hit
points, and a base AC of 4 (the armor that appears
on the blood bride does not give a better, or worse
AC). The blood bride cannot cast spells, though the
wizard can place enchantments on the blood bride
as he desires. All the gear on the blood bride is nonmagical as well, and turn to worthless red goo if
taken from the blood bride. The blood bride can
attack by means of striking a victim with its touch
or one of its blood-red weapons, dealing 1d6 hit
points of damage per contact, and healing the blood
bride for half as much. The wizard can heal the
damage he suffers to create the blood bride
normally, but not by magic.
The blood bride can be given a task to complete,
and will pursue it's goal to the best of it's ability.
The blood bride does not have the caster's true
intelligence, but does share the wizard's
memories, and both have a dim awareness of each
other's presence.
The blood bride remains until it is slain, recalled
by the caster, or completes it goal. If recalled or
the blood bride completes it's goal, it transforms into
a pool of sticky red fluid, and the caster regains the
hit points he lost to fuel the blood bride. If he is
currently at full hit points, he gains the hit points
from the blood bride as temporary hit points for
1d4 rounds. A slain blood bride collapse into a
pool of sticky red fluid, and the caster does not
gain back the hit points he lost to create the blood
bride. The blood bride can be dispelled by a
dismissal or dispel magic spell.
Bone Lock (Necromancy)
Range: 10 yards per level
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special

This spell causes the bone joints of a creature to


lock, effectively immobilizing it for the duration of
the spell unless it makes a successful saving throw
versus death magic. Even if the saving throw is
made, the creature is slowed. Obviously, a creature
must have a bone structure in order for this spell to
be effective.
Any creature that is entirely composed of bone
saves at -3. The material component of the spell is
a bone shard.
Bork's Rotting Entrails (Necromancy)

Range: 10 yards + 10 yards/level


Components: V, S, M
Duration: 5 rounds
Casting Time: 4
Area of Effect: One creature/2 levels
Saving Throw: Neg.
By means of this spell, black bolts of negative
planar energy streak from the caster's hands and
unerringly strike one or more targets of the caster's
choice, up to the maximum allowed by his level.
Creatures hit by the bolts must make a saving
throw versus death magic or be wracked with
horrid abdominal pain, which causes a -2 penalty
to their attack rolls and Armor Class, and deals 1
point of damage per level of the caster, per round
of the spell's duration.
The material component for this spell is a piece of
flesh from a zombie.
Breath of the Dead (Necromancy)

Range: 10 foot radius


Components: V,S,M
Duration: 1 round/2 levels
Casting Time: 4
Area of Effect: Centered on caster
Saving Throw: None
This spell draws upon the energy from recentlydead beings to power the caster's magic. The more
dead beings nearby, the more power the caster can
draw upon. For every dead being within ten feet of
the caster, the caster gains one spell level. These
spell levels can be combined to form a few higherlevel spells or several lower-level ones. The exact
method of using these levels is determined when
the spell is to be cast-that is, when the caster wants
to use these spell levels. No components vocal,
somatic, or material - are necessary. These spell
levels must be used before the end of the spell's
duration. Not using the extra spell levels is a very

The Ancient Tome of Dark Magic


bad idea-all the energy backfires into the caster's
brain. He takes 1d4 damage for each unused spell
level.
The material components of this spell are the
corpses that are drained and the blood from any
form of undead creature. This spell only works on
creatures that have been dead for a number of
days equal to the caster's level.
Brittle Bones (Necromancy)

Range: 10 yards/level
Components: V, S, M
Casting Time: 4
Duration: 1 round/3 levels
Area of Effect: One creature
Saving Throw: Neg.
By casting this spell, the caster weakens the bones
of his target. To avoid the effect the victim must
save vs. spells or suffer the following effects:
1. All bone structure is weakened due to marrow
dehydration.
2. The first time the victim is bludgeoned, there is a
percentage chance that his bones will break (%
equal to twice the caster's level).
3. Each round thereafter, this base chance increases
by 10% minus each point of the victim's
constitution over 14.
4. Bone breakage of a limb renders it useless and
breakage in the torso requires a constitution
check each round (cumulative -1 penalty/round)
to not collapse in pain.
The material components of this spell are bone
marrow and desert sand.
Byrnaal's Astounding Negation
(Alteration, Necromancy)

Range: 10 yards per level


Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: One creature
Saving Throw:
This spell reduces the magic resistance of any
creature by 2d10% + 1% per level. A successful
saving throw reduces this loss to half
(round up), but the creature's magic resistance has
no effect on this spell.
The somatic component consists of merely
pointing at the target.
The verbal component is this: the caster must utter
three truths about the target. Depending on how

well this is roleplayed, the DM should give saving


throw bonuses or penalties, or change the amount
by which the magic resistance is lowered.
Chill Grasp (Alteration, Necromancy)

Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell combines Shocking Grasp and Chill Touch.
As on chill touch, the cold aura is generated and
creates an aura around the caster covering him on
all sides. All attackers should make a saving throw
versus fear or paralysis. The next aspect of this
spell is the release of an electrical discharge when
the character touches a creature. The charge is a
little less damaging than the original shocking
grasp spell due to the energy being diverted to
the chill aura. The damage ends up as 1d6+1 per
level. There is no saving throw for damage.
Circle of Protection
(Alteration, Necromancy, Summoning)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By means of this spell, the necromancer inscribes a
circle of protection (usually with magically
prepared chalk) to which he "ties" a thaumaturgic
triangle into which a demon or spirit or elemental
may be summoned by other spells. Inside the
circle, the wizard cannot be hurt by the summoned
creature, nor can that creature be loosed except by
the wizard's will. An Intelligence check must be
made to determine if the circle was properly
inscribed.
The circle (along with any other merged
inscriptions) may be temporarily neutralized by
simply rubbing a break. In this way, no creatures
may find their way into the wizard's plane, though
the circle may be easily restored by casting a
restore circle spell and inscribing out the break.
The material component for this spell is some
incense to be burnt, worth at least 1000 gp.

The Ancient Tome of Dark Magic


Complete Breakdown (Necromancy)

Saving Throw: None

Range: 20 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.

On casting this spell, the caster can shape bone


touched as if it were clay. Only non-living bones
may be moulded. The quality of the work
depends entirely on the caster's appropriate craft
skills.

As another means of protection from other


wizards Drennal created the Complete Breakdown to
lower the victims intelligence score in hope that
they would lose the spells that they might have.
Complete Breakdown causes the victim to lose one
intelligence point each round until they
successfully save versus spell at a -1 per 5 levels of
the caster.
Points of intelligence are slowly regained at rate of
1 point per day of complete rest.
The material component is a pinch of powdered
ruby.

Create Tooth (Necromancy)

Corpion's Wracking Pains (Necromancy)

Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: One creature / 4 levels
Saving Throw: Negate

Crafting the Sad Remains


(Alteration/Necromancy)

Range 10 feet per level


Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One tooth
Saving Throw: None
Create Tooth instantly creates a new tooth, in the
place of a missing one. The tooth grows back
instantly, without pain.
The material component is either a tooth from a
member of the same race, or a tooth made out of
gold or pearl.
Curse of the Barren Years
(Necromancy/Alteration)

Casting this spell causes up to one creature per


four levels of the caster to be overcome with
wracking pains if they fail a saving throw vs.
spells. Those that fail cannot act for the round as
their muscles are twisted and turned within their
body. Such victims are +2 to be hit, and gain no
dexterity or shield bonuses to AC. Also, the victim
suffers 1d4 points of damage each round and must
make a Constitution check each round at a
cumulative -1 per success or be overcome with the
pains and immobilized as above. If the victim does
make a successful Con check at the appropriate
minuses, the victim is still at -2 to hit, and can only
move at half rate, though the victim suffers no AC
penalty.

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: One person (male or female)
Saving Throw: Negates
The antithesis of Blessing the Union, this spell
makes the target infertile and barren. The effects
are permanent, excepting the subsequent
casting of Remove Curse, Blessing the Union or a
Limited Wish. Note that the spell does not cause
impotence, merely negates the possibility
of child-bearing. When cast on a female, there is a
5% chance of beard-growth, and therefore, as a
contraceptive measure there are more suitable
means. The material components are a rock and a
tomato or other seeded fruit, which are smashed
together.
Darthus' Dire Soul Entombment (Necromancy)
o

Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: 5'x5'x'5 of bones/level

Range:
Components:
Duration:
Casting Time:

Touch
V, S
Special
1 round

The Ancient Tome of Dark Magic


Area of effect:
Saving Throw:

One body
none

This spell is not particularly popular with


mages, firstly because it does not provide much
benefit to anyone, secondly because it requires a
particularly cruel and callous mind. Darthus, the
fiendish necromancer who first formulated this
spell had only one idea in mind when he did so:
Torture.
When the spell is first cast, the body of the soul to
be entombed must be present, in more or less
whole condition. The soul is wrenched from its
after life and entrapped within the rotting shell of
its body. It regains all senses it had during life, but
can in no way affect its own body, to communicate
or move or anything. The necromancer is then
freely able to torture the physical body in the most
gruesome ways, knowing full well that the soul
feels everything but cannot react or respond.
The only uses any mages have found for this spell,
apart from satisfying their lusts for torture on their
most hated enemies, is as a temporary storage for a
soul they may have a use for. Other spells that
require a person's "lifeforce" to be present work on
the entombed soul, and so it could be used as a
particularly convoluted way of resurrection, for
mages without access to such spells.
The effect lasts until the body decays to the point
where it can no longer hold the soul (DMs call). At
this point the soul finally escapes its torturer.
Otherwise destroying the body will also release the
soul.
Of course, there are tales of Darthus first
embalming the bodies of his victims...
The verbal component to this spell is the repeated
crying out of the soul's true name, while the
semantic component involves simulated
beseeching of the heavens.
Deadthought (Divination, Necromancy)

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Corpse touched
Saving Throw: None
This is essentially telepathy with a corpse, as the
wizard probes the brain of the deceased for
specific data. The DM must decide if the
information sought is basic, well known, merely
known, or forgotten. The table below lists the
chance of finding the information and the amount
of time required by the search (if location is in fact

possible), but the DM can alter these numbers if


the body is in a particularly advanced state of
decomposition.
Type of
Chance of Time
Information Finding Required
Basic
96%
1
Well Known
Known
Forgotten

70%

2d4

30%
2%

3d4
1d10+10

Examples
Name and
profession
Relating to
current mission
Relating to
previous
missions
Overheard
once

This spell will continue as long as the wizard


concentrates, but on every round there is a 1%
chance of that he will go insane. The material
component is a pair of metal helmets, linked by a
copper wire.
Diona's Sustaining Vigilance (Necromancy)

Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 30-yards radius
Saving Throw: None
When this spell is cast, a necromantic web of
power 60 yards in diameter spreads out from the
caster in all directions. The caster must maintain a
state of meditation at the center of this web. If he is
disturbed, the spell is cancelled.
While the web is in effect, the caster gradually
feeds on the life force of all living things within the
area of the web. The loss of life force is so minimal
that only the smallest creatures are affected
(insects). While in the web, the caster need not eat
or sleep, nor does he age. Also, he is acutely aware
of all life forms within the web. The spell only
ceases if the caster's concentration is disturbed, or
if the caster stops his concentration himself.
Drop Dead (Necromancy)
Range: 10 feet/ level
Components: V,S,M
Duration: One round
Casting time: 4
Area of effect: One creature
Saving Throw: Negates

The Ancient Tome of Dark Magic


The victim of the Drop Dead spell temporarily
experiences bodily shut down. The vast majority of
body activity ceases, with the exception of those
processes needed for life (breathing, blood flow,
brain activity.) No impulses get from the brain to
musculature (except the heart, and lungs) In any
event, failing the save pretty much causes the
victims whole body to fall asleep, causing him to
collapse into a heap and take d4 damage (you can
hurt yourself like that.) from the collapse, on the
next round the victim is once again fully
functioning. The material component is a small
cloth ball filled with sand, into which are stuck
various pins and needles of all sorts. Common
phrases uttered upon failing ones save are: Uk,
Nerk, Oop, and Doh!
Note that this spells is not an actual necromantic
attack on the targets life force, or body, but merely
uses the casters knowledge of the living body to
his benefit.
Evermore's Black Death

(Necromancy)

This spell, if the saving throw fails, will


instantaneously kill the target. Paladins are
immune to this spell. If the saving throw succeeds,
the spell does 1d8 damage to the target.

Range:
Touch
Components: V, S
Duration:
Instantaneous
Cating Time: 4
Area of Effect: One or two people
Saving throw: None

This spell takes of the mage's current HP, and


transfers them to the target. It can also be used
with two targets to transfer of target's current
Hp to another target.
Extract (Necromancy)
Range: 10 feet
Components: V,S,M
Duration: Instantaneous

Extract allows the caster to remove some offensive


foreign object without harming the victim, it is
useful on such things as thorns, arrows or parts of
arrows, rot grubs (expels them all), and any other
itty bitty thing that's irritating your flesh.
Theoretically it could pull a cannonball out of your
guts... but in that situation it seems sort of useless..
I mean you still have that big hole to deal with.
Flesh to Flesh (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: One person
Saving Throw: Negates

Range:
15 yards
Components: V,S
Duration:
Instantaneous
Casting Time: 5
Area of Effect: One person
Saving throw: See Below

Evermore's Life Force Transfer (Necromancy)

Casting time: 4
Area of effect: One foreign body
Saving Throw: None

By means of this spell, all skin in contact with the


target's skin is bound to the target, including
any of the target's own skin which is touching.
The skin holds together with enough strength that
separating the skin can only be done by damaging
one or both of the pieces of flesh that are attached.
Damage accrued is on a point-by-point basis,
compared with a base percentage roll. (e.g. Marco
the Munificent casts Flesh to Flesh at his archnemesis, Alvarez the Ancient. Alvarez fails his
saving throw and rolls 37 on a percentage roll.
Thus, Alvarez must forfeit 37% of his total
hitpoints to free all bonded flesh, rounding up in
all cases.) The spell is particularly effective against
other spellcasters; there is a percentage chance
equal to the wizard's saving throw vs. spells times
five that his mouth has been bonded shut,
precluding the casting of any spells with verbal
components until the flesh is released. There is a
similar chance that the fingers of the hand have
been fused together, precluding spells with
somatic components. It is possible by means of
this spell to kill an enemy outright, but this is
unlikely. The material component is a pot of glue.
Gaals Summon From Beyond
(Conjuration, Necromancy)

Range:
Components:
Duration:
Casting Time:
Area of Effect:

50 yards
V, S, M
1 round per level
4
One being

The Ancient Tome of Dark Magic


Saving Throw:

None

By means of this spell the caster conjures


powerful beings and puts their essence into a
terrifying body. The power of the being is related
to that of the caster and the spell lasts for a
relatively short time to prevent the being from
escaping the bonds and the wizard from getting
too much tired, for the same reason a wizard may
have only one of these spells active at any time.
The body is always man-sized and the
caster may choose its exact features (horns, eyes,
tentacles, etc...). In game terms the caster has 30
points + one point per level to spend in the
following ways:
* Trade 1 point per 1 point of dexterity up to a
maximum of 20
* Trade 1 point per 1 point of constitution up to a
maximum of 20
* Trade 1 point per 1 point of strength up to a
maximum of 18, thereafter spending more point
the strength of the body raises to 18/50, 18/100,
19, 20.
All the three ability scores start from 0 but
at least one point must be spended in each.
The creature is equal to a fighter of a level
equal to its HDs for thaco, saving throws and hit
points (d10 hd and bonuses for high constitution).
The attacks of the creature are those listed
into the table (damage 1d8+1) or 1,5 times that
amount (damage 1d6).
The AC of the creature may never be better
than the listed value, the wizard is otherwise able
to make it equal to that of any one creature he has
seen for at least some minutes.
Caster Hit
level dice
7
8
9
10

5
6
7
8

11
12

9
10

13
14
15
16

11
12
13
14

17
18

15
16

Abilities

Infravision
+1
weapon*
See
invisible
Fear**
+2
weapon*
+3
weapon*

# of
attacks
2
2
2
2

Best
possible
AC
-2
-2
-3
-3

3
3

-4
-4

3
3
4
4

-5
-5
-6
-6

4
4

-7
-7

19
20

17
18

True
seeing

5
5

-8
-8

* This is the type of weapon needed to hit the


creature wich also hits like if using the same type
of weapon.
** All beings wich damage the creature are
automatically targeted by a Fear spell.
The material components of this spell are:
a gem worth at least 2000gp wich is not consumed
and channels magical energy, a corpse or at least
part of it or part of a skeleton (human-sized) to
make the body for the being (the rest is padded
with matter from the surrounding area).
Guardian Shadow (Sununoning,Necromancy)
Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 4
Area of Effect: The caster's shadow
Saving Throw: None
This spell binds an undead shadow to the caster's
actual shadow. The monster briefly appears as if
summoned, only to dissipate and merge with the
caster's own shadow. The caster's shadow,
although apparently normal, now remains intact
and trails the caster regardless of lighting
conditions. A sharp-eyed observer might notice
this effect. A light or continual light spell directed
at the shadow releases the creature immediately,
whereupon it savagely attacks the nearest
individual other than its shadow mage master.
While the caster has a guardian shadow attached,
melee attacks aimed at the caster's back prompt the
undead shadow to defend the caster. It blocks the
melee blow meant for its master (suffering damage
if the attack would hit its own AC), but then it
counterattacks, gaining an attack of opportunity.
The guardian shadow fights the attacker to the
death, disappearing after it has defeated the
attacker, it is slain, the attacker moves out of range,
or after 10 rounds have elapsed. If the duration of
the spell elapses before a back attack occurs, the
monster simply returns whence it came.
The material component of this spell is a piece of
smoky quartz with a knotted piece of string
wrapped around it. The quartz is consumed in the
casting.

The Ancient Tome of Dark Magic


Hand of Time (Necromancy)

Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1d4+4
Area of Effect: Creature touched
Saving Throw: Negates
After casting this spell, the casters hand will bear
a baneful curse, for the next creature he touches
(possibly requiring an attack roll) will instantly
become 4d10 years older. The spell lasts for one
round per level of the wizard or until discharged,
and it cannot be reversed.
Haunt (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: One body
Saving Throw: None

Heal Undead II (Necromancy)

Range: 10 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: None/Negates
This spell is used to heal all sorts of undead, both
corporeal and immaterial. The caster uses negative
energies to rejuvenate the undead's vital energies,
healing 2d8+1 points of damage. This spell can
also be used against the living. Damage is half the
healing, so it would be 2d8+1 divided in two,
round up. A saving throw negates. The somatic
component is a pointed finger which glows indigo
at the time of casting, and a drop of blood* if cast
by a living caster (a lich, for example, would not
require this component).

This spell animates a single body as a


haunt, under casters control.
The material component is a drop of blood from
someone died without fulfill a given task and a
bloodstone (at least 35 gp).
Headache (Alteration, Necromancy)

causes the victim to act a -1 to all ability scores and


rolls. This lasts until the end of the spell. If the
saving throw is failed, the victim is still stunned
with pain, as above, and receives another saving
throw next round to shake overwhelming pain.
Once the victim manages to ignore the pain to
act, he can no longer be stunned by the spell unless
the victim receives a blow to the head, in which
case the victim must save again to avoid being
stunned by the overwhelming pain.

Range: Touch
Components: V, S
Duration: 1d4 rounds + 1 round/level
Casting Time: 4
Area of Effect: Victim touched
Saving Throw: Special
When the wizard speaks the magic incantation
and touches his opponent, the victim finds himself
overwhelmed by a migraine-sized headache.
During the round the victim is touched, until he
can act the next round, the victim is overcome by
the sudden pain, too stunned to move or act.
Opponents gain a +4 bonus to strike the victim,
and the victim cannot parry or employ a shield
properly.
Starting the next round, the victim gains a
saving throw vs. spells. This saving throw is
penalized by -1 per point of damage the victim has
suffered in the previous round, up to a -4 penalty.
If the victim succeeds, he is able to regain enough
of his wits to act. However, the throbbing pain

Imbue Undead With Musical Ability


(Necromancy)

Range: Touch
Duration: Permanent
Components: V, S
Casting Time: 7
Area of Effect: One undead
Saving Throw: None
This spell gives an undead creature the ability to
play music, decently. When this spell is cast upon
the undead, they gain either the Musical
Instrument or Singing profieniency, at 10 (out of
20). For every additional casting of this spell, the
undeads music rating rises by one point, to a
maximum of 15 (they are undead after all).
Independent Spectral Hand (Necromancy)
Range: 30 yards + 5 yards per level
Components: V, S, M

The Ancient Tome of Dark Magic


Duration: 2 rounds per level
Casting Time: 2
Area of Effect: One opponent
Saving Throw: None
This spell causes a ghostly, glowing hand, shaped
from the wizard's life force, to materialise within
the spell range and move as the wizard desires.
Any touch attack spell of sixth level or less that
is subsequently cast by the wizard can be
delivered by the spectral hand. The spell attacks as
the wizard at a +2 bonus to-hit. The wizard may
perform other actions. The hand is AC -3 and may
be hit by magic only. Any damage dispels it and
does 1d6 points to the wizard. The material
component of this spell is a hand, which is
consumed in the casting.
Kalli's Bleached Bones (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One corpse per level
Saving Throw: Negate
This spell only has effect upon cadavers or
undead with a corporeal form. It instantly reduces
a dead body to bleached bones, though it has no
effect on non-organic, non-plant matter such as
steel, gold or wood. It does destroy leather, wool
and giant-hair material. If the affected creatures is
undead, it gains a saving throw against the spell.
If the undead is not a skeletal creature, it is
destroyed by the spell if it fails the saving throw.
Kalli herself has used this spell to allow herself to
create a larger army of skeletons from corpses that
would have to have been raised as zombies.
Kirkheshar's Shroud of Flesh
(Necromancy/Invocation)
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Save:

Touch
V, S, M
Special
6
One skeleton or zombie
None

This spell is useful in creating the


simulation of flesh around the bones of a skeleton,
or making whole the rotted semblence of a zombie.
The flesh has no nerves, veins, etc., and cannot
repair the rotted body of a corpse for Raise Dead or

similar spells, however. If the spell is cast by the


undead itself (through Imbue Undead With Spell
Ability or by the recipient of Kirkheshar's Repugnant
Rebirth), the color of the skin and basic appearance
and general shape of facial features can be altered,
but if cast upon an animated skeleton or zombie,
the flesh will be grayish in color. Hair and teeth
cannot be replicated, but non-moving red eyes can
be created.
Skeletons and zombies both receive an
extra 1d6 hit points, and may gain the armor class
of armor worn for the duration of the spell (2
rounds/level). When the spell ends, the flesh
sloughs off the body like a wet rag.
If the spell is cast on a corpse before
animation, the flesh and hit point bonus will be
permanent, but will radiate magic. The flesh does
not heal, and can only be repaired through the use
of spells such as Undead Regeneration, Vampiric
Touch, or by a recasting of this spell. For zombies,
the dead flesh underneath continues to rot as
usual.
The material component is a small piece of
the caster's flesh.
Korel's Hand of Evil
(Enchantment/Charm, Necromancy)

Range: 10 feet per level


Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
In casting this spell, the wizard severs the victim's
control over one of his arms (75% chance primary
hand, even chance if the victim is ambidextrous),
making the victim's hand an independent entity
whose only goal is the destruction of the victim.
The hand is almost as intelligent as the victim, and
will use the quickest available method for killing
or disabling the victim (note that the hand can
continue attacking even if the victim is
unconscious). For instance, if the victim was
carrying a dagger, the hand might grab that and
attack. If the victim is weaponless, the hand would
attempt to choke instead. The hand would not,
however, be able to grab a wand and fire it at the
victim, since a wand requires a command word to
activate.
With weapons, the hand only uses short weapons,
since anything longer cannot be easily turned
inward. It attacks with the victim's own THAC0
against the victim's own Armour Class, doing the
victim's normal damage, including Strength

The Ancient Tome of Dark Magic


bonuses. For choking, the hand inflicts 1d4 points
of damage each round, plus Strength bonus if
applicable (75% of this is temporary damage, but
remember that the hand can continue choking the
victim even if the victim is unconscious). Each
round, if no other action is taken, the victim
has a 50% chance of breaking the choke hold (the
hand may re-establish it with a successful attack
roll). Other attack forms are up to the DM's
discretion (bashing plates into the victim's
head, etc.).
Even though necromancers generally dislike
charm spells, this spell provides many a laugh for
them. The material component is fingernail
clippings from a zombie.
Kalli's Improved Undead Mount (Necromancy)

Range: 10 yards
Components: V, S, M
Duration: 2 hours + 1 hour/level
Casting Time: 4
Area of Effect: 1 mount
Saving Throw: None
This spell, by the infamous Kalli Bloodblade, is a
total reworking of the 2nd level spell, Undead
Mount. By means of this spell, the caster can
animate any beast of burden into the service of the
caster. The undead mount has the hit dice it did in
life, but not greater than the caster's level, and
has full hit points. Likewise, the beast of burden
possesses all the attack forms and special abilities
it had in life. In addition, the mount is immune to
all enchantment/charm spells, and emanates an
aura of fear in a 10' radius, but does not affect the
caster. The creature has the carrying capacity and
movement rate it had in life, and is totally silent.
The improved undead mount is difficult to turn,
and is turned as undead of Hit Dice equal to the
caster's level. The caster has the option when
casting the spell to cause the undead mount to
glow any color he desires, usually a neon yellow,
green or red.
The undead mount is slightly intelligent (Int: 6),
and can obey simple commands given by the
caster and perform one trick per point of
intelligence. If the caster strays 10 yards or more
from the mount, or it is slain, the spell instantly
ends.
The material component of the spell is a drop of
water, a human hair and a pinch of powdered
hoof, and the corpse or body of the animal that
will serve as the mount.

Kallis ScareCrow (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 4 rounds
Area of Effect: One scarecrow
Saving Throw: None
This spell, created by the (in)famous Kalli
Bloodblade has created quite a stir in the
Necromantic field. For many, it is a quick
alternative to Animate Dead spells that has less
alignment problems, is quicker to learn and yields
a more powerful servant for the wizard.
On the down side, the Scarecrows magic only
works in twilight surroundings or better. The
Scarecrow can easily be defeated by fire, and the
life span of the Scarecrow is four years before the
material it is made of crumbles into dust.
However, overall the spells immediate
usefulness outweigh the limitations imposed upon
it.
The Scarecrow that is created is [AC: 7; Move: 9;
HD: 4; hp: d8/HD; #Att: 1; Dam/Att: 1d3; Spec
Att: nil; Spec Def: cause fear; Align: N].
Those that come within 5 of the scarecrow must
save vs. fear or become overcome by the inhuman
quality of the animated being. If it is struck by fire,
it suffers double normal damage, and as stated
above, the Scarecrow is only animated during
twilight, night or in underground areas where no
daylight strikes.
The Scarecrow obeys the casters every order,
but tends to take orders literally. It can be given
commands to guard some area or treasure, but
when such orders are given, they cannot be
changed if the caster passes more than 60 yards
from Scarecrow, even if he later returns. A wizard
may only have one scarecrow under his power at
any one time, though he can have as many
scarecrows left to guard an area or treasure as he
wants, as long as no scarecrow is within 100 of
another. If two of a casters scarecrows come
within 100 of each other for more than one round,
their magical animation is sucked up by the
positive material plane and the two scarecrows
explode in a fiery spectacle that deals 1d8 damage
(save for half) to those within 5.
The material component of this spell is a
mandrake root cultivated at midnight and a
scarecrow. The mandrake root is placed inside the
scarecrows chest, and the spell is chanted over the
body.

The Ancient Tome of Dark Magic


Korel's Mass Skeletonize
(Conjuration/Summoning, Necromancy)

Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell was designed by Korel the
Necromancer, who was eager to create undead,
but too cultivated to accept the reek of rotting
flesh produced by zombies. The casting of this
spell summons a horde of insects which rapidly
devour all the flesh from the corpses of a number
of creatures. To determine how many creatures
can be skeletonized with one casting, use the
guidelines of animate dead (one body per level of
humans, less for higher Hit Dice).
Note that the body must be completely dead (-10
HP, not just unconscious at 0 HP). Only the bare
bones are left behind, completely clean after a
rinsing of water.
The spell may also function on animated undead,
in which case a savings throw is granted to negate
the effect. Failure results in the loss of one Hit Die.
Obviously, skeletons are immune.
Free-willed undead are also immune.
The material component is a large pinch of sugar
mixed with bone powder, which must be sprinkled
over the bodies to be affected.
Kyle's Group Corpse Visage
(Alteration, Illusion, Necromancy)

This spell looks just like a sensory altered lightning


bolt made to appear black. The effect of the spell is
slightly less destructive to the enemy, but does
allow the caster time to prepare. All living matter
in the area must make a save vs. spells at -4 or be
paralyzed for 1d8 rounds plur one per level of
caster. The spell can aimed as desired and can
form isosceles triangles with center angles up to 60
degrees. It can also form rectangles of width or 1 to
10 feet.
The material component is a bit of undead flesh
dipped in thrikreen poison.
Layla's Sexy Kiss of Insanity
(Enchantment, Necromancy)
Reversible

Range: 0
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None
This spell inflicts one random sexual insanity.
The reverse spell, Layla's reforming kiss, removes
one sex-related insanity. It does not affect any
other forms of insanity.
Lesser Death Spell (Necromancy)

Range: Touch
Components: V,S,M
Duration: 1 round/level
Casting Time: 5
Area of Effect: Person Touch
Saving Throw: Negates
Allows caster to change the appearance of 1
person/4 levels of the caster to that of a horrifying
visage of a rotting corpse. This spell is exactly the
same as the 1st-level Corpse Visage (q.v.).
Larisen's Playful Black Lightning (Necromancy)

Range: 40 yards +10 yards/level


Components: V,S,M
Duration: Instantaneous
Casting Time: 4

Area of Effect: 50 square feet per level.


Saving Throw: Neg.

Range: 10 yards per level


Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One 10-foot cube per level
Saving Throw: None
This spell is identical to the 6th-level Death spell
(see the Player's Handbook), except in the number
of creatures affected.
Creature's
Hit Dice
up to 2
2+1 to 4

Maximum
# Affected
3d10
3d6

Conversion
Factor
1
2

Note that the death spell does not affect


lycanthropes, undead or
creatures from planes other than the prime
material.

The Ancient Tome of Dark Magic

When a wizard casts this spell, a black bolt of


negative plane energy shoots out to strike one
creature within range. The creature struck must
save versus death magic or lose one level of
experience, as if touched by a wight. The various
protections against negative plane energy are also
useful for protecting against this spell.

bloodthefting someone with 21 bloodline strength


points). As a side effect, if the dead scion is then
raised, she will still have half of her original
bloodline intact.
In addition to the above benefit, bloodguard also
has a few minor magical quirks associated with it.
The spell seems to weaken any blade used in the
bloodtheft, so that any roll of a 20 to hit with that
weapon causes it to save versus crushing blow or
shatter. Additionally, this spell preserves the
recipients body from natural decay for up to 1 day
per level of the caster. Note, however, that the use
of a tighmaevril weapon in the bloodtheft
completely negates the bloodguard.
The material components for this spell are a six
inch square of chainmail and an eels heart.

Life Energy Bolt (Necromancy)

Malifnae's Life Bolt (Necromancy)

Level Drain (Necromancy)

Range: 5 yards per level


Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates

Range: 20 yards
Components: V,S
Duration: Istantaneous
Casting Time: 2
Area of Effect: One person or creature
Saving Throw: None

Range: 10 yards/level
Components: V, S
Duration: ld4 hours + 1 hour/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: None (Neg.)

This spell uses the energy of the caster's own life


force to heal an individual. By holding an open
palm toward the target and uttering the
incantation, the caster sends a pulse of living
energy toward the target. The caster sacrifices 1d4
hit points to cast this spell; for each hit point lost,
the caster heals 1d6 hit points of damage. The lost
hit points can be regained by natural and/or
magical healing. If this is used against undead, it
will have the opposite effect.

This spell is essentially the opposite of


Enervation. The necromancer points her finger
and utters the incantation, releasing a white bolt of
crackling energy. The subject (if unwilling
or undead) must roll a saving throw vs. spell,
adjusted for Dexterity, to avoid the bolt. Success
means the spell has no effect. Failure (or if willing)
means that the subject is imbued (or
inflicted if undead) with 2d6 hit points for every
four levels of the caster. Hit points (imbued or
inflicted) are maintained for the duration of the
spell, and if the subject is imbued with over
twice his original hit point total, he explodes!

MacFaileas Bloodguard
(Abjuration, Necromancy)

Range: Touch
Components: V,S,M
Duration: Until discharged
Casting Time: 1 turn
Area of Effect: One scion
Saving Throw: None
Created to hinder the bloodtheft of its recipient,
this spell simply causes trouble and irritation for
any scion attempting to take a bloodline by force.
Bloodguard hampers the bloodtheft by magically
locking away half of the recipients bloodline
strength (so, if Rhuobhe Manslayer were to
bloodtheft a scion with a bloodline strength score
of 43, the Elf would only gain the benefits of

Malleable Flesh (Necromancy)

Range: 10 feet + 10 feet/level


Components: V, S, M
Duration: 1 round/level
Casting time: 4
Area of Effect: One creature + 1 creature/5 levels
Saving Throws: Negates
This spell causes the flesh of targeted creature(s) to
become very tender - weapon and other physical
attacks do 50% more damage to target(s). Also,
Strength and Costitution of the target are reduced
by 4.
The save is made with a 2 penality.

The Ancient Tome of Dark Magic


The material component of this spell is a piece of
rubber.
Mask of Undeath (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One dead creature
Saving Throw: Special
This spell allows the wizard to attempt to raise a
slain individual up as an undead creature. The
spell is tricky, and the wizard must take care
casting it. Upon casting the spell, the wizard rolls
on the Cleric Turning Table, using his own level.
Whatever the highest undead creature the wizard
rolls to "turn" is what the dead individual becomes
(Thus if a 8th level wizard rolled a 15 for his "turn"
would make the touched dead individual into a
Spectre). If the dead individual is incapable of
normally becoming such undead (I.E., a dead
warrior raised up as a lich), use the next lower
entry. If a "Special" is rolled, the Wizard may
choose the type of undead, but it may not have
more than twice the HD of the caster.
If the individual to be raised is not human, it
receives a saving throw equal to its hit dice to
resist control by the wizard. If the save succeeds, it
is free-willed. If the save fails, it is under the
control of the creating wizard. Intelligent human
undead made by this spell receive a saving throw
to break control of the wizard as per a Charm
Person spell. The use of this spell requires as its
material component the dead body of the victim to
be affected.
Minor Death
(Conjuration/Summoning, Necromancy)

hp: 6 per hit dice; Mv: 15; #Att: 2; Dam/Att:


1d4/1d4; Spec Att: nil; Spec Def: cast spells as
mage of level of summoner, Invisibility in
shadows or darkness 3x/day; Align: Neutral Evil;
ML: 19]
The minor death will remain with the caster until
it is slain or has fulfilled some service the caster
demands of it. If the minor death is slain, the
summoner loses 2 points of constitution and must
make a System Shock roll or lose half his total hit
points as well. The lost Constitution and Hit
Points cannot be regained short of a Wish or Heal
spell or the caster rests for 30 days. If the caster
slays the minor death himself, he makes the
System Shock roll as if he had a 3 Constitution, and
if he fails, the caster dies, and becomes a Minor
Death himself.
Once a Minor Death has been assigned a task it
will seek to unerringly pursue the completion of its
goals, not stopping to stray from its task. After
giving the Minor Death a task, the caster is
incapable of altering the Minor Death's mission.
Once the Minor Death completes its task, it briefly
returns to its caster to tell him it has completed its
service, and then disappears, returning to its home
plane of Hades.
The material component for this spell is the
blood of the caster mixed with the grave dirt of a
vampire.
Mould the Living Clay
(Alteration/Necromancy)

Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: 1'x1'x'1 of body/level
Saving Throw: None

Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None
By means of this spell, the wizard summons and
binds one of Jalah's minor minions to his service.
The minor death appears as a gaunt, pale duplicate
of the caster who bears no weapons and whose
fingers end in steel talons. The minor death is:
Minor Death [AC: 4; HD: equal to caster's level;

The caster can shape the target's limb like clay so


long as the caster concentrates and the target is
willing. The limb (including skin, muscle,
and bones) can be shaped in any way, and the
blood in the limb ceases to flow while the shaping
is taking place. This spell will greatly help the
caster heal a damaged or wounded limb, giving +4
to the caster's healing roll. Bodies may be
reshaped to fit through tight spaces, area of
effect permitting. The target will feel no pain
while the shaping occurs, but will feel other
sensations, and the sensation of the limb being
warped and moulded.

The Ancient Tome of Dark Magic


Nezrods Burrowing Bony Digits
(Necromancy)

Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Up to 5 creatures
Saving Throw: Special
By means of this fiendish spell, the caster causes
five skeletal fingers to streak forth and imbed
themselves in the flesh of up to 5 victims, all of
whom must be within range and within a 30-foot
cube. Each digit inflicts 1d6 damage
automatically. Then, each victim is allowed a
saving throw versus spell that, if successful,
negates the magic. Stoneskin provides protection
from this spell, but doing so counts as one use per
digit deflected.
Unfortunate victims, however, suffer further
damage from the burrowing, bony digits. The
spell has a damage potential of 2d6 per skeletal
finger (this is in addition to the initial damage
inflicted). This damage is inflicted at a rate of 1d6
per round per finger at the beginning of each
round. Spell-casters being gouged by a digit will
not be able to maintain concentration enough to
cast spells. The fingers continue to wriggle within
the victims wounds, tearing flesh, until all
damage has been inflicted, the victim dies, or the
spell is negated via dispel magic.
For example, Nezrod hurls five bony digits at three
victims. Two digits hit Bob, while Phil and George
are struck by one digit each. Bob takes 2d6 points
of damage. Phil and George suffer 1d6 each. All
three then check their saving throws. Phil alone
succeeds and thus takes no more damage. Bob,
with two fingers writhing in his wounds, will
suffer 1d6 damage each round for the next four
rounds. George will suffer 1d6 damage each
round for the next two rounds.
The material components of this spell are five
humanoid fingers stripped of flesh and muscle.
The individual finger bones must then be tied
together with black thread.
Nezrod, who has a special hatred for priests,
prefers to target such people with this spell.
Noska Trades' Endoplasmic Quagmire
(Conjuration, Necromancy)
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level

Casting Time: 4
Area of Effect: 80-foot diameter
Saving Throw: Special
When this spell is cast, a clear mucous-like
substance rains down upon the area of effect for
one round, in which it reaches a depth of four feet.
Any creature in the area of effect must save versus
spell or be knocked to the ground by globs of slime
and must take 1d3 rounds to regain their feet.
Movement through the slime is 10 feet per round
and it is 50% probable that a creature trying to
move in the area slips and falls. Creatures with
their head(s) beneath the slime must make a
Constitution check each round or take 1d4 points
of drowning damage.
Dispel magic, disintegrate, or transmute water to
dust will eliminate the endoplasmic quagmire. The
material components are a piece of flesh, taken
from a human within one round after death,
and a vial of organic material rotten to the point of
liquidity.
Poisonous Touch (Necromancy)

Range: Touch
Components: V,M
Duration: 4 rounds or until used
Casting Time: 3
Area of Effect: 1 qt of liquid every 3 levels
Saving Throw: Special
This spell, used primarily by evil mages and bards,
poisons a glass of wine, or other container of
liquid. The effect passes through any normal
material and is undetectable by any poison
detection spells below 5th level.
Victim has to save vs poison -4 or die in 5
minutes
Quad Skeleton (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 5 turns
Area of Effect: One skeleton
Saving Throw: None
This spell creates a Quad Skeleton, a four armed
skeleton who has four attacks/round,
1d6/1d6/1d6/1d6. For the rest it acts as a normal
skeleton with Ac of 6, and a movement of 10. It has
2 hit dice, and can be turned by clerics. If a Quad
Skeleton is turned by a cleric, it has a 5% bonus per

The Ancient Tome of Dark Magic


Rigor Mortis (Necromancy)

two levels of the caster that it will reform itself


within 1d6 turns after it was turned. The material
component for this spell is one dead body and an
appropriate amount of arms. A mage can have 1
Quad Skeleton per 2 levels at once.

Raise Undead Champion (Necromancy)

Range: 10' per level


Components: V,S
Duration: One turn
Casting time: 4
Area of effect: One corporeal undead
Saving Throw: Negates
Rigor mortis speeds up what should have
happened to a dead body. The victim of the spell
stiffens up as tendons dry and crack, bones
become heavy, and the body realizes it's dead! For
every 4 levels of the caster a -1 to hit is imposed on
the undead recipient.

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 2 turns
Area of Effect: One human corpse
Saving Throw: None
This spell raises a dead human, to become an
undead champion. He will obay any order given
from the caster, and noone else. The champion will
have 10 Hd, a Thac0 6, AC 0. He will fight with a
randomly chosen melee weapon and will deal a +4
damage, and his weapon counts as a +2. To cast
this spell the caster must have a living human to
sacrifice. When sacrificed the life of the victim will
be transfered into the dead human, who will raise
from the dead. Notice that this is a very chaotic
spell, and only throughout evil spellcasters will
cast this spell. In addition the caster very likely
will be hunted by the family of the victim. The
components of this spell are 2 black pearls to a
value of 1000 gps each.
Repel Undead (Invocation, Necromancy)

Range: 10 yards +1 yard/level


Components: V,S,M
Casting Time: 4
Duration: Instantaneous
Area of Effect: 3 yard radius sphere
Saving Throw:
Repel Undead is a spell that opens a tiny,
instantaneous window to the Positive Material
Plane. Due to the unique nature of undead and
their close tie to the Negative Material Plane, this
brief exposure is enough to cause damage to all
undead within the area of effect. The size of the
window, and thus the amount of positive energy,
which passes through, is proportional to the level
of the caster. Damage equals 1d4 points of damage
per level of the caster. The material component for
this epll is a chip of coal.

Sap Strength (Necromancy, Summoning)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: Negates
This spell duplicates a shadow's Strength drain.
The wizard must roll to hit, and if he fails to hit, he
himself must save versus death magic or be
drained of a point of Strength. This spell does
not trigger a negative plane protection, and it will
affect creatures normally immune to undead
energy drains. When used against undead with
energy drain abilities, the wizard must save
versus death magic or lose twice as many energy
levels as normal.
When used against normal living victims, if the
victim fails a saving throw versus death magic, it
loses a point of Strength.
People drained to a 0 Strength die and come back a
day later as a free-willed shadow. The material
component of this spell is a diamond of 20 or more
gold pieces value.
Sap Strength II (Necromancy)

Range: 0
Components: V,S
Duration: Special
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
When the caster touches an opponent in melee
with a successful attack roll, the opponent loses
1d4 points of strength +1 per every three levels of

The Ancient Tome of Dark Magic


the caster past the sixth. (1d4+1 at 9th level +2 at
12th etc.) The spell is expended after one succesful
attack or after one round per level of caster (six
rounds for a sixth level caster). The strength points
drained are then added to the caster's strength. For
victims with percentile strength, 10% is drained for
each point drained. This can allow the wizard to
benifit from extraordinary stregth and to exceed
racial maximums. The wizard's gained strength
will wear off after 1 hour of casting the spell +1
round per level of caster. The drained person's
strength can only be regained through magical
healing. If none is availible within a month, the
strength is permently lost.
Semblance of Life Returned
(Illusion,Necromancy)

Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: one corpse
Saving Throw: none

Condition
Daylight
Twilight
Night (no moon)
Night (moon)
Underground

Saving Throw
Modifier
+1
-1
-1
-2
-2

Shape Change, Undead (Necromancy)

This spell when cast upon a fresh corpse, dead less


than one hour per level of the caster, with only
minimal wounds or mutilations, seals the injuries,
removes the pallor of the corpse, prevents rigor
mortis and causes the corpse to seem to breathe
and live. All vital signs return but there is no
actual life. The corpse will appear to be in a deep
coma from which it cannot be roused unless
further spells such as Animate Dead are used to
give it greater semblance of life. The material
component is a freshly-squeezed lemon.

Shade of Night (Necromancy, Conjuration)

subject is paralyzed for 2d4 rounds. The shadow


form is immune to all attacks, and can pass
through any barrier. It will follow the subject
anywhere (being that persons shadow), for the
duration of the spell.
The only defense against the shadow creature is to
successfully roll a saving throw versus spell, with
a penalty of -1 per four levels of the caster. The
material component of this spell is the soil of a
grave.

Range: 5 yards/level
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
When this spell is cast, the wizard warps the
shadow of the target creature into a hulking
nightmare creature. Like the Phantasmal Killer
spell, this nightmare is tailored specifically to the
victim; a twisted and nightmarish mimic of
themself. The creation has the same attack form
and Thac0 as the subject, and attacks the victim
immediately. If it succeeds in scoring a hit, the

Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell allows the wizard to assume the form of
any undead (very rare types of undead could be
beyond the power of this spell, at the discretion of
the DM). The wizard must have at least twice as
many levels as the undead has Hit Dice. The
wizard gains all the abilities of the undead except
spellcasting and innate spell-like abilities. Thus the
fear aura of a lich, charm gaze of a vampire
and magic jar ability of a ghost would not be
gained through use of this spell. Most touch
attacks are not considered to be spell-like
abilities. The wizard also gains all the
vulnerabilities of the undead, and can be turned,
commanded or even disrupted by priests.
The wizard can make one change of form for every
three levels, but cannot return to normal form until
the spell duration expires or the magic is dispelled.
If at any point the wizard assumes the form
of an undead that drains levels, the wizard must
make a saving throw versus death magic at the
end of the spell or lose a level.
The material component of this spell is a bit of
rotted flesh.

The Ancient Tome of Dark Magic


Shield Skeleton (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 10 turns
Area of Effect: One skeleton
Saving Throw: None
This spell creates a special type of skeleton. This
skeleton is exactly the same as a normal skeleton
accept that it can not attack in any way. The
skeleton has an Ac of 1 and always carries a large
shield. It's movement is 8. The speciality about the
shield skeleton is that it has a 90% magic
resistance. Any roll of 15% or lower makes the
spell cast upon a shield skeleton (or anyone being
defended by a shield skeleton) to return to the
caster emidiatly. A mage can have 2 shield
skeletons per 3 levels in existance. The material
components for this spell are, 1 corpse, 1 tower
shield and a piece of skin of a beast with any magic
resistance. (Instead of the piece of skin, a shadow
can be used. This makes the skeletons get an Ac of
0. The shadow is consumed during the casting)

Shroud of Darkness (Necromancy, Abjuration)


Range: 0
Duration: 1 day
Components: V, S
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This spell can only be used by undead. After
casting this spell, the spellcaster enables itself to be
exposed to bright light and sunlight without
experiencing the standard negative effects such as
death. However the caster loses all special abilities
that go along with his or her undead status, such
as regeneration, shape-changing, etc., when
exposed to light that would normally wound
them. Also, they suffer twice the penalties suffered
by drow in sunlight, and intense pain that makes
spell casting impossible and causes 1 hp of damage
per turn.
Skeletal Form (Alteration, Necromancy)
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 4

Area of Effect: Caster


Saving Throw: None
This spell causes all of the casters flesh to melt
away and turn to dust, making him appear as a
walking skeleton. This spell is disturbing to
behold. In this form he cannot be hurt by cold
(magical or natural) and magics that affect the
flesh. He takes half damage from edged weapons
and but 1 point from arrows. As a skeleton, the
caster will be unrecognisable and speech is
impossible, restricting spellcasting to non-verbal
spells. Vision remains. His AC also becomes a base
of 7. At the end of the spell, the casters flesh
returns. The caster must roll a system shock to
survive this spell.
Skin of the Skeleton(Abjuration, Necromancy)
Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 1 creature/3 levels
Saving Throw: None
This spell causes the skin of the intended to
become like that of a skeleton. It gives the recipient
an AC of 7 and allows them to take half damage
from edged weapons. This spell cannot be used in
conjunction with anything heavier than leather
armor.
However, shields, dexterity bonus and magical
protection devices (such as Rings and Cloaks of
Protection) may still be used. Bracers of Defense may
be used in conjunction with this spell as well.
Skin of the Zombie(Abjuration, Necromancy)

Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 1 creature/3 levels
Saving Throw: None
This spell causes the skin of the intended to
become like that of a zombie. It gives the recipient
an AC of 7 and allows them to take half damage
from blunt weapons. This spell cannot be used in
conjunction with anything heavier than leather
armor.
However, shields, dexterity bonus and magical
protection devices (such as Rings and Cloaks of

The Ancient Tome of Dark Magic


Protection) may still be used. Bracers of Defense may
be used in conjunction with this spell as well.
Skullfire (Evocation, Necromancy)

Range: 100 feet


Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 100-foot long, 5-foot base, 15-foot
end cone
Saving Throw:
This spell causes the enchanted skull to emit white
hot flames from it mouth in said pattern. These
flames cause 1d4 damage per caster level, but
undead take twice the damage. There is no limit to
level for casting. The material component for this
spell is any silver plated skull.
Sonoric's Fly on the Wall
(Divination, Necromancy)

The material component of the spell is the body of


a winged insect, living or dead, which is slain in
the casting of the spell.

Range: Special
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell creates a spying device out of an
ordinary flying insect. Upon casting the spell upon
an insect, living or dead, the spell grants the
abilities of limited clairaudience and clairvoyance,
centred on the insect. The wizard, while
concentrating on the insect, can hear any noise
within 15 feet of the insect. Clairvoyance through
the insect, however, is rather disorientating, and
the wizard is at penalties of -2 to-hit and +2
to his Armour Class for three rounds after
breaking concentration.
The insect has a flying movement rate of 6, and its
movement is controlled by the concentrating
wizard.
If concentration is broken before the end of the
spell duration, the fly drops to the ground, and
there is a 75% chance that, if the wizard resumes
concentration, it will be too damaged to fly again,
although the clairaudience and clairvoyance will
still work for the remainder of the duration. If the
fly takes any damage during the spell, such as
being swatted or stepped on, the insect will no
longer fly, but, provided that at least half of the fly
remains, the clairaudience and clairvoyance will
still work.

Soul Shield (Necromancy, Abjuration)

Range:
Components:
Duration:

Touch
V, S, M
1 hour/level or until "shields"
are gone
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
This spell is similar to the priest spell Negative
Plane Protection except that the spell grants 1
"shield" for every 4 levels of the caster. If the
shields aren't used up by the time the duration
ends all remaining shields are lost.
Soulblast (Necromancy, Invocation/Evocation)
Range:
60 feet + 10 feet/level
Components: V, S, M
Duration:
Instantaneous
Casting Time: 4
Area of Effect: 10 cubic feet/level
Saving Throw:
This spell functions only against intelligent undead
and against these undead it acts as a Fireball that
does 1d6/level of the caster while to any other
living thing it only does 1d4/level of the caster.
Soulfire (Invocation, Necromancy)

Range: 5 yards per level


Components: V, S
Duration: 1 round + 1 round per 4 levels
Casting Time: 4
Area of Effect: One living creature
Saving Throw: None
The spell will ignite the soul of the target creature,
and try to fry it from within until it dies. The spell
gives out no visible effects besides the obvious
pain of the target creature. For obvious reasons,
this spell works only for living creatures who
have a soul. The damage that is inflicted will be
3d6 during the first round, and 2d6 on each
subsequent rounds after the first. The casting of
this spell will exhaust the caster for equal amount
of rounds that the spell lasts, requiring an
Intelligence check to concentrate on anything

The Ancient Tome of Dark Magic


Stanza's Certain Kiss of Disease (Necromancy)
Reversible
o

specific other than standing, sitting, walking


slowly, or resting.
Speed Rot (Alteration, Necromancy)
Reversible

Range: 100 feet + 10 feet per level


Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One undead
Saving Throw: Negates

This spell inflicts one normal sexual disease of the


caster's choice. The reverse, Stanza's Kiss of Curing,
removes one normal sexual disease.

Any undead failing its saving throw versus spell


will find itself taking double damage from all
attacks, as its binding forces are less powerful now.
The spell can be reversed to have the opposite
effect of enabling an undead to take only half
damage. This is called Slow Rot. The material
component for this spell is a dead mouse steeped
in fruit juice.
Spirit Skill (Necromancy, Alteration)

Stanza's Enchanted Kiss of Disease


(Necromancy)

Range: 0
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: Negates
This spell inflicts one random magical sexual
disease.

Range: Touch
Components: V, S, M
Casting Time: 1 round
Duration: 1 turn / level
Area of Effect: Person touched
Saving Throw: None

Steal Skill (Necromancy, Alteration)

This spell transfers skills from a specially prepared


vessel into a willing recipient. The material
component is a symbol prepared using Steal Skill,
which must be carried by the recipient and
disappears upon completion of the spell.
Splinterstrike (Evocation, Necromancy)

Range: 0
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None

Range: 0
Components: V, S, M
Duration: Until used
Casting Time: 4
Area of Effect: Creature touched
Saving Throw:
This spell enchants the thigh bone to hit any
creature, when and if it strikes it inflicts 4d10
damage, but is only usable once per casting.
Another bone must be used. The material
component for this spell is a half-split thigh bone.

Range: Touch
Duration: Special
Components: V, S, M
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell lets a wizard steal the class - related
skills of a willing humanoid victim and transfer
them either to the wizard or to a special
container. The victim drops to first level, and
regains levels at the rate of 1 per four hours
thereafter. The caster gains the class
related skills of the victim (if stealing from a
fighter, the caster will gain the ability to wear
armor and attack with a Thac0 halfway
between the fighter's and the default 20 with any
weapon with which the fighter is proficient; if
stealing from a thief the caster will gain thief
abilities which are the average of the thief's
abilities and the base of the skill [as for table 26 in
PHB]; in no case will abilities go down because of
this).
Abilities which are granted by a diety cannot be
transferred this way, nor can spellcasting abilities.
The transferred abilities fade after 1 turn / level.

The Ancient Tome of Dark Magic


The material component is a symbol of the class to
be transferred, specially prepared and costing not
less than 10 gp per level of the target. If the caster
wishes, he or she may imbue the symbol with
these skills rather than using them at the time (in
which case it will not disappear). The primary
purpose of this use is to provide the material
component for Spirit Skill.
Summon Ghouls
(Conjuration/Summoning, Necromancy)

Range: 40 yards
Components: V, S, M
Casting Time: 4
Duration: 3 rounds + 1 round/level
Area of Effect: Special
Saving Throw: None
This spell is a specialized version of Monster
Summoning II. It summons 1d6 ghouls, which
appear anywhere within the spell range and attack
the caster's opponents until commanded to cease,
the spell duration expires, or the monsters are
slain. The ghouls do not check morale; they vanish
when slain or turned. If no opponents exist to
fight and the wizard can communicate with them,
the ghouls can be commanded to perform other
services for the summoner.
The material component is a bone from a ghoul.
Telsar's Painless Death (Necromancy)

Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
When this spell is cast, the caster numbs the pain
centers of the victim, making them virtually
immune to pain. As such, the individual gains a
+2 bonus to hit in combat, but suffers an additional
+1 point of damage from attacks. If cast on a
wizard, it becomes harder to upset the
concentration of the wizard when he is casting
spells. If the wizard is struck, he receives a saving
throw vs. spells to avoid having the spell
disrupted, rather than it being disrupted
automatically. If the wizard is concentrating on a
spell and is struck, he receives a saving throw at a
+4 bonus to avoid losing concentration on the
spell.

The material component of the spell is a bit of


dung smeared on the victim.
The Chilling Touch ( Necromancy)

Range: Touch
Components: V, S
Casting Time: 4
Duration: 1 round/level
Area of Effect: Special
Saving Throw: Special
Upon casting the spell, the mage's touch becomes
almost identical to that of a Lich. With a successful
attack roll, the victim suffers 1d10 hit points of
damage and must save vs. paralyzation or be
utterly unable to move. The effects of the paralysis
lasts one round by two caster levels. The caster
may successfully touch one time per five levels of
experience, provided that these touches fall within
the spell duration. There is no limit to how many
touch attempts the caster may take. Note that he
still has to observe the rules for number of attacks
per round.
The Constant Reminder
(Necromancy,Alteration)

Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw:
This spell irritates the nerve-endings in the target's
skin. All the pain suffered by the caster in the
previous round is maintained at its current
intensity for the duration of the spell. The pain
may increase, but will not decrease. Thus, the
target will retain any penalties suffered due to
pain for the duration of the spell, such as Dex
penalties and an inability to cast spells. This spell
only affects pain which is inflicted "naturally"
(i.e.: pain which is magically inflicted is not
maintained). The material component is a thorn.
Total Trolldeath (Evocation, Necromancy)
Range : 30 yards
Components : V, S, M
Duration : Permanent
Casting Time : 4
Area of effect : 1 regenerating living creature

The Ancient Tome of Dark Magic


Saving Throw : None
By means of this combination magic (evocation &
necromancy) the caster can prevent the regeneration
of one living creature with this natural ability. The
affected creature (troll, thoul etc.) can neither
regenerate wounds nor lost limbs. The victim gets
no saving throw. It will be consumed in a halo of
orange-red light, which does no damage. The
effects of the spell will not only prevent one living
creature from regeneration but also prevents "post
mortal" regeneration of a "slain" victim. Unliving
creatures, such as vampires etc., are not affected by
this spell. The material components are a drop of
acid and some kind of fire source, that are
consumed by the spell. This came handy for the
Kurfrst (Elector of the Kaiser) of Machetta in his
younger and wilder days exploring the trollinfested newly conquered Eastern Provinces of the
Kaiserrych. Many trolls and troll-kin were "really"
slain in the Troll Marshes before His Eminence
besieged Warlocks Krypta - a futile attempt for
that.
Undead Bane (Necromancy, Abjuration)

Range: 1 yard/level
Components: V, S
Duration: 5 rounds/level
Casting Time: 3
Area of Effect: 5 square feet/level
Saving Throw: None
This spell makes it impossible for any undead of
any type to enter the area of effect physically. This
doesn't protect from charm gazes, domination,
power words, etc. The shield is immobile.
Undead Vengeance (Necromancy)

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
This spell permits the wizard to temporarily
trap the target's life force within its body after
death. Unlike Animate Dead, which uses magic to
animate the bodies, undead vengeance prevents
the target's life force from escaping. Usually, this
spell represents a wizard's final attempt to take an
opponent with him into the grey. In effect, the

target's body is rigged to turn into an undead


creature upon his death.
This "trap" lays dormant for 1 day plus 1 turn per
level of the caster; if the target has not died by the
end of this time, nothing happens.
Only the target's violent death will trigger undead
vengeance -- a fatal dose of poison or a sword
through the heart would trigger it; old age or
falling off a cliff would not.
When triggered, the spell lasts 1 round plus 1
round per level of the caster. The target undergoes
an immediate and agonizing change that
takes a full round to complete. If the character has
not acted or has additional actions during this first
round, he looses them as he writhes about in death
throes. The next and subsequent rounds the
character may attack normally; skills normally
available remain usable (e.g., weapon
specialization, NWPs, spells, psionics). The
character regains all lost hit points (thereafter, he
will take damage normally); an immunity to
sleep, charm, and hold spells; and the ability to
initiate a death field once (see CPsiH) -- while
there is no chance of failure (he automatically
makes his power score), the ability to use the death
field can be hampered by other powers or magics
that prevent the expenditure of PSPs.
There are hazards associated with this spell.
First, the undead character must save versus death
(if the character cast the spell on himself, he gets a
+4 bonus to his saving throw). If the caster is a
necromancer, the target receives a +1 bonus (thus,
a necromancer casting undead vengeance on
himself would save at +5). A successful save
means he has maintained enough mental control to
seek his vengeance; a failed save means the change
has driven him insane, and he flies into a berserk
rage (+2 hit/dmg; -2 AC), attacking any living
thing until the end of the spell. Second, the
character may be turned/destroyed or controlled
as an undead creature 2 levels lower than his
actual level (for multi-classed character, use the
class with the most HD), so a 7th level character
would be turned as a wright. And third, any
character turned into an undead by this spell
suffers a 1 point permanent loss in Con (this loss is
doubled if he was driven insane). This Con loss
affects the chance of resurrection survival and
might affect HP, system shock, poison save, and
regeneration if the character survives resurection.
The effects of this Con loss are cummulative with
other sources of Con loss, including previous uses
of undead vengenance. If the character's Con is
reduced to 0 or below, he cannot be raised. This
spell has no effect on characters that would turn
into undead on their own accord either due to their
own willpower (an elf into a dune runner, for

The Ancient Tome of Dark Magic


example), their constitution (a dwarf who failed
his focus), or other means (such as a wish spell). A
saving throw is only required for unwilling
victims. Undead vengeance requires a bone cage
small enough to fit within the caster's closed fist.
The cage must have no door. It is consumed in the
casting.
Vanquil's Cellular Regeneration (Necromancy)
Range: 0
Components: V, S, M
Duration: 4 rounds
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
Cellular regeneration is a spell that increases the
growth rate of the body's various tissues, causing
them to mend together faster.
Once the recipient is touched, the spell begins to
work, restoring damage according to the table
below:
Round
1
2
3
4

Healing
1 HP of damage
1d4 HP of damage
1d4 HP of damage
1 HP of damage

If the recipient performs any strenuous activity


during the spell duration (like combat, casting
spells over third level, or using a psionic power
that requires a Constitution check), the spell is
immediately aborted. All hit points are gained at
the end of the appropriate round. Due to the stress
of regeneration, this spell cannot be cast more than
once per person for increased healing. For the
spell to be effective again, the recipient must take
more damage.
The material component is a piece of troll flesh that
has been burned in acid.
Voices of the Damned
(Divination,Necromancy)
Range: 0
Components: V, S
Duration: 1 month/level
Casting Time: 4
Area of Effect: Person touched
Saving Throw: Negates

The subject of this spell can suddenly hear the


voices of the dead, as they cry, scream, and
mumble in the afterworld. This power is not
selective - the subject will hear the voices of all
dead souls within ten feet of his current location and may not block out the voices except by
an act of extreme concentration. The subject of the
spell may act differently depending upon their
personality, but the subject in any case suffers a
distraction of -1 to all skill rolls including combat,
per two dead souls within the area, to a maximum
penalty of -5 (at which point the target can hear
almost nothing else). The target will usually
exhibit noticeable discomfort around dead bodies
and places of burial, and will be extremely
distracted every time someone dies in the presence
of the target (-5 for one round, not cumulative with
the aforementioned penalties). Particularly evil
souls that can somehow sense the target's
discomfort may purposefully berate and harass the
target, providing additional penalties, at the DM's
discretion.
Whisper's Decimater (Necromancy)

Range: 60 yards + 20 yards per level


Components: V, S
Duration: Special
Casting Time: Special
Area of Effect: One creature
Saving Throw: Negates
When this spell is cast, a bluish vapour snakes over
from the caster to the target. At this point, the
target attempts to save at -4. If its saving throw
succeeds, the vapour disperses, else the vapour
grabs a hold on the target. The target is frozen in
place while the vapour begins to envelop the
target. It takes the vapour six rounds to fully
envelope the target. All the while the caster
must be concentrating fully on the vapour. The
vapour can be stopped at any time by the caster,
or by someone breaking the concentration of the
caster. Each round, the vapour drains 15% of
the targets hit points, leaving the target freezing
cold. At the second round, the target is forced to
shiver, and will abandon all he holds to hug
himself for warmth. At the fourth round, the target
will sink to its knees shivering. At the end of the
sixth round, the target will be lying on the ground
with 10% of its hit points left and unable to do
anything more than shake uncontrollable for
the next 3d4 rounds. A nice punishment for those
who cross your wizard, but you do not want to
kill.

The Ancient Tome of Dark Magic


Whisper's Storm of Darkness (Necromancy)

Range: 10 yards per level


Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 20-foot radius area
Saving Throw: None
This spell opens a gate to the negative material
plane in the centre of the spell's area of effect. The
area will be enveloped in a hazy, twilight dark,
where packets of negative energy whiz around. All
those in the area of effect are hit for 5d10 points of
damage due to these packets. There is no known
protection against this spell save for magic
resistance or an anti-magic shell. A globe of
invulnerability or like magics will not protect the
target, unless the spell was targeted to centre
inside the globe, in which case the spell will fail
completely. Similarly, should the spell be centred
on an anti-magic shell, it would not work.
Winds of Pain (Necromancy, Summoning)

Range: 30 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 4
Area of Effect: One 20-foot cube
Saving Throw: Special
This spell conjures a wind which duplicates the
effects of painful wounds - causing intense pain in
all wounded beings in the area of effect. If they fail
their saving throw versus paralysation, they can
do nothing but roll around screaming in pain. The
material component of this spell is 50 gp worth of
diamond dust, and a pinch of salt.
Winthrop's Undead Self Transmogrifier
(Necromancy)

frequent combat or study of natural philosophy


thereof. Unlike polymorph self, however, the spell
caster attains all powers of the undead creature.
The caster retains their original mind and
personality but loses use of the classes that they
are trained in while transmogrified. That is, he
cannot cast their spells, cannot use fighter tables,
etc.
Winthrop's Undead Summoning III
(Conjuration/Summoning,
Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell is like monster summoning, except that
the spell is forgotten when the caster learns a
higher-powered version of the spell. This causes
the caster to lose the ability to cast this lower-level
version and it even disappears from his spellbook
(this spell is normally transcribed from a scroll).
Any one of the following undead may be chosen to
be summoned: 2d6 skeletons, 2d4 zombies, 2d4
ghouls, 1d6+1 shadows, 1d6+1 wights or 1d4+1
ghasts.
The undead appear at the end of the casting and
fight to the best of their ability until slain, the
duration expires, they are released, or they are
further than 30 yards from the caster (the
caster may not intentionally move out of range,
nor may the undead for they are not free-willed
while under the spell). At such time,
they return to their point of origination.
The material component is a lit candle inside a
small bag.
Zandae's Explosive Skeletons (Necromancy)

Range: 0
Components: V
Duration: 2 turns per level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

Range: Touch
Components: V,S
Duration: Special (until set off)
Casting Time: 4
Area of Effect: One skeleton or zombie
Saving Throw:

This spell enables the spell caster to change self


into any undead creature of Hit Dice equal to or
lower than the caster's level. The spell caster must
have intimate knowledge of the undead, either

This spell causes a skeleton or zombie to detonate


causing a large explosion when it is destroyed. It
has a blast radius of 10 feet doing 1d6 + 1d6 per
level of the caster over 5th to a maximum of 10d6
damage. To a range of 20 feet all creatures take 5d4

The Ancient Tome of Dark Magic


points of damage from shrapnel and make a dex
check to remain standing.
The skeleton is completely destroyed by the
explosion as well as any armour it is wearing. If it
is wearing metal armour and extra 2d6 points of
shrapnel damage occurs. All other items on the
skeleton must save vs fire to survive the explosion.
Zeke's Spirit Release
(Abjuration, Necromancy)

Range : 40 yards
Components : V, S, M
Duration : Instantaneous
Casting Time : 4
Area of Effect : 1d6 +1/level of Undead HD
(within a radius specified below)
Saving Throw : Neg.
This spell allows the caster to release the spirits of
a number of undead. When the spell is cast it must
be centered on a point in space and will affect a
spherical volume around the point with a radius of
10 yards plus 2 yards per level. Inside this sphere
silverpieces will start to fall like snow. These
pieces will twinkle like the stars in sky and radiate
a blissing merciful light.
The undead in the area of effect are affected from
lowest hit dice to highest hit dice (i.e. first
skeletons, then ghouls, then wraiths, etc.), with
respect due to the level of the caster as
summarized below:
Spirit Releasing Undead
Level
7th

Penality
+0

8th
9th
10th
11th
12th

+0
+0
-1
-1
-1

Undead Type
Skeleton or 1 Hd,
Zombie, Ghoul or 2 Hd,
Shadow or 3-4 Hd
Wight or 5 Hd
Ghast
Wraith or 6 Hd
Mummy or 7 Hd
Spectre or 8 Hd

All undead affected must then save vs. Death


Magic, with the modifier, or be destroyed due to
the rending of the spirit from their body. If the
creatures have already been turned and are still
within range, they suffer a penalty of -2 on their
saving throw.
The material component for this spell is a vial of
holy water and a bit of silverpowder.
Note that this spell is a very merciful way of
slaying undead, because it makes sure that the
spirits are set free. Once the undead have recoiled

their spirits will travel to their


true destination.
Zio's Blacklight (Necromancy,Alteration)

Range: Touch
Components: V,S,M
Duration: 1 hour/level
Casting Time: 5, +6/person (other than the caster)
Area of Effect: 60 feet radius, 1 creature/3 levels
Saving Throw: None (Special)
This spell produce in the area of effect a black
necromantic light coming from the recipient(s)..
This blacklight is invisible in all but bright
sunlight, and even then only as a slightly darker
area (there's only a 5% to notice it and only if the
observer states that he is looking for something
strange).
Zio's Blacklight has the following effects:
It makes the recipient see ( as in a photo negative )
within the area of effect even in complete or
magical Darkness,or other spells affecting light
( wall of fog and similar spells that impair vision in
a physical way, work normally against this spell).
It protects the recipient from the penalties deriving
from direct sunlight or the various light spells
striking the eyes (this is because the recipient is
actually blind to normal light while under this
spell, even infravision is negated)
It makes possible to see invisible creatures/things
who fail a saving throw vs. spell (made without
any modifier and made by the creature/wizard
who cast the invisibility) when first entering the
area of effect. A failed saving throw means that the
caster didn't succeed in "manipulating" that
particular "negative" light as he does with positive
light.
It makes possible to recognize illusions (much in
the same way it does for invisibility).
This spell acts on the body and objects of the
recipient (to make them produce the blacklight)
and on his eyes (to make him see it).
Warning: As each person under the spell produces
his own "frequence" of light and his eyes are
attuned to that one only, two or more people
under the same spell can see themselves only if
they remain within the 60 feet radius (I mean: you
cannot see in another's blacklight, even if it comes
from the same casting).
This "negative light" behaves similarly to normal
light, but it's reflected better by black polished
object than by mirrors. It doesn't give any penalty
to the actions that require an optimal vision (such
as reading/writing, pick locks, )

The Ancient Tome of Dark Magic


Material components for this spell are a pinch of
phosphorescent moss, a pinch of coal both of
which are to be mingled with a drop of the
recipient's blood. The resulting compost must be
swallowed by the subject.
Zio's Blacklight can be ended only using one Dispel
Magic per person affected.
This spell was first created by a necromancer who
worked on rare spell components that got ruined
in normal light and had therefore to work in a
Continual Darkness spell. The other "qualities" of
this spell went out later, when that same mage
used the spell against an illusionist who liked to
blind him with massive uses of Continual Light and
Light spells (Zio's Blacklight could also temporary
overcome the effect of the Blindness spell, at DM's
discretion).

The Ancient Tome of Dark Magic

5TH LEVEL SPELLS


Amsons Protection from Disease (Necromancy)

Range: Touch
Components: V, S, M
Duration: 1 day
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell is useful for mages travelling through
plague areas. The spell renders the person touched
immune to all nonmagical diseases for one day.
The recipient receives a +2 bonus to save against
magically inflicted diseases. If a save is not
normally allowed the person receives one at -2.
The material component of this spell is a special
herbal concoction (costing 100 gp) that must be
drunk when the spell is cast.
Animate Ghoul (Necromancy)

Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Apparition (Necromancy)

This spell creates a higher form of undead, a


ghoul, from the body of any humanoid smaller
than an ogre. The body must be reasonably intact,
and must have obtained at least fifth level in any
class before death.
The ghoul usually obeys the commands of its
animator, though it is free willed. If the wizard
appears weak or vulnerable, the ghoul will turn on
him. This is not a common occurrence, as ghouls
tend to be cowards. They will not carry out
suicidal requests.
Animate Skeletal Warrior (Necromancy)

animate one skeleton warrior per five levels of


experience (round all fractions down). These
skeletons have the following statistics: MV 12, AC
3, 8 HD, Thac0 13, Number of Attacks 2/1,
Damage per attack 1d8 + chill (-1 to-hit, to damage
and to saving throws for 1d4 turns, no saving
throw, multiple hits are cumulative), they have a
magic resistance of 10%, they receive only half
damage from slashing or piercing weapons, holy
water inflicts 3d4 damage on them, they are
immune to sleep, charm, fear, hold, and paralysis;
they receive only half damage from cold and fire;
they regenerate 1 hit point per round (even if
"killed": only fire and acid damage is permanent),
their gaze causes paralysis (saving throw to avoid;
duration 2d4 rounds; this ability can be used every
three rounds, starting on the third round of
combat).
The material components of this spell are human
(only) skeletons that are reasonably intact and a
drop of blood from the wizard. When the
spell's duration ends, the skeletons crumble into
dust. Only evil wizards use this spell frequently;
others may suffer alignment changes.

Range: 10 yards
Components: V, S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell animates one or more skeletons to serve
the wizard as powerful warriors. A wizard can

Range: 60 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 5
Area of Effect: special
Saving Throw:
This spells allows the caster to summon a
physical apparition to combat their opponents.
The caster summons an apparition which increases
in strength with the caster's level. These
apparitions are almost always skeletal or
zombie like, and can carry any weapon that the
caster desires. Apparitions do damage based on
physical weapons, cold and fear. Creatures
immume to either cold or fear suffer half damage
automatically. An apparition causes 1d8 damage
per 2 levels the caster possesses and can attack one
creature. When confronted by an apparition, the
victim is allowed a save vs. spells. If the save
succeeds, they suffer half damage, if the save fails
they suffer full damage. If the save is failed by
more than five, then the victim is so terrified that
they suffer double damage. A creature attacked by

The Ancient Tome of Dark Magic


an apparition must make a second save, also
against spells. Those who failed their initial save
by five or more save with a -5 penalty. Those who
succeeded save with a + 5. Others save normally.
If this second save fails, the victim is stricken with
such fear that they are paralyzed for 1 turn per
caster level. Fire based creatures suffer + 2
damage per die.
The material components for this spell are a piece
of bone and a piece of steel.
Arrow of the Certain Death (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates

Azura's Soul Whip (Evocation, Necromancy)

This dangerous spell enchants a normal arrow to


slay a specific person, from whom you have a
pieceof hair, nail, skin, etc.. The enchantment is
placed on the arrow, which must be of the finest
manufacture, and worth at least 1000gp. When the
arrow is fired, a normal To Hit roll is made,
and if the arrow strikes home, the target must save
vs. death magic or die. The material components
are the specially prepared arrow, and the body
part, which must be small enough to fit into a
groove in the arrow's shaft.
Azura's Death Shadow
(Conjuration/Summoning, Necromancy)

black puff of smoke. The spell may last up to one


day per spell level of the wizard before the
shadow departs.
Note that the death shadow does not provide an
instant escape route from certain death (being
immersed in acid, falling off a cliff, etc.). It
merely takes one death blow which would have
normally killed the character, and there must be an
immediate place of safety within 10 feet
for the shadow to place its host. The material
components for this spell are coal, special incense
(value 200 gp), and a drop of blood, all of which
are burned at the start of casting.

Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: None
Upon casting a death shadow, the wizard brings
forth a special creature from the elemental plane of
shadow. The recipient of the death shadow feels a
chilling sensation followed by warmth as it merges
with his actual shadow. Thereafter, once a
situation occurs where the recipient takes a death
stroke of any sort (failing to save versus poison,
taking damage from an attack which causes death
etc.) the shadow pushes him to a place of safety
and takes the death stroke itself, disappearing in a

Range: 20 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: None
When the wizard casts the soul whip, he creates a
shimmering ebony tendril which lashes out at one
specific creature within 20 feet. A to-hit roll is
necessary, but the whip strikes once per round as a
monster of the wizard's Hit Dice, and on an
unmodified roll of 20, the whip entangles its victim
for 1d4+1 rounds (no to-hit needed during that
time). Whenever the weapon touches its target, it
inflicts 1d8+3 damage points, and these points are
immediately gained by the spell wizard and
heals any damage previously incurred. If the
wizard's hit points rise above maximum normal hit
points, then the extra points will remain for
only 1 turn. The material component is a small
leather whip.
Backlash Revenance (Necromancy)

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Undead within 15 feet of the caster
Saving Throw: None
Except where noted this spell is identical to the 3rd
level spell Revenance. Should a turning/disruption
attempt be made on an undead protected by
Backlash Revenance, in addition to failing
the attempt, the priest (or paladin, or other
character making the attempt) must make a
successful saving throw vs. spells or

The Ancient Tome of Dark Magic


the focus for the turning/disruption power (in
most cases a holy symbol) is consumed by the
power backlash. Only one such save
must be made per turning/disruption attempt
(that is, if several of the potentially affected
undead are protected, only one save
must be made, not one for every protected
undead). An undead cannot receive another
Backlash Revenance or Revenance spell while this
spell is operating on it.
The material components are the same as for
Revenance, plus a mirror shard.
Balthezars Bending Bones
(Necromancy, Alteration)

Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.
The spell causes the targets long bones to twist at
odd unusual angles. The target gets - 4 to hit,
movement is halved, gets no dexterity modifiers to
Ac, and is unable to cast spells with somatic
components. The target also take 1d4/level (max
of 10d4) points of damage. The material
component is a chicken bone which the caster
snaps during the casting.
Bend Bones (Necromancy)

Range: 15 yards
Components: V,S,M
Duration: Permanent
Casting Time: 5
Area of Effect: One Creature
Saving Throw: Negate
When this spell is cast, the wizard is capable of
altering the shape of the victim's bones. The
wizard can cause broken bones to mend or
straighten bones bent by normal or magical means.
If used to heal, it corrects posture, removes limps
and cures 1d6 hit points of damage from broken or
misshapen bones.
If the spell is used to harm, the victim can twist
and contort the victim's bone structure, causing
permanent disfigurement, possible broken bones,
and of course damage. The victim must save vs.
spells to avoid the effects of the spell. If he fails the
first, he is wracked in pain for an entire round as
the caster goes about rearranging the caster's

internal bone structure. The victim suffers 1d6


damage per level of the caster, up to 14d6. At the
end of the round, the victim must make a saving
throw vs. death. If the victim fails, the caster has
snapped a bone in the victim's body (roll 1d12: 1
skull, 2-3 right arm, 4-5 left arm, 6-8 right leg, 9-11
left leg, 12 - spine). A crushed skull reduces the
victim's Intelligence by one point permanently. A
broken arm reduces the victim's dexterity by 25%
until it is healed. A broken leg reduces the victim's
movement by 50% until healed. If the victim's
spine is broken, the victim collapses and will die in
2d12 rounds if not saved.
Bones broken by this spell can be healed by
another application of Bend Bones, a Cure Critical
Wounds, Heal or Regeneration spell. A Restoration
spell is required to regain any lost intelligence
from a crushed skull. If allowed to heal naturally,
it will take 8 to 10 weeks for the broken bone to
mend, and there is a 10% chance the bone does not
heal properly, making the penalty permanent.
This time can be halved, as well as the chance to
not heal properly, under the care of a character
who makes a successful healing proficiency check.
The material component of this spell is bit of
bone marrow smeared over a dry bone.
Blackflame Inferno (Evocation, Necromancy)

Range: 0
Components: V,S,M
Duration: Instananeous
Casting Time: 5
Area of Effect: 10 feet + 5 feet/3 levels
Saving Throw:
This dreadful spell causes an inferno of black and
purple flames to shoot from the caster, damaging
everything within the area of effect. This spell's
area of effect is a circle around the caster extending
for 10' feet + five feet for every three levels the
caster has obtained. All creatures in the affected
area take 1d6 damage per level of the caster. There
is no upward limit to the damage inflicted by this
spell. Each creature that is killed directly by this
spell adds that creature's level or hit dice to the
caster's hit point total. These hit points are
temporary; they last for a number of rounds equal
to the caster's level. The affected creatures can save
vs death magic to halve the damage of the spell.
Spell components are a drop of blood, bat guano
and a pinch of sulphur.

The Ancient Tome of Dark Magic


Blackspheres
(Invocation/Evocation, Necromancy)

Range: 100 yards


Components: V, S
Duration: 1 turn + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw:
This spell allows the caster to create and
unerringly direct 6" diameter spheres of crackling
black energy which burn the life force of their
victoms. The caster gets one sphere at level 7, and
one more for every 3 levels of experience (2 at10th,
3 at 13th, etc.) The caster may loose two spheres
per round( for 5d4 + the wizards level each) or
release one and perform any other action that the
mage is normally allowed to perform. Spells cast
by the mage who looses a black sphere are cast
with a +2 penalty to initiative.
Blackthornes Ball of Maggots (Necromancy) o

Blackthorne's Ball of Maggots causes a squirming,


globe of rot grubs, 5 per level of the caster to a max
of 100, to strike the target unless the target saves vs
spell at -3. If successful, then the ball misses the
target, otherwise, the ball hits and the rot grubs
begin to burrow their way into the victims heart.
These grubs are specially magically created, and a
cure disease spell cast on them will only kill 1d20
of them. Also, they have a 15% magic resistance, so
getting rid of them will not be easy. Every grub
causes a point of damage as it burrows towards
the heart, and they will reach it in 1d6+4 rounds.
The damage is only suffered once, but if the grubs
reach the heart, instantaneous death occurs. A heal
spell will get rid of the grubs, but it will not heal
any damage.

Range: 0
Components: V, S, M
Duration: One day/level
Casting Time: 5

Cast upon a man or woman, this spell insures that


their next union will bear fruit (i.e. the woman
will become pregnant) if such union takes place
within the spell's duration. Furthermore, the child
will be born healthy and whole, and will display a
good resistance to normal childhood aliments. As
with "Blessing the Newborn Child", this cannot
protect against a curse on the child or similar
malicious actions.) The spell can overcome most
causes of infertility, including a Curse of the
BarrenYears, the infertility of Longevity Potions,
and most natural causes, but it cannot make a
woman past the age of childbearing fertile again.
In some cases, this spell may be seen as a curse,
and in any case, the recipient must pass a saving
throw vs. spells in order for the magic to take
effect. The material component is the flesh of a
whole oyster, eaten raw.
Blood Shroud
(Necromancy, Invocation/Evocation)

Range: 50 yards
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special

Blessing the Union


(Enchantment/Charm/Necromancy)

Area of Effect: One person (male or female)


Saving Throw: Negates

Range: 10 yards/level
Components: V, S, M
Duration: 7 rounds
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
Only a demon could be the creator of such
a terrible spell. When its casting is completed, the
target is entitled a ST vs. spells with a -3 penalty,
or he suffers the full effects of the foul magic
created by Gina.
When the spell is completed, the caster
becomes to be covered, from head to toe, in the
course of a round, from viscous blood. At the
beginning of the following round, the blood begins
to burn, dealing 1d6 hp to the target, completely
enveloping it in a shroud of flames at the end of
the second round. From that moment on, the target
gets, in succession, 1d8 points of damage, then
1d10, then 1d12, then 1d20 and finally, 2d12. At the
end of the seventh round, the spell expires. During
all the rounds in which the spell is into existance,
the target sufferes an unbearable pain, as if the
flames were burning not only his flesh, but also his
soul. If the target realizes his saving throw, the
spell also takes effect, but it has only a quarter of
its potency.
Those who have observed the spell have
noticed an unusual heat created by the flames, and
the fact that they seem of more vivid colors than

The Ancient Tome of Dark Magic


the normal ones, even those generated by magic.
The same observers have thus speculated that this
magic could well have some unknown (and
inexplicable), connection to the Abyss. If this is
true, only Gina can tell...
Of course, when the target is enveloped in
the flames, he can do but a few actions: he can still
attack, but with a -4 penalty to his attack rolls, has
a penalty of his AC of -4 and, obviously, cant cast
spells. His utilization of magical objects which are
not weapons is still possible, though, provided that
the pain he is suffering will let him concentrate
enough to remember the command words. To this
end, to use a magical object activated through a
command word, the target must make an INT
check with a -3 penalty. The spell can be countered
by a successful dispel magic, dispel evil or similar
potent spells (such as limited wish or wish), or it can
be negated by some powerful magic of protection.
Please, note that since the origin of the magic is
partially unknown, and Abyssal forces can be
involved into it, it seems that objects that protect
against normal or magical fires of normal origin
offer only partial protection against this spell (in
game terms, they are only 50% effective against
this spell).
This spell is one of the major successes of
Gina, but it is seldom used by her, as the forces it
unleashes are partially inexplicable in origin. Even
Vangerdahast or Culspiir have never tried it, and
only Magnus has tried to master it, with only
partial success, but he, too, is not very willing to
use it. As it can be easily understood, the favourite
tactic of Gina is to cast it to the most powerful
opponent she has to face, and usually a spellcaster
is chosen, preferring it to a fighter.
The material components of this spell are a
ruby of no less then 500 gp, three drops of the
casters own blood (and this can be the solution of
all queries...) and a patch of cloth of any size, but
not smaller than one square feet. All of them are
consumed in the casting.
Bone to Dust (Necromancy, Alteration)

Range: 5 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 10' cube
Saving Throw:
This vicious spell causes items of bone to
vaporize into dust. Creatures such as animated
skeletons, a Wall of Bones, weapons of bone and
other such items turn to dust, no saving throw. If

the spell is cast on living creatures, the creatures


receive a saving throw vs. spells. If failed, part of
the victim's skeletal structure is vaporized, causing
1d4 damage per level of the caster, up to 10d4
damage. The victim also permanently loses 2
points of Strength (18/51 or greater strength
becomes 18, and 18/01-50 becomes 17). If the save
is made, the victim suffers half damage, and loses
2 points of Strength for 4d4 hours.
The spell's material component is ceramic bowl
filled with powdered bone that is lit to flame.
Brand Soul
(Necromancy, Enchantment/Charm )

Range: Touch
Components: V, S, M
Duration: 1 month/level
Casting Time: One round
Area of Effect: One creature
Saving Throw: Neg.
Necromancers are known for their affinity to
undead and extraplanar allies.
However they are also known for their love of
controlling and manipulating the living. This spell
allows the casting necromancer to literally brand
his sigil, or personal symbol, into a person's living
essence in order to keep track of them. The spell
allows the necromancer a semi-empathy with the
person/creature and allows him/her to send
instructions to for them to follow if they fail their
initial saving throw vs. spell. Communication is
limited however, allowing the necromancer to only
send one word per his level to the victim. The
instructions must be followed to the person's best
ability if they fail a second saving throw vs. spell,
otherwise they may ignore this ability of the spell
for one day at which time the necromancer
may once again attempt to force his will on the
branded person.
This spell is oftentimes used in secret however to
simply track someone's movements as it allows the
necromancer, if he/she concentrates to discern the
target's location and can get a small glimpse of
what the target is currently looking at. The
material components of this spell are a small
skull carved from obsidian in which something the
target owns is placed inside. When casted the skull
does not disappear, however the focus item
disintegrates.

The Ancient Tome of Dark Magic


Bubba's Bolt of Bubbling Bungi Blackness
(Necromancy)

Range: 40 yards + 10 yards/level


Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw:
A black bolt springs from casters hand to strike
one target unerringly. Bolt does 1d6 per level of
caster. caster gains hit points equal to damage
taken by target and excess hit points fade after 1
hour.
Call of The Inside Nature (Necromancy)

Chernevog's Tomb
(Necromancy, Illusion/Phantasm)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One humanoid
Saving Throw: Neg.
This spell transformes the victim into an animal of
the casters choice. The victim will behave like the
choosen animals instincts, but he will still think as
a human, knowing that he is trapped inside the
animal, unable to do anything about it. Only if a
priest of 4 levels higher than the caster casts a
Remove Curse, will the spell be broken. Notice that
if the victim curse is removed, he will do anything
to find and kill that person who caused the curse
to fall upon him. The components to this spell is a
piece of fur, from that animal the caster wants to
transform the victim into.
Caronthius' Daemonic Death
(Necromancy, Conjuration/Summoning)

each round, the victim loses 25% of his original hit


points, so even if the target was in full health at the
time of the casting, he would die in four rounds.
When the victim dies, his chest bursts open,
freeing an imp that is immediately enslaved by the
caster of this spell. The imp itself is no more able to
penetrate other victims and eat their hearts, but it
can be used as cannon fodder or as a distraction.
The imp will vanish after as much rounds as the
victim of the spell had hit points when the spell
was cast.

Range: Touch
Components: V,S
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This ancient and forbidden spell, first discovered
by the infamous vampire lord named Caronthius,
kills a victim by summoning an imp to devour the
victim's heart. The recipient of the spell is entitled
to a saving throw; if it is failed, the victim cannot
take any other action until the spell is dispelled or
his heart has been completely devoured. During

Range: 0
Components: V,S,M
Duration: 1 turn + 1 round/level
Casting Time: 4
Area of Effect: 15-foot radius
Saving Throw: Special
The spell gates in a sphere of living darkness.
Inside this sphere no sound or light can exist. The
only things that can be sensed is the feel of cold
earth and the smell of rotting flesh.
Creatures below six hit dice caught in this spell fall
to the ground in claustrophobic fear. All others get
a saving throw to avoid the effects of the fear.
The spell components are the earth from a
vampires grave and ink from a giant squid.

Cloak of Darkness (Necromancy, Abjuration)

Range: Touch
Duration: 1 day
Components: V, S
Casting Time: 1 round
Area of Effect: Self
Saving Throw: None
This spell can only be used by undead. After
casting this spell, the spellcaster enables itself to be
exposed to bright light and sunlight without
experiencing the standard negetive effects such as
death. However the caster loses all special abilities
that go along with his or her undead status, such
as regeneration, shape-changing, etc, when
exposed to light that would normally wound
them. Also, the caster suffers as a drow would in
sunlight.

The Ancient Tome of Dark Magic

CyroBane's Frostbite (Necromancy)

Range: 40 feet
Components: S
Duration: 1 round
Casting Time: 2
Area of effect: One target
Saving Throw: Special
This spell causes a target to suffer from frost
damage. Two saving throws can be made. The first
one is a save vs. spell to be unaffected. If this is
failed, then a save vs. breath weapon is made. If
this is failed, then the target takes 4d6 damage of
cold and loses 1 charisma point because of the
blisters that are left. If the second save is made, the
target takes damage, and doesn't lose any
charisma points.
Darkray's Draining Tendrils
(Evocation, Necromancy)

the caster loses two points of Constitution and one


point of Strength. One day of complete, shaded
rest restores one point of each ability. If the
wizard casts the spell more than once per day, he
suffers a cumulative - 3 Constitution, -2 Strength
each time.
The material component of the spell is the staff.
This must have a number of steel nails on it, at
least one nail per tendril to be released. Such a nail
costs about one gold piece. On the head of each
nail a miniature skull must be engraved. The staff
is not consumed in the casting.
Darkray's Strength of Life (Necromancy)

Range: 0
Components: V, S
Duration: 1 turn + 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 5-foot per level radius
Saving Throw: Special
Upon casting this spell, the staff of the wizard is
covered with a number of bright energy tendrils.
These can then arc to any creatures in the area of
effect, draining their life energy throughout the
caster and emitting it as visible light from the staff.
Any creature within range is subject to attack from
the tendrils and must save versus spell to avoid
being hit. Once a tendril hits, it remains wrapped
until the spell expires or the target dies. The spell
creates one tendril per level above 8th.
If the target saves, he can act freely that round but
is subject to attack the next round if within range.
In any case, he can be wrapped by a single tendril
only. The caster chooses the creatures to attack but
can only make one attack per target per round.
The drain begins the round following a successful
wrap. For each of the caster's levels of experience,
one hit point is drained from every creature
wrapped and emitted as light from the staff. The
more hit points drained the more intense is the
light. A victim can act with no penalties except that
it is unable to leave the area of effect.
The caster can let the spell last for as long as he
wishes, but he must touch the staff and concentrate
during all this time, and cannot even talk. The
process is very tiresome and at the end of the spell

With this spell, the caster can alter his Strength to


any value between 6 and 25 inclusive, but greater
than his current Strength. In order to do so, he
must sacrifice (at the beginning of the casting) a
number of hit points equal to difference between
his current Strength and the Strength he wants.
While under the influence of the spell, the caster
gains almost all benefits from the altered Strength.
He does not gain any extra attacks, though.
Darsaith's De-Animation (Necromancy)

Range: 20 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1d4 undead for every 3 levels
Saving Throw: Special
Created primarily to battle the undead hordes of
Lord Hannible, Darsaith used this spell many
times to save his and his companion's life from the
undying claws of his enemy's minions. This spell
effectively charges several undead with positive
energy, destroying the animation magic of
necromancy within the lifeless minds of many
undead. This spell can only affect mindless undead
such as Zombies, Skeletons and lesser Ghouls.
The caster must be able to see the undead he
wishes to destroy for the spell to work and he
must point at each one, speaking a separate
destructive phrase. Victims have to save vs. Death
Magic or will suffer spells effects.

The Ancient Tome of Dark Magic


There is a base 1% chance that the casting of this
spell is detected by a high level, intelligent undead,
this is raised to 25% if the undead targeted
by the spell are minions of the intelligent being.
Most will investigate within 1d6 rounds to find
their minions destroyed and the wizard who did
the deed not too long gone, unless a teleportation
spell is used the undead master will find and
confront the Undead Slayer, these chance meetings
usually end with one or the other dead.
There is also a base, non cumulative, 5% chance
that one of the undead destroyed by this spell will
actually be affected as if a Raise Dead spell was
casted on them, effectively restoring the undead
back to its original living form. Most often this will
cause great loyalty toward the wizard who casted
the spell and they will view him as if his Charisma
and Comeliness (if used) were granted a +4 bonus.
Decay of the Rotting Corpse (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
This spell withers one of the target's limbs
(determine randomly which one; d4: 1-left arm, 2right arm, 3-left leg, 4-right leg) to a feeble, useless
husk. The limb is thereafter non-functional, a leg
reducing movement to 3' and a hand reducing
fighting efficiency. Spellcasting will also be
difficult (all spells must be relearned, with a 15%
reduction in chance to learn, unless another onearmed caster can be found to teach) and
thieving skills using the hands reduced by 50%. A
regeneration spell will reverse the effects in 1-8
days. The material component is the
finger-bone from a mummy.
Demon Wings (Alteration, Necromancy)

Range: 0
Components: V,S,M
Casting Time: 4
Duration: 1 hour/level
Area of Effect: Caster only
Saving Throw: None
This spell allows the caster to cause a pair of black,
bat-like, demon-like wings to be formed and
magically affixed to his back, thus enabling the
caster to fly as swiftly as a Succubus (Fl 18, MC: C).

The caster may engage in combat or further spell


casting while in this winged form, but will still
only be able to carry up to his normal amount of
weight for encumbrance purposes.
Dielzen's Violet Siphon (Necromancy)

Range: 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
This spell creates a violet ray of light that can be
directed at any humanoid. If the target struck is a
spellcaster (mage or cleric), the target loses one
spell, randomly selected, of his highest level of
available spells. The caster now has this spell
available to him. If the target is not a spellcaster
the caster loses one, randomly selected, spell to the
target. The newly acquired spell is castable by
force of will alone. In all cases, the recipient of the
new spell will be aware of all functions of the spell.
Any attempt to cast this on a creature with Animal
intelligence or lower, will leave the caster
Feebleminded.
Diona's Endorphic Demise (Necromancy)

Range: 60 yards
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.
This spell multiplies by a factor of five the amount
of adrenaline coursing through the victim's body.
Should the victim fail a save versus spells, he will
have a very pleasant, very severe heart attack,
dying from massive heart failure at the end of the
round.
Evermore's Drain Life Force (Necromancy)
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One person
Saving throw: Special

The Ancient Tome of Dark Magic


This spell drains of the target's current HP and
gives it to the caster. If the saving throw vs.
Dragon Breath is made, it drains from the caster
and gives to the target.
Fade to Black (Necromancy)

Range: 500 feet


Components: V, S, M
Duration: Special
Casting Time: 5 rounds
Area of Effect: One creature
Saving Throw: Special
If a save vs. death magic fails, the victim is
struck with the insanity of Melancholia (this
malady makes the afflicted give in to
black moods, fits of brooding, and feelings of
hopelessness) for 1d6+1 days. After which the
victim must make another save vs. death magic or
commit suicide.
"Life it seems, will fade away. Drifting further
every day. Getting lost within myself. Nothing
matters no one else. I have lost the will to live.
Simply nothing more to give. There is nothing
more for me. Need the end to set me free."
"Things not what they used to be. Missing one
inside of me. Deathly lost, this can't be real. Cannot
stand this hell I feel. Emptiness is filing me to the
point of agony. Growing darkness taking dawn. I
was me, but now he's gone."
"No one but me can save myself, but it is too
late. Now I can't think, think why I should even
try. Yesterday seems as though it never existed.
Death greets me warm, now I will just say
good-bye."
Note that the victim can be any intelligent being
of less than 100 hit points. This is the true power of
the spell as most death spells have bigger
limitations on power of the death magic.
Unlike other death spells, this spell allows the
victim two saves which explains the low level of
this spell.
The material component of the spell is a black
pearl which is valued at 500 gold pieces. It is
destroyed when the spell is cast.
Fascade (Necromancy)
Range: 10 yards
Components: V,S,M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: One Creature
Saving Throw: Negate

This spell is a necromantic version of polymorph


other. By means of the spell, the caster causes the
victim to contort and transform, drawing any
additional needed mass seemingly from the air.
The victim becomes the creature the caster desires
him to shape-change into, from the size of a small
insect up to that of a medium-sized dragon. The
victim can be transformed to appear as a specific
individual, though the victim's mannerisms are not
automatically gained. The victim retains his own
mind, even though the caster utterly transforms
the victim's body. There is no chance the victim
will lose his mental faculties as in the polymorph
other spell. However, to survive the change, the
victim must survive a system shock roll. Also, the
victim gains a saving throw to forgo the change.
Note than NPC's will never willingly forgo their
saving throw to avoid this spell.
The transformation heals half the hit points the
victim may have suffered from attacks. The victim
gains all the physical abilities of the new body.
However, magical abilities, attack forms and the
like cannot be employed by the character, unless
the character is in possession of some item that
could duplicate the effect (such as a character who
is transformed into a blue dragon and has a wand
of lightning at his disposal).
If the form is not humanoid, all of the victim's
clothing and equipment meld into the victim's new
form. The disguise the spell creates cannot be seen
through by magical means, including true seeing,
though the latter will reveal a necromantic aura
about the character. Dispel magic cannot
prematurely transform the victim back, though a
limited wish or wish could. The victim can will
himself back to his own shape, ending the spell, at
any time.
Feast of the Vampire (Necromancy)

Range: 10 feet/level
Components: V,S,M
Duration: Instananeous
Casting Time: 4
Area of Effect: Targeted creature
Saving Throw: Negates
A dreadful creation of the necromantic arts, this
spell steals a part of the life force and transfers it to
the caster of the spell. This makes it sort of like a
more powerful, ranged version of the vampiric
touch spell. The (poor, unfortunate) target creature
takes the caster's level in d6s, which is then
transferred into the caster. The caster gains that

The Ancient Tome of Dark Magic


many "phantom" hit points, which fade away at
the rate of one every other round.
This spell takes the appearance of a black lash of
energy that strikes the targeted creature.
The material component for this spell is a
vampire's fang.
Ghoul (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One body
Saving Throw: None
This spell animates a dead body as a
ghoul, under casters control.
The material component is flesh from the meal of a
cannibal.
Gifted Maggot (Necromancy/Alteration)

Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None/Neg.
This freaky spell was made by a very talented
Necromancer who was really obsessed with all
kinds of parasites. The first step in the casting is to
handpick the fattest and biggest maggot from any
corpse the caster has at hand.
The, the caster must prepare a humanoid brain of
any creature with exceptional intelligence or more
that may not be longer dead than 1 week.
However, it should be as fresh as possible. Then,
he must inject a very strong nerve-poison into the
corpse's brain, which takes 2d3 days to prepare
and consists of ingredients worth at least 100 gp,
while chanting this spell over the brain and the
maggot. After that he puts the little parasite into
the brain, and the maggot will instantly start to
feed upon the yummy grey matter. After it has
finished eating special parts of the brain (this takes
a whole day), the magical maggot will turn black,
and won't move anymore.
Now the caster needs a living victim. And no
matter how, he must make the victim ingest the
maggot (that may be enchanted with illusions to
make it appear like some fruit, or mixed into the
food of the victim. He can also force his victim to
eat the maggot if he can, but then the victim is

allowed a saving throw to negate the spell with a 2 modifier.)


The effect of this spell is a cruel form domination
that causes the victim unbelievable pain if he
struggles against the control of the maggot: the
ingested maggot reawakes inside the victims body
and starts to move through the organs into the
victims brain, where it starts to nest and control
the brain (this takes 2D6 turns) while this happens
the victim knows that something inside him moves
and causes him pain.
All actions of the victim are at -2 on all dice rolls
for this duration. When the maggot reaches the
victims brain it starts to controll the victim similar
to the domination spell exept that no telepathic
link is established to the caster, and the victim can
be forced to do nearly anything including suicide
(but for such actions the victim may roll a saving
throw vs. spell that makes him immune for 1d4
turns against such commands!).
If the spell isn't removed after a month the victim
looses 2 Constititution and Charisma points
permanently and will go insane after a while.
This spell is permanent and can only be removed
by casting the following spells in exacly that order
upon the victim: Protection From Evil, Neutralize
Poison and Cure Disease. After this procedure, the
maggot is dead and disappears into nothingness.
This spell also has some very nasty drawbacks:
The victim starts to feed on half rotten meat and
becomes ghoulish in appeareance. They are only
allowed very simple non aggresive actions that
may not be directed against the master, or they
will suffer great pain caused by the parasite.
Victims can only react on their own when they are
allowed to do so by the caster.
This spell only functions on S, M and L creatures,
and the caster can only create one maggot per
wizard level.
Gloom (Necromancy)

Range: 5 yards/level
Components: V, S
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: One 20-foot cube/caster level
Saving Throw: Special
This spell causes the light in the affected area to
dim, regardless of existing illumination, to the
level of light at dusk. While in the area of effect
living creatures have to save vs. spells each round
or temporarily lose a level/HD. If a creature's
levels/HD are reduced to 0 it falls unconscious.
Lost levels/HD are regained at a rate of 1

The Ancient Tome of Dark Magic


level/HD per hour after leaving the affected area.
Nonliving creatures (e.g. automatons,
golems) as well as undead are completely
unaffected by this spell. A Negative Plane
Protection spell grants a bonus of +4 to
the saving throws. A sunlight spell will stop this
spell's effects in it's own area of effect, but has no
additional effect then (blinding, killing undead
etc.).
Grave Barrier (Necromancy)

Range: 0
Components: V,S
Duration: One turn
Casting time: 5
Area of effect: 30-feet-radius
Saving Throw: None
Casting Grave Barrier allows the caster to boost his
allies defenses against attacks from undead
creatures. Grave Barrier boosts AC by one point per
4 levels versus undead creatures only.
Gravewalk (Necromancy, Abjuration)

Area of Effect: Special


Saving Throw: None
A Greater Death Star enables the caster to create one
or more death stars, fist sized balls of negative
energy that slowly drain the life from all around
them. This spell can create one large star or many
small immobile ones.
Doomstar (one large): this is a 5-foot radius ball of
swirling light. This volatile globe drains life force
at a rate of 1d10 + 1 HP per 2 caster levels. For
example, a 10th-level wizard does 1d10+5 points of
damage per round. The doom star drains life from
all within 25 feet of it. The caster can move it 30
feet per round in any direction (even up).
The spell caster is immune to this version of the
spell.
Star Swarm: this spell creates one death star per
level of the caster. See the 2nd-level death star spell
for a description. These cannot be placed within 10
feet of each other.
Both versions can be dispelled by the caster at will.
Creatures immune to death star are also immune
to this spell.
Components are a drop or swamp water, a pinch
of diamond dust, and shavings from a lodestone.

Heal Undead III (Necromancy)

Range: 0
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 10' diameter sphere
Saving Throw: None
Once cast this spell allows the caster to move
through an area fraught by undead without fear of
being harmed. Undead of less than 4+1 HD cannot
enter the sphere of protecting, and greater undead
will find their powers useless against the mage
and his companions inside the sphere. Also, the
mage need not worry that anyone whom is slain in
the sphere rise up as an undead creature, even if
the creature left the Gravewalk sphere after their
death. Those whom die outside the Gravewalk
sphere though, are susceptible to becoming
undead.
The material component for the spell is a bit of
ragweed and wolvesbane.

Range: 10 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: None/Negates
This spell is used to heal all sorts of undead, both
corporeal and immaterial. The caster uses negative
energies to rejuvenate the undead's vital energies,
healing 3d8+3 points of damage. This spell can
also be used against the living. Damage is half the
healing, so it would be 3d8+3 divided in two,
round up. A saving throw negates. The somatic
component is a pointed finger which glows indigo
at the time of casting, and a drop of blood if cast by
a living caster (a lich, for example, would not
require this component)
Improved Hold Undead (Necromancy)

Greater Death Star (Necromancy)


Range: 90 yards
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 1 round

Range: 100 feet


Components: V,S,M
Duration: 1d8 rounds + 1 round/level
Casting Time: 5
Area of Effect: 2d4 Undead
Saving Throw: Negated

The Ancient Tome of Dark Magic


When cast, this spell renders immoble 2d4 Undead
creatures
whose Hit Dice are 1 and times the casters level
or less. A 9th level caster can hold one 13th Hit
Dice undead maximum or 8 undead whose Hit
Dice that do not exceed the casters level by 1 and
times. No more the 8 undead can be affected by a
single spell. To cast, the wizard aims the spell at a
point within range and the 2d4 Undead closest to
this point are considered to be in the area of effect,
provided all are within the field of vision and
the spell range of the caster. Undead of a mindless
nature ( Skeletons, Zombies, or Ghouls ) are
automatically affected. Other forms of Undead are
allowed a saving throw to negate the effect. If the
spell is cast at 7 or 8 Undead, they get an
unmodified saving throw. If 5 or 6, the save is
made at a -1 penalty. If 3 or 4, the save is made at a
-2 penalty. If 1 or 2 are to be affected the save is
made at -3 penalty. If the spell is successful, it
renders the Undead immoble for the full duration
of the spell.
The material components for this spell is a pinch
of sulpher and powdered garlic with a pinch of
salt.
Kalli's Bleeding Heart (Necromancy)

Range: 15 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
When this spell is cast, the caster stares at the
chest of her victim while she motions with her
hand as if she were digging her nails into the
victim's heart. The victim instantly feels a
staggering pain in their chest, and must make an
instant System Shock roll (NPC's without ability
scores and monsters save vs. death at a +2 bonus).
If the victim fails, she dies. Even if the victim
survives, she must make a saving throw vs. spells
or suffer 3d12 damage and be stunned for 1d20
rounds. Stunned characters cannot attack, have a
+2 penalty to Armor Class, and cannot cast spells.
The material component for the spell is a bit of
artery of a strong animal, such as an ox, that is
pierced by a silver needle. Both of the spell
components are destroyed when the spell is cast.

Kalli's Steel Bones (Necromancy, Alteration)

Range: Touch
Components: V, S, M
Duration: 4 rounds + 2 rounds/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
When this spell is cast, the wizard is capable of
transforming the skeletal structure of the recipient
to steel. Skeletal undead have their hit dice
doubled for the duration of the spell, and any
previous damage they had taken prior to the
spell's casting is healed. This gives the character
+4 hit points per level the character has, but
increases the character's weight by x2 normal. Any
previous broken bones are mended for the spell's
duration, and have a 5% chance per level of the
caster to remain mended when the spell ends. For
as long as the spell is in effect, the caster takes
damage from all falls and may add +1 to damage
rolls when punching.
Unfortunately, the character can be affected by a
Heat Metal spell and can be affected by all forms of
magnetism. Rusting attacks can harm the
character as well, if the bone structure can be
directly reached somehow.
The material component of this spell is a human
rib bone banded with strips of metal that is
touched to the spell recipient. The component is
consumed after the spell ends.
Kestrel's Skill Eraser (Necromancy)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Person touched
Saving Throw: Negates
This spell makes a character completely forget a
single weapon or nonweapon proficiency. The
character thus affected forgets any knowledge
about and loses any abilities granted by that
particular proficiency, and may elect either to
relearn that proficiency or to learn a new one.
This learning process, however, takes the
remainder of that character's present level.
Basically, he will gain a proficiency slot when he
attains his next level.
Each application of this spell only affects a single
proficiency slot.
For example, if a character had specialized in a
weapon, the first use of the spell would erase the

The Ancient Tome of Dark Magic


benefits of specialization but not the proficiency,
and another use of the spell could then be used to
erase the proficiency. Similarly, a proficiency
requiring two slots (healing, for example) would
only be reduced to half its normal ability check
through a single use of this spell.
Use of this spell on an unwilling recipient requires
a successful to-hit roll, and the subject still receives
a saving throw versus spell. A priest's restoration
spell or a wish can restore the lost proficiency
slot immediately, if no new proficiency had been
learnt yet. The material component is a leaf from a
rubber plant, which must be rubbed on the person
to be affected.
Knamic's Relantless Regeneration
(Necromancy)

Range: Touch
Components: V,S,M
Duration: 1d10+5 rounds
Casting Time: 1 round
Area of Effect: One person + 1/level
Saving Throw: None
Once cast the recipient recieves 4 hp for every
rond that the spell spell lasts . Cannot be
permanently cast.If the caster wishes he/she can
sacrifice one person from the number allowed to
have a chosen individual gain 4 more hp every
round. This ability is cumulative.
Larisen's Grand Grasp of Salvation
(Necromancy)

Life Drain (Necromancy)


Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

10
V, S, M
Special
5
The caster
None

This spell creates a short-range beam of life


stealing energy. The beam may be directed at any
target within 10 of the caster. The beam drains
1d8 hit points per 2 levels of the caster from the
target. This spell will not drain the victim below 0
hit points. These hit points are then added to the
casters current hit point total (this may take the
caster past his maximum hit points allowed). Hit
points gained above the casters maximum are
only temporary. Damage done to the caster is
subtracted from these temporary hit points first.
Any hit points above the casters normal amount
will disappear in 2 hours if not lost in combat
before that point. A caster can only have one life
drain spell in effect at a time. If the wizard tries to
cast the spell again before 2 hours has past, the
spell fails.
The material component for this spell is the incisor
from a vampire bat. The tooth is consumed during
the casting of the spell.
Lycanthropy (Alteration, Necromancy)

Range: 0
Components: V, S
Duration: 1 round per 2 caster levels
Casting Time: 5
Area of Effect: Caster.
Saving Throw: None
This spell works like Vampiric Touch but it can be
used with every touch by one hand during the
duration. The damage is caster level divided by 3
d4's. This spell is very useful with multiple attacks
from pummeling or martial arts. A Grand Master
in Style A 9th Level would get 3 touches in. The
major limit is that the caster can never get up to
more than twice his normal hit points.

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 20 minutes
Area of Effect: Creature touched
Saving Throw: Negates
This spell inflicts lycanthropy on a character or
creature. Since it is non-magical in nature, this
lycanthropy cannot be cured by a dispel magic,
though it can be cured in the way ordinary
lycanthropy can be healed. Note that the victim
must be touched for the entire casting time
for the spell to take effect. The material component
for this spell is a lycanthrope's tooth or a fresh
drop of a lycanthrope's blood.
Maggot Death (Necromancy)
Range: 10 feet
Components:V , S
Duration: Special
Casting Time: 1 round

The Ancient Tome of Dark Magic


Area of Effect: One creature
Saving Throw: Neg.

Morgana's Revenge (Necromancy, Invocation) o

This evil spell requires that the user strike the


intended target with open handed attack. Upon a
solid hit the touch of the spell caster implants
within the target 1d6 maggots that burrow
towards the target's heart. The target must get the
maggots out of his system before 1d8 rounds or the
maggots will eat into the flesh of the heart causing
instant death. The maggots can be burned out or
removed via a cure disease spell. This spell does
not effect creatures that do not have a heart.
Maxxams Horrible Wounding (Necromancy) o
Range: 5 yards/level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 5-yards-radius
Saving Throw: Neg.
This spell is similar to the Minor Wounding. But, it
affects an area and the duration is changed. It still
uses the wounding effect.
Anyone that is in the zone might be affected
during the duration of the Maxxams Horrible
Wounding. The duration is 1 round per level. For
the wounding effect, its duration is still 10 rounds.
It is possible to have multiple saves to do (and
multiple woundings) as long as the creature is in
the area of effect.
The material component is a dagger that is at least
+1.
Mold Offspring (Necromancy)

Range: Touch
Components: V, S, M
Casting Time: 3 turns
Duration: Permanent
Area of Effect: Two half-elves
Saving Throw: Negates
This spell is used on half-elven couples who wish
to have children, either secretly or with the
couples consent. It isolates the two racial halves
and when the chid is concieved it will be either a
full human (50%) a full elf (30%) or still a half elf
(20%).
The material component is two peiced of different
colored yarn twisted together, which during the
casting are pulled apart and burnt.

Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: One living creature
Saving Throw:
This particularly nasty spell is sometimes called
Morgana's Desperation. Upon completeing the spell,
the caster strikes the target with a magic weapon
with at least 1 plus (the material component of the
spell, which is not consumed in the casting). The
caster may apply any bonuses to hit from strength
and magic to the roll. If he misses, the spell
dissipates without effect. If it hits, there is a bright
flash at the point of impact and the target must
save vs. spells or suffer damage equal to the
amount of hit points the caster is currently
missing. Wounds open up on the target's body in
locations corresponding to the same wounds on
the caster's body. If the save is made, the target
only takes half damage.
Nezrods Necrotic Blast (necromancy) o
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20 radius
Saving Throw:
This nasty little spell taps into the dark energies
that temporarily inhere in corpses to produce a
damaging, ebony explosion of power. For a
necrotic blast to be cast, there must be corpses (no
more than a week old) within range. Each corpse
provides 1d6 worth of damage, with a maximum
of 10d6 damage possible.
During the casting, the necrotic energies in the
corpses are drawn into a ball between the casters
hands. The caster than hurls the ball at her target,
whereupon the ball silently explodes, causing
damage to all living creatures within a 20 radius.
A successful saving throw versus spells halves the
damage suffered. Negative plane protection or
similar resistance to energy drain provides
complete protection from this spell, but the
protection itself will be negated (if applicable).
Undead caught within the blast are actually
healed, gaining a number of hit points equal to the
damage rolled, but not to exceed their normal hit
points.

The Ancient Tome of Dark Magic


The necrotic blast also automatically spoils food
and water, corrupts holy water, and destroys
potions of healing and extra-healing. Potions are
entitled to a saving throw of 16 or better to avoid
being destroyed. One pound of food, one gallon of
water, or one vial of holy water or potion is ruined
for each die of damage the necrotic blast possesses.
The material components are the requisite corpses
(which hold enough energy for only one casting)
and a translucent gemstone of any sort worth at
least 50 gold pieces.
Nezrod loves to throw a Necrotic Blast at enemies
fighting his beloved flying abominations.
Noska Trades' Bizarre Insemination
(Conjuration, Necromancy)

Range: Special
Components: V, S, M
Duration: 1 month
Casting Time: 6 hours
Area of Effect: One creature
Saving Throw: Negates
This spell enables the wizard to impregnate the
recipient, be it man, women, or beast, with either
the prodigy of the wizard, or a type I or type II
monster of choice.
The impregnation forms anywhere on the creature,
just under the skin.
Over a period of one month the impregnation
grows, causing great pain to the recipient. The
damage is 1 HP per day for the first 23 days and 2
HP per day for the next 4 days. On the 28th day
the impregnation breaks through the skin of the
spell recipient, doing 5d4 HP of damage, and
appears as an infant of the creature chosen.
Physically removing the impregnation
prematurely instantly kills it but also does 4d4 HP
damage to the recipient. Dispel evil cast in the first
week of impregnation will eliminate the effect.
The wizard needs to know only the name of the
recipient and must possess some material of the
type of creature being created and some material
that was possessed by the spell recipient (which
includes hair, etc.) within 24 hours of casting.
Ouija Board (Divination, Necromancy)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1d10 rounds
Area of Effect: Corpse touched
Saving Throw: Special

By means of this spell the wizard and a co-caster


may vocally ask questions of the spirit of a dead
creature and receive answers through the Ouija
board according to the knowledge of that creature.
Unwilling spirits may attempt to fight the power
of the Ouija board and may save versus spell as
they would have saved just before they died, and
willing spirits will not be able to find the Ouija
board 10% of the time (-1% for every ten years
dead).
The Ouija board is an oval slab of polished wood
upon which are carved the numbers and letters of
a writing system. In the first round this spell is
cast, the carvings on the board will change to
represent the letters and numbers of the writing
system of the creature being called.
Note that at least one of the wizards will need to
be able to read that language in order to
understand the spirits answers. Also on the board
are the words "yes" and "no" for answering simple
questions quickly.
These are always in the same location, so a wizard
asking a spirit yes-or-no questions need not be able
to converse in that spirit's language. While both
wizards hold opposite ends of a mithril triangle to
the face of the board in which a hollow circle is
inscribed, the spirit pushes the hollowed circle
over the desired symbols.
If two or more necromancers use the Ouija board
together, the wizard's level is treated as the sum of
both. Otherwise, the co-caster is ignored, though
this individual must still be a wizard.
Occasionally, the spirit may be yanked from the
board by another, or may grow disinterested in the
conversation. The chance that a spirit will "stay
with it" for each minute of conversation is
(10xlevel)% for the first minute minus a
cumulative 10% for each additional minute. Long
dead creatures will be more difficult to contact and
keep "on-line" once contacted.
Having a part of the skeleton of the creature being
contacted or being at the place of death or main
place of living or place of burial also helps
somewhat (+50% for contact and staying).
As a final note, it should be remembered that the
Ouija board is a powerful magical item linking the
prime-material plane to the various spirit domains
including the plane of the dead. Powerful spirits
have been known to use such a board as an exit
from their final places of rest.
Poison Cloud (Necromancy)
Range: 40 yards
Components: V, S, M
Duration: Instantaneous

The Ancient Tome of Dark Magic


Casting Time: 2
Area of effect: 30 feet radius sphere
Saving Throw: Special

Saving Throw: None

This spell will allow caster to hurl a ball of


poisonous gas at his enemies. The poisonous gas
will do 1d6 per level of the caster. In addition they
must make a saving throw vs. poison or take an
additional 10 points of damage. The material
component is a zombie's toenail.
Powerball (Necromancy,Evocation)

Reformable Skeleton (Necromancy)


Range: 0
Components: V, S (M)
Duration: Permanent
Casting Time: 5
Area of Effect: Special
Saving Throw: None

After this spell is cast a large, translucent, softball


sized sphere appears in either of the caster's hands.
The ball looks to be similar to a Chromantic Sphere,
except that inside the ball seems to be a constantly
flowing black liquid, with a few white strips that
flow with the liquid, but never break. The ball
floats half an inch from the caster's hands,
whichever "holds" the sphere and will remain
there until thrown. The ball will follow the caster's
hand, just as if he/she was carring it, until he gets
rid of it.
The ball will last for 1 day/level, if not used. The
ball may also be tossed from hand to hand and
even set down and later picked up without ill
effect. The ball will always float half an inch off of
the surface it is resting on. The ball can be thrown
at a target to do it's damage. See the rules on
throwing for proper attack formula and ranges,
and as such, may be affected by the throwing
proficency. However, the effect of a thrown ball is
much like the effect of a fireball spell. The ball will
go through the air, and upon impact will explode
in a huge mass of black fire that will remain after
the spell for 1 round/level of caster. The area of
effect of the explosion is a 20 foot radius. The
caster may only have 2 Powerballs, one in each
hand, at once.

Range: 10 feet/ level


Components: V,S,M
Duration: Instantaneous
Casting time: 5
Area of effect: 10-feet/level radius

Range: Special
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw:

Radiance (Necromancy)

One of the rare combat spells in good necromancy,


Radiance is used to remind undead of what they
have lost, it is not just light, but also pleasant
warmth and righteous feeling. Radiance causes
3d10 damage, but has a 50% chance of obliterating
non-corporeal undead (spectres, shades, shadows,
ghosts.)

This spell creates a special type of skeleton, called


the Reformable or Regenerating skeleton, although
the latter name does it no right. The Reformable
Skeleton has a basic 15% chance, +5% per caster
level, to reform itself after being detsroyed. (So a
10th level mage would have a skeleton with 65% to
refrom). This is a quite handy spell, since the
skeletons reform the next turn after the one it was
destroyed in. Several of these skeletons would
make a nice defending army.
It is known that some mages (mostly
necromancers) are trying to make reformable
skeletons out of every skeleton they can find,
including Quad Skeletons and Bone Golems. This
spell is left to the research of players, but the
created Reformable must be 2 levels higher then
the beast could normally be. (So a mage would be
able to create Reformable Bone Golems on level 20
or so. And wouldn't it be nice to have a
multiheadead necrophidius that reforms itself after
being destroyed.) If the skeletons were destroyed
and holy water was put on them in the same turn,
and they were blessed as well (normal burial rite)
they will not reform, ever.
Rolven's Black Fireball
(Evocation, Necromancy)
Range: 40 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell castes a fireball of black blame, hitting

The Ancient Tome of Dark Magic


the main target for 5d10 damage, and all targets
standing in a 10 sq. feet box get 2d10 damage.
This Black Fireball sets cloths on fire and easily
flammable objects too. The spell is activated by
saying "BlackFireball" and rubbing ash and candle
wax together.
Spirit Safebox (Enchantment/Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: One object
Saving Throw: None
This spell allows its caster to single out one aspect
of his/her psyche ( ego, id, memory, etc.) and
instill that aspect in any small object. After the
casting that particular aspect of the caster is
completely erased from the psyche, although the
recollection of that aspect is not ( the caster will
know that he knew that specific thing, but will not
be able to recall any deatil of it).
By making physical contact with the object imbued
in this way the caster regains the aspect, but only
while he holds on to the enchanted object ( or
makes contact with it in some other fashion.
Wearing it or carrying it in his pocket is
acceptable). The one who touches the object does
not have to be the person in whom the aspect
originated, neither are any penalties suffered for
possessing a part of someone else's phsyche. The
aspect gained in this way can be used to its full
potential - spells transferred in this way can be cast
by non-magic-users ( although after casting the
spell the object loses its power), names of powerful
fiends from the Lower Planes are committed to
memory, etc. Unlike the object's original enchanter,
its non-caster user may retain the information in
his memory if his class restrictions don't specify
otherwise. The object enchanted in this way retains
its power until it is either destroyed by material
means or its power is dispelled.
The spell is cast without material components,
although a certain ritual of variable duration is
necessary for imbueing the object ( for example, if
a the sentence " I wore a green hat yesterday" is
used, the spell requires a single flair of hand and a
moment of concentration. Committing one's
feeling of guilt for killing an innocent victim to an
object requires a complex ritual lasting several
hours, if not days.).

Saphrael's Augmented Arc Bolt


(Evocation, Necromancy)

Range: 5 yards / level


Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw:
Saphrael's Arc Bolt creates a arc of positive
electrical energy that leaps from the caster's hands
up to 5 yards / level distance, affecting a single
target. Unlike a standard Lightning Bolt spell, the
arc bolt actually operates in a manner similar to
Vampiric Touch, but draws on the positive material
plane's energy, rather than the negative. The Arc
Bolt inflicts 1d10 damage for every two caster
levels (rounded up), to a maximum drain of 6d10
for a 11th level or high caster and then arcs back to
the caster. The hit points in damage minus the
highest die roll (ie. a 6d10 arc bolt heals 5d10
damage with the highest roll excluded) are added
to the caster's total, with any hit points over the
caster's normal total treated as temporary
additional hit points. Any damage to the caster is
subtracted from the temporary hit ponts first.
After one hour, any extra hit points above the
caste's normal total are lost. The creature
originally losing hit points through this spell can
regain them by magical or normal healing.
Undead creatures are affected by this spell, unlike
its cousin, Vampiric Touch.
Scattermind (Necromancy, Alteration)

Range: Touch
Components:V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One wizard
Saving Throw: Special
The spell Scattermind is the bane of every wizard
that comes against it.
The spell always steals 1d4+1 spells from the mind
of the target. If the wizard fails a save vs spell, the
spells are taken from the highest levels
the target has memorized, as long as the caster can
also cast spells of that level (Ex. Wynstyn, a 9th
level mage, uses this spell on Rod, a 12th level
mage. Rod fails his save, but keeps his 6th level
spell, losing only his remaining 5th level spell and
2 4th level spells). If the save is made, the

The Ancient Tome of Dark Magic


+1 to the die is ignored, and the spells are chosen
randomly from all his spell levels that the caster
also has access to (Ex. if Rod had made his save,
he would only have lost 2 spells, and neither one
could be the 6th level spell that Wynstyn doesn't
have access to yet). If an intelligence check is also
made in addition to the made save, the spells are
from the caster's lowest levels. The target can forgo
this check before he knows how many spells are
drained, if he wishes to (Ex. If Rod made his save
and an intelligence check, he would have lost 2 of
his 3 remaining 1st level spells, however, Rod, not
knowing if the die had rolled 4 which would have
meant that he would have also lost his only 2nd
level spell, decides not to try it, as he wants to
use that 2nd level spell next round).
Screaming Skull (Necromancy, Enchantment)

Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: One skull
Saving Throw: Special
With this spell, a wizard can imbue a skull with a
special screaming ability. The spell functions when
specific conditions are met. The caster can program
any condition into the skull, no matter how
complex, but cannot be more than 25 words. The
condition can have vocal or visual triggers. The
skull only activates when someone approaches
within 5 feet of the skull. If the condition is met it
will emit a horrible screech, causing everyone
within 30 feet to save versus spells or be struck by
Fear ( as the level 4 spell). It will continue to scream
every round that the condition is met. The skull
has an AC of 7 and takes 2 points of damage to
destroy. Destroying the skull will terminate this
spell. A Silence spell will negate the effects of this
spell, but the skull will keep on trying to scream if
the condition is met.
Sepulcher
(Conjuration/Summoning, Necromancy )
Range: Special
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell creates a temporary rift in the ethereal


plane, that links the prime material and the
negative material planes. Creatures native to the
negative material plane can see a moldering corpse
floating on the border ethereal. They can use this
corpse as a conduit to enter the prime material
plane and answer the caster's summons. This spell
must be cast in sight of a grave, tomb, or any other
resting-place for the dead. When the spell
takes effect, the headstone, tomb door, etc. bursts
forth in a titanic explosion of negative energy as
the planar spirit breaks free from the grave.
Every living creature within a 30 ft. radius takes
3d10 points of damage from the impact of the
explosion and the release of the negative energy.
Victims can make a save vs. breath weapons for
half damage. For the entire duration of the spell,
the undead planar entity serves the caster in
any capacity. This undead planar entity is know
throughout the realms as a sepultura.
Sepultura: Int: Average (10-12), Al: LE,Ac: 0,
Mv: Fl 12 (A), HD: 6+6, THAC0: 15, #At: 2, Dmg:
1d10+1/1d10+1, Sz: M(5ft. - 6ft. tall),
Ml: Fearless (20), XP: 8,000
Special Attacks: Enervation, Breath Weapon
Special Defenses: Regeneration, +1 Weapon to hit
Magic Resistance: See below
Sepultura is immune to death spells, all spells and
psionics that effect the mind,
cold-based spells, electrical spells, fire-based spells,
poison, and to turning/command
attempts
Shade Link (Enchantment/Charm, Necromancy)
o
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: Special
Saving Throw:
This spell affects one opponent and one friendly
creature per 3 caster levels. It gives the victim's
shadow a quasi-real existence (the victim
must be touched), and allows the attackers
enchanted by the spell to attack the shadow for
damage that will carry over to the victim. If the
victim makes his saving throw, the damage is
halved before it is carried over to him. The only
defense is dispel magic or a continual light to
rid the room of shadows. The material components
for this spell are demon blood and some black silk
scrap.

The Ancient Tome of Dark Magic


Skeletal Armour (Conjuration, Necromancy)

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
This spell conjures into being one of two forms of
Armour. One form is hard bone plating attached to
the wizard, this plating can absorb 10 points of
damage for every Constitution point that the caster
has. The second form is a bone field (swarm of
bones) that effectively lowers the caster's Armour
Class by 4 points. It is possible to cast spells
through either version. The material component
for this spell is a warrior's shoulderblade.
Skeletal Detonation (Necromancy, Alteration)

Range: 10 feet + 10 feet/level


Components: V, S
Duration: 1 day/level
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
This spell turns a necromancers lowliest servants
(skeletons, zombies) into formiddable protectors.
With this spell, a necromancer imbues the bones of
an undead creature with magical energy. The
caster may empower one HD worth of undead for
every two levels of the caster. This energy is bound
up within the skeleton until it engages in combat.
The spell lasts for a maximum of one day per level
of the caster, after that the Skeletal Detonation spell
wears off.
If the skeleton is destroyed, it will explode in a
shower of bone shards.
Inflicting 4d6 points of damage to everyone within
20 ft. Victims within the area of affect can save for
half damage to the initial explosion only. i.e. the
one they destroyed. One destroyed by another
does not allow for a saving throw.
Since it is a common practice for necromancers to
have many undead guarding their lairs, the
potential for a lethal chain-reaction is one the
necromancer can watch with glee.
Skullsight (Divination, Necromancy)
Range: 0
Components: V, S, M
Duration: 1 year

Casting Time: 1 day


Area of Effect: Skull touched
Saving Throw: None
The caster enchant skulls to spy on certain
locations. He can handle one skull per 2 points of
Intelligence. The material component for this spell
is a skull with a ruby in the brain hollow. The skull
must be on the same plane as the caster in order
for him to be able to see through it.
Solomon's Invisible Bolts of Stealth
(Necromancy, Evocation)

Range: 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Any number of targets
Saving Throw: Special
This spell very similar to the 1st level spell, Magic
Missile, only on a much more powerful scale. The
wizard attempts to tap into the energy from the
negative energy plane, and creates shadowy bolts
that are only 10% detectable in complete sunlight,
but can be seen by detect magic.
The number of bolts that can be summoned equals
4 plus 1 per two levels after 9th. The bolts
automatically streak towards their targets silently
and nearly invisiable. The victim suffers (1d8+1)
points of damage. The target must save vs. Spells
at -4 or lose one point of Con for 1 turn per caster
level.
Soul Shield (Necromancy)

Range: 0
Components: S
Duration: Special
Casting Time: 5
Area of Effect: 60-feet-radius
Saving Throw: Special
After the wizard completes this spell, all creatures
(including friends and familiars, but not the caster)
in area of effect must make a saving throw vs
death at -3 or lose 2hp. The hit points fly from each
creature and surround the caster. the soul shield
will block X nonmagical attacks, where X is equal
to the number of creatures who took damage from
the spell. Against maical weapons or spells, the
caster recieves an armor class bonus of +3. Once
the caster has had X would-be successful attacks,

The Ancient Tome of Dark Magic


the spell dissipates. at the end of this spell, the
caster loses 3 constitution for a week.

Sphere of Death [a.k.a. Marble of Doom]


(Necromancy)

Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
Sphere of Death summons into existence a small
blackened marble cold to the touch. The marble
will appear at a desired location within range, but
is effected my gravity. It can be activated the same
round it is summoned, or at another time, which
requires a round to activate. It must be activated
within a single day. At the command of the caster
the blackened marble begins a metamorphosis.
In the first round the marble becomes freezing,
doing 2d6 points of cold damage to anyone in
contact.
In the second round of casting, the marble expands
to one foot radius, and causes 4d6 points of
negative material damage (save for half) to
anything touching it.
The third round it expands to four foot radius, and
emits a shrill sound similar to the wail of a
banshee, causing 6d6 points of damage (save for
half) to any living thing within fifteen feet, and
causing any creature with less than a 10 Int or 6
Hd to flee if they are within both sight and vocal
distance.
On the forth round the sphere reaches its
maximum radius of ten feet and causes 1d6 points
of negative energy damage to anything within ten
feet (no save).
On the fifth round, the sphere becomes
insubstantial (ethereal) and causes 2d6 points of
negative energy damage to anything physically
within ten feet of the center.
On the sixth round the sphere and all traces of it
disappears.
On the seventh round nothing happens.
On eight round the sphere returns, causing any
living creature within ten feet of its epicenter to
save vs. spells or lose a level for 1 round per level
of the caster. Those who save suffer 6d6 points of
negative energy damage.
While the sphere is expanding it expands with a
force of roughly 19. It will break down doors,
sunder tables, or splatter quiches. If a surface of
the sphere contacts an immobile object (such as a
wall), that part of the sphere does not expand, but

the rest of the sphere is unaffected. A person


attempting to stop the sphere through physical
might must have a strength contest against the
sphere to stop its expansion -- wherever the person
is in contact. The sphere will continue to expand
elsewhere. The person resisting is not entitled any
saving throws to resist the sphere in current or
subsequent rounds. The material component is a
small black marble, which is consumed in the
casting
Spirit Scream (Necromancy)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw:
This spell creates a low-pitched wail, much like a
banshee. The wail originates at the casters mouth
and extends outward in a cone, three feet long and
one foot in diameter per caster level. The wail
inflicts 1d4+1 points of damage per two caster
levels. Those killed by the wail cannot be raised.
Those who fail their saving throw will also run in
fear for 1d4+1 rounds. Eg., a 10th-level wizard
casts spirit scream that does 5d4+5 points of
damage, next to invoking magical fear (no death
ever occurs), with a cone-shape area, 30 feet long
and 10 feet in diameter.
The spell does not affect creatures without hearing
organs, such as plants and puddings, but inflicts
double damage versus crystalline. It automatically
shatters all glass and thin crystal in its area of
effect.
Magical gems and glass must save versus
disintegrate or shatter.
The material components are a pinch of diamond
dust and a small ivory open-ended cone.
Spiritual Triangle (Abjuration, Necromancy)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By means of this spell, the wizard may inscribe a
spiritual triangle (a triangle inscribed in a circle).
While within this triangle, the wizard cannot be
magically influenced or controlled by any sort of

The Ancient Tome of Dark Magic


charm, suggestion, or hypnosis, nor can the wizard
by psychically or spiritually assaulted. The
beneficiary of the spell will likewise be unable to
cast such spells from within the triangle. An
Intelligence check must be made to determine if
the inscriptions were made correctly.
The material component for this spell is some
incense, worth at least 400 gp.
Stanza's Certain Enchanted Kiss of Disease
(Necromancy)
Reversible

Range: 0
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None

Frozen Shade: Thac0 14; #At 1; Dmg 1d4


damage/Ac above 0 (at least 1d4 damage); Ac 0;
Hd 7; Mv 15; SA paralysis as Lich; SD standard
undead immunities; SW turned as ghost, 2d4
damage from holy water, double damage from
fire; Sz M (6 feet); Int Low (5-7); Al CE; Ml
champion (15-16); Xp 9,000.
The material component for the spell is any small
blue or white gem (consumed in the casting).

This kiss inflicts one magical sexual disease of the


caster's choice.
The reverse, Stanza's enchanted kiss of curing,
removes one magical sexual disease.
Streams of Consciousness (Necromancy, Illusion)

Range: 10 feet + 10 feet/level


Duration: 1 round/level
Components: V, S, M
Casting time: 5
Area of Effect: 2 creatures
Saving Throws: Negates

Summon Icy Wrath


(Conjuration/Summoning, Necromancy)
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

10 yards
V, S, M
1 round + 1 round/level
5
10-foot cube
None

When this spell is cast, the wizard conjures


1 icy wrath from the para-elemental plane of ice
for every 5 levels of experience the caster possesses
(a wrath is a form of undead, listed below). The
monsters are under control of the caster and attack
his or her enemies on command. The wraths
remain until slain, turned, or the spell duration
expires.
The material component for this spell is
any small, blue or white gem of 500 gp in value
(e.g., diamonds or sapphires). The gem is
consumed during the casting of the spell.

The perceptions of one target creature are sent to


the other target and vice-versa. All reactions are
done from the wrong body. Both targets get to
make a saving throw unless they voluntarily
forego it.
The material component are two prisms.
Summon Frozen Shade
(Conjuration/ Summoning, Necromancy)

of Ice or the vaults beneath the Frozen Oracle in


Mainz and the Icy Fortress deep in the High
Mountains for each three levels of experience he
possesses. The monsters are under the control of
the caster and attack his enemies on command.
The shades remain until slain, turned or the spell
duration expires.

Range: 10 yards
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: 10-foot cube
Saving Throw: None
When this spell is cast, the wizard conjures one
frozen shade from either the Para-Elemental Plane

Icy Wrath: Int low; Al CE; Ac 0; Mv 15;


HD 7; Thac0 14; #At 1; Dmg see below; SA
paralysis; SD see below; Mr nil; Sz M (6 feet); Ml
15-16; Xp 5,000.
An icy wrath attacks with its claws, which
do 1d4 points of damage plus an extra 1d4 for
every point the victims AC is above zero. So, if
the victims AC is 5, the icy wraths damage is 6d4.
Further, the victim must save vs. paralysis or be
unable to move until the paralysis is dispelled in
some manner. Icy wraths suffer 2d4 points of
damage from holy water and take double damage
from fire. They are immune to sleep, hold, death

The Ancient Tome of Dark Magic


magic, polymorph, poisons, cold-based, and mindaffecting spells and are turned as ghosts.
Tawna's Degeneration (Necromancy)

end of the spell. This is a spell which could form a


base for higher level advanced spells.
The material component is a body part of a
berserker.
o

Range: 30 yards + 5 yards/level


Components: V, S
Duration: 1 round/level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
This spell warps around the creature's metabolism
to react to positive stimuli in a negative way. In
game terms that means that if the creature should
regain hit points for any reason it must make a
save vs. death magic or lose the amount of hit
point it would otherwise have gained. A
successfull save means that the creature neither
receives nor loses hit points. This spell is often
used against trolls or annoying people who like to
heal themselves, such as paladins. Note that it does
not works against undead, golems or extraplanar
creatures.
Tazar's Psycotic Maniac (Necromancy, Evocation)
o
Range: 15 feet
Components: V, S, M
Duration 5 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell creates an insane berserker (fighter same
level as caster, same hit points, no exceptional
powers, 15% Mr) which must remain within 15 feet
of the caster or crumble to dust. The fighter will
attack all creatures (with the exception of the caster
and up to two others specified by the caster before
the spell is cast), until either it or the opponents (or
non-specified PCs) are killed. The caster loses half
of the Hp points suffered by the psycotic maniac,
and if it is destroyed he passes out for as many
rounds as the spell was in effect for. The berserker
is AC 5 and hits/saves as on the appropriate
fighter tables, doing 1d8+1 points of damage. Note
that the caster cannot control the berserker, and all
it does is fight, starting with the closest creatures
first. If the party's size is greater than three then
additional members are advised to stay at least 15'
away from the caster! All of the berserkers items
(sword, chain-mail, shield, helmet) vanish at the

Telsindria's Soulblast
(Evocation, Necromancy)
Reversible

Range: 10 yards + 10 yards/level


Components: V,S,M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20-feet radius sphere
Saving Throw:
There are times when fireball doesn't do enough
damage. They don't occur often, but they do occur.
With this spell the caster can channel her own
essence into a fireball. For every 4 HP sacrificed to
the spell, another 1d6+1 is added to the spell's
1d6+1 / level total.
As an example, if 16 hit points are given over to
the spell by a 10th level wizard, the spell will do
14d6+14 points of damage. The spell's damage cap
is 10d6+10 without including the hit point drain,
which has no upper limit.
The material component is the caster's blood and a
small gold dagger which is used to cut open a vein
for the spell. The wound heals at the conclusion of
the spell. The dagger is not consumed.
The Stagnant Flesh (Necromancy)

Range: 0
Components: V, S, M
Duration: 28 days + 1 day/level
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
This spell destroys the target's ability to heal
naturally, without actually doing any damage to
the
target. Thus, wounds will fail to clot, and the
target's body will not fight off illness, infection, or
poison. The target may be magically healed as
normal, but mundane healing, including the acts
of a herbalist are not successful. Additionally, the
target will save at -2 to poisons for the duration of
the spell effect, and has an added 20% chance of
contracting some disease. This spell requires a
piece of the target's body (hair, nails, skin, etc.) and
a successful To Hit roll, or fetish object.

The Ancient Tome of Dark Magic


Tor Kamals Shadowcage
(Shadow, Abjuration, Necromancy)
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

10 yards
V, S, M
Special
1 round
One creature
Negates

Undead Ward (Necromancy)

By means of this spell the wizard entraps


both the body and the soul of a target creature into
a specially prepared glass vial. If the target fails to
save vs. spell it is sucked into its shadow wich then
enters the vial in a matter of moments much like
smoke in a mantis, the wizard then puts a seal on
the opening of the vial. At this point the victim is
entrapped, with no chance of escape without
external help (spellcasting, phisical attack or
movement and even psionics do not work). As
long as it stays into the vial it does not need air,
food, water or rest and does not age. The prisoner
may communicate by telepathy (bestowed by the
spell) only with the caster as long as he stays
within 5 feet from the vial.
If the vial is broken or usealed the trapped
creature reappears in a round with all its
equipment. It is fully rested and retains the same
memorized spells it had at casting time
furthermore 2d6 hp are magically healed during
imprisonment.
The material component for the spell is the
shadow of the target.
Transmutation (Necromancy)

Range: Line of Sight


Components: V, S
Duration: 1d6 rounds
Casting Time: 1d3 rounds
Area of Effect: 2 persons/monsters
Saving Throw: None
Until end of designated time, Transmutation
switches a creatures body with that of the body of
a target creature.
Tryton's Death Grip (Necromancy)
Range: 0
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

Any creatures under 6 Hd touched by the wizard


are automatically brought to 0 Hp. Creatures of 6
Hd and above are afflicted with a double-strength
Shocking Grasp.

Range: Touch
Components: V, S
Duration: 5 rounds/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
This spell is identical to Undead Bane except that it
is a mobile shield that protects only the subject. It
is skin tight and makes physical contact with any
undead of any type impossible.
Weakening (Necromancy) o
Range: 30 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: One living creature
Saving Throw: Special
The target creature must make a save vs. spells
each round, a failed save results in it temporarily
losing a level/HD. Upon being reduced to 0
levels/HD the target falls unconscious (and
doesn't lose any further levels).
Lost levels are regained at a rate of 1 HD/level per
hour after the spell ends.
A Negative Plane Protection spell grants a saving
throw vs. spells to negate this spell.
Undead, as well as non-living creatures are
unaffected.
Wearing the Strangers Skin
(Alteration, Necromancy)

Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
This spell allows the caster to cover a person with
the skin of another causing them to attain an exact
likeness of the other. Whilst they are wearing the

The Ancient Tome of Dark Magic


skin it will not decay. This spell will not work
whether if the target has no skin
(e.g. doppelgangers). Should after one's skin has
been removed it be restored to its owner it may be
returned properly, so long as the skin was not
allowed to decay and also the person has not been
able to heal at all whilst the skin was removed
Any damage done to the skin whilst removing it or
whilst worn by another will remain.
Whisper's Dark Fury (Necromancy)

Range: 60 feet + 10 feet per level


Components: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell brings into being one globe of negative
material for every three levels of the caster. These
globes can be targeted at one or multiple targets
(as many as there are globes). Each globe strikes
the target unerringly, like a magic missile, but is
unhindered by any defensive spells. It roars
straight through force fields, shields, etc.
Only magic resistance (if successful) or an antimagic shell or similar magic stops such a bolt. Each
bolt does damage for 3d6+3 points.
Winthrop's Undead Summoning IV
(Conjuration/Summoning, Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell is like monster summoning, except that
the spell is forgotten
when the caster learns a higher-powered version
of the spell. This causes the caster to lose the ability
to cast this lower-level version and it even
disappears from his spellbook (this spell is
normally transcribed from a scroll). Any one of the
following undead may be chosen to be summoned:
2d6 skeletons, 2d4 zombies, 2d4 ghouls, 1d6+1
shadows, 1d6+1 wights, 1d4+1 ghasts, 1d4 wraiths
or 1d3 mummies.
The undead appear at the end of the casting and
fight to the best of their ability until slain, the
duration expires, they are released, or they are
further than 30 yards from the caster (the caster

may not intentionally move out of range, nor may


the undead for they are not free-willed while
under the spell). At such time, they return to their
point of origination.
The material component is a lit candle inside a
small bag.
Zanatose's Dark Disjoining ( Necromancy)

Range: Touch
Componets: V, S
Duration: 2 rounds per level of caster
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: Negates
This spell, developed by the drow lich, Lord
Zanatose Everhate, is a modified Hold Person spell
with a more necromantic nature to it. After
casting the spell the necromancer's hand becomes
engulfed in black flames for the duration of the
spell. The first person he touches must roll a
save vs. Death Magic or have their spirit, their very
essense seperated from their living flesh and
trapped on the Border Ethereal for the duration of
the spell. This places the body in a state of
Suspended Animation, however the body can still be
killed normally. If the body is killed while the
spirit is absent, nothing short of a wish spell can
bring the person back to life. After the spell ends
the person's soul is slung back into thier body by
the natural forces around them, causing 3d6 points
of damage. If they pass the initial save they suffer
nothing more than a strange tingling sensation.
Zandae's Brain Blaster (Necromancy)

Range: 40 feet + 5 feet/level


Components: V,S,M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This spell when targeted on a psionic or magical
being causes them to suffer massive pains in the
mind. It cancels any psionic powers operating and
ends any spells a magical being needs to
concentrate on. In addition to this it drains
psionisists of 4d6 + 2 PSPs per level of the caster.
In mages it removes one spell at random from
there memory until rememorised. It prevents the
casting of spells and the initiation of psionic
powers until the end of the round.

The Ancient Tome of Dark Magic


The material component of this spell is a gem
worth no less than 200gp, that has been doused in
the blood of a dead psionisist or mage. The mage
must put the gem on their palm and slam there fist
on it while saying Zandae twice.
Save at -4 negates.
Zone of Corruption (Necromancy)

Range: 30 yards
Components: V, S
Casting time: 5
Duration: Permanent
Area of effect: 10-foot radius
Saving throw: Neg.
Other than its level, casting time, and area of effect,
this spell is identical to the 4th level Contagion
spell. It affects all creatures in the area of effect,
forcing a saving throw versus spell to avoid
disease and weakness.

The Ancient Tome of Dark Magic

6TH LEVEL SPELLS


'Irnar's Poloroidic Pregnancy (Necromancy)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates
This spell will speed up the pregnancy of a woman
from 9 stages to 9 hours. One must make a system
shock when it's time to give birth.
Success indicates that the birth is successful, failure
indicates that child dies and the woman suffers a
permanent -1 reduction to Constitution.
'Irnar is still researching, but the priestesses of the
Mother Goddess are doing their damnedest to
hunt him down and destroy his research,
it is a violation if their creed.
Amsons Restorative (Necromancy, Alteration)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: One creature
Saving Throw: None

Range: 0
Components: V,S,M
Duration: Special

This energy affects all beings the same. The basic


effect of this spell is to reduce the life energy of a
being. The life energy is the level of the being but
this spell does not steal levels but temporarily
negates life energy. When the spell is cast, an area
of grey haze surrounds the magic-user. All within
this area are subjected to the Anti-Life Energy. The
life energy of a being is reduced at a rate of 1 level
per round and if it is reduced to zero that being
loses all will to live and simply "rolls over and
dies". All are subjected to severe melancholy for
the 1-4 turns. When the spell is ended all that are
still alive will regain their will to live at a rate of 1
level per turn. The spell caster is also affected
though at a rate of 1 level per 2 rounds and may
stop the spell at any time he wishes. Undead are
unaffected by this spell and the spell Of The Purest
Light will negate it.
Appearance Selection (Alteration, Necromancy)

This spell was designed to help badly scarred or


deformed individuals by returning them to their
original appearance (or correcting the deformity).
The spell has been found to be able to modify a
being's appearance. The caster can make an
individual look years younger (or older), change
eye color, and even change fingerprints. Only the
beings face can be changed in appearance. The
spell cannot heal wounds or undo the affects of
curses. The spell's effects are permanent and
cannot be detected or dispelled.
The casting time of the spell varies depending on
what is to be accomplished. The material
components of the spell are: a paste made from
rare herbs (1000gp) royal bee honey,troll's blood,
and powdered hematite (500 gp).

Anti-Life Energy (Necromancy)

Casting Time: 6
Area of Effect: 3 feet radius
Saving Throw: None

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: One creature
Saving Throw: None
The same purist elves who invented Selective
Sterility are equally behind Appearance Selection.
This is step two in their war against impurity, of
which selective sterility is step one. This spell has
also passed into human hands.
In the event that selective sterility fails, or was
never cast, appearance selection can alter
permanently the appearance of an unborn child
according to the casters wishes. However, the
choices are limited. The caster can choose for the
child to resemble either the race of the mother or
the father. What this spell is essentially doing is
drawing on a single race for the entire appearance,
instead of both. As a result, a) the child will bear
an extreme resemblence to the chosen parent, and
b) this spell cannot be cast two generations in a
row, as the traits forced into latency by the spell
will innevitably emerge in the next generation. In a

The Ancient Tome of Dark Magic


way, this spell is more a delay than a permanent
solution.
This spell can only be cast by the will of the childs
mother, since it is cast through contact with the
mother through to the child. Once cast, however,
the child will be born with permanent features of
the chosen race. However, these will begin to fade
later in life, and another appearance selection spell
cannot reverse this effect (though perhaps a wish
could). A dispel magic cast by a spellcaster of
higher level than the original one, however, can
force the latent traits out of latency and cause a
sudden an bizarre change.
This spell only effects the apprearance of the halfelf. He gains no special abilities such as longevity
(as an elf) or the ability to advance unlimitedly as a
human.
The material component is fire agate gem wrapped
in leaves from the lovage plant.
Ashes to Ashes (Necromancy)

Range: Line of Sight


Components: V, S
Duration: Istantaneous
Casting Time: 2 rounds
Area of Effect: 2 people/monsters
Saving Throw: Neg.
Ashes to Ashes istantly slays two target creatures,
and deals 5 damage to the spellcaster for every
level of experience. Victims save vs. death magic to
negate the effect.
Azura's Black Scythe (Evocation, Necromancy) o
Range: 10 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 6
Area of Effect: 10-yard long, 180 degree arc
Saving Throw: Special
The black scythe is a fearsome weapon to behold,
stretching 8 feet and immolated in wispy green
flames. It sweeps a 10-foot long, 180 degree
arc and can hit all targets within its area as a
monster of the wizard's level. Creatures up to 4+1
HD are slain instantly, while those above 4+1 HD
but below 8+3 HD must save versus spell or be
stunned for 1d4+1 rounds. Those who possess 8+3
HD up to 10 HD must save versus spell or be
slowed for 1d4 rounds. All effects are

cumulative. The scythe inflicts 1d10 damage in


addition to its other effects. The material
component is a miniature sickle with an ebony
shaft and an adamantine blade costing 500 gp to
construct.
Bloodboil (Necromancy)

Range: 10 feet + 10 feet/level


Components: V, S, M
Duration: Special
Casting time: 6
Area of Effect: One creature
Saving Throws:
This spell causing the blood of the target to heat
and (in some cases) burst into flame. There are two
affects - the first is d6 damage per level to the
target (instantaneous). The second is that there is a
-1 to physical attributes in the target for every 2
level of the caster (1 turn per caster level).
The material component is blood ash.
Blood to Air (Necromancy, Alteration)

Range: Touch
Components: V,S
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
When this spell is cast, the wizard transforms the
recipient's blood to an airy substance. This causes
damage from slashing or piercing wounds to be
reduced by one point per die of damage. The
victim is also made immune to injected poisons
(though contact, inhaled and ingested poisons still
work normally). Finally, the victim is immune to
the effects of blood draining opponents, such as
stirges and Nosferatu vampires.
There is no known reversed version of this spell.
However, a successful dispel magic returns the
victim's blood to normal prematurely.
Bodach's Undead Armor
(Necromancy, Abjuration)
Range: Touch
Components: V, S, M
Duration: 12 hours
Casting Time: 6
Area of Effect: One person
Saving Throw: None

The Ancient Tome of Dark Magic


This spell was developed in Sigil by a necromancer
named Bodach The Plague for use in the blood
war. The caster of this spell calls out to all
dead flesh in the area of effect, summoning it to his
aid. All dead flesh within a 1 mile/per level sphere
of the caster is attracted to the target like
a powerful magnet. It will fly out of the ground,
pull threw open magical gates, anything to reach
the caster's body. The rotting flesh then sticks to
and covers the target's body almost completely.
The flesh adheres to every part of the target's body
except his hands, face and feet, allowing
him to still cast spells while under the influence of
the enchantment. The spell works by actually
giving the target 1d4 extra hp per his level as a
necromancer that has to be hacked off the target
before the attacker can do any actual damage. It
will stay with the caster for 12 hours or until all
the armor's hitpoints are lost. Known only to
Bodach of the Plague but, for sale at his shop in
Sigil prices vary and are abnormally expensive.
Note that the caster will look like and smell like an
undead creature in all respects, which really gives
the spell its name. The only material component is
the dead flesh used as the armor. It turns to dust at
the end of casting.
Bright Pearl (Necromancy)

Range: 10 feet + 1 feet/level


Components: V,S,M
Duration: Permanent
Casting time: 6
Area of effect: One creature
Saving Throw: None
By tapping into the plane of Life (Positive Energy
Plane) the caster can imbue a natural pearl with
healing energy equal to one hit point per level.
(18th level caster, 18 hit points) The pearls natural
state is consumed by the spell, but in its place is a
glinting white pearl of healing energy that can be
touched to, or thrown at or to the recipient. In
cases of throwing the mage must roll to hit.. the
recipient can stand still but that might not be
highly astute in battle. Against undead the spell
has the opposite effect, harming them for like
amount. the pearl must be used on the round it is
made (it cannot be saved, like marbles for
instance).
Chaos Armor (Necromancy, Alteration)
Range:
Components:

Touch
V, S, M

Duration:
Casting Time:
Area of Effect:
Saving Throw:

Permanent
1 day
One creature
None

This spell grants the creature touched a permanent


AC of 3 and grants a +2 bonus on all magical
saving throws. It appears as if the caster has metal
plates fused to his or her skin. The "armored"
creature however suffers a -2 to his charisma due
to his appearance. The material component of this
spell is a full suit of +2 or better platemail which
vanishes once the spell is cast.
Chill Ray (Necromancy)

Range: 10 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negates
Upon completion of this spell, a thin, iridescent
beam of blue light shoots from the caster's hand
with an audible hum towards the target creature. If
the target makes its saving throw, then the beam is
assumed to have missed or been deflected (DM
should plot new course of beam and incidental
targets, if any). If the save fails, the beam hits the
target, draining it of 1 point of strength per level of
the caster (A 12th level caster would drain 12
points of Str). Each bracket of exceptional of
strength is considered one point for purposes of
this spell. If the creature's strength is brought to
zero, then the creature dies and becomes a shadow
under the control of the caster. However, it should
be noted that if the shadow slays other beings,
then those newly formed shadows are not under
the caster's control. This spell only grants the
caster direct control over shadows created by this
spell. The material component is a gem or crystal
with a continual darkness effect cast upon it.
Conjure Succubus or Incubus
(Conjuration/Summoning, Necromancy)
Range: 0
Components: V, S
Duration: Special
Casting Time: 6 turns
Area of Effect: Special
Saving Throw: None

The Ancient Tome of Dark Magic


This spell enables the caster to summon a female
or male sexual spirit which is subject to perform
the caster's sexual bidding (this cannot
be combat). The spirit remains until dismissed.
Casting this spell causes 1d8 hit points of damage
to the caster, and each orgasm with the spirit
requires a saving throw versus death magic.
Failing this saving throw permanently reduces the
caster's Constitution by one point. If the spirit
causes someone besides the caster to orgasm, both
the caster and the other person must make the
saving throw.
This spell serves few purposes except as a sexual
perversion of the wizard. The spell is quite popular
amongst necromancers.
Contract (Enchantment/Charm, Necromancy)

Range: 0
Components: V, S, M
Duration: Special
Casting time: Special
Area of Effect: Special
Saving Throw: None
A variant of a Geas spell, this spell causes a
contract that is not yet begun (written at least) to
become obviously magical and place an
enchantment on any persons who sign it in order
to insure that both parties hold to the agreement.
Anyone who breaks the contract is struck deaf,
blind, and dumb. The effects of the punishment
last until they are removed by a remove curse or
higher spell or until they are released from their
contract by the other people who signed it.
A person who is both deaf and blind suffers a -8
penalty to his attack rolls and his opponents gain a
+8 bonus to their attack rolls. He loses all bonuses
for dexterity and suffers -2 penalties to saving
throws vs. spells, petrification / polymorph, and
rod, staff, or wand.
A contract involves two parties agreeing on a set of
conditions. The conditions are usually very
specific, but if they are not, they might be
perverted in the same way that a wish spell might
be misinterpreted. If a group of adventures signs a
contract with a king stating that they will slay a
dragon in the northern hills by the eve of the new
moon, slaying any dragon will fulfill the contract,
although the king may have had a specific dragon
in mind. If the king agrees to pay the adventures
upon the completion of the task, the king had
better have the money when the party returns.
Contracts signed by persons under the influence of
charm and similar spells are null and void, but
those under threats of violence and the like must

be honored anyway. If any person who signs a


contract dies before its completion, that persons
obligation is ended. Note, however, that if a group
of adventures signs a contract and one of their
members dies, the survivors are still bound to the
contract.
A deadline for both parties responsibilities must
be stated in the contract in order for it to be
activated.
The material components for this spell is a contract
that must be written from start to finish during the
casting of this spell.
Coradon's Cataclysmic Coronary
(Invocation/Evocation, Necromancy)

Range: Touch
Components: V, S
Duration: 1 round per 2 levels
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Special
After this spell is cast, the wizard must make a
successful attack in melee to affect the target. The
wizard's normal THAC0 is used with a
+2 modifier to-hit. The spell will last until a hit is
scored, or until the duration expires, whichever
comes first. If a hit is made, the victim suffers a
massive heart attack and must make a successful
system shock roll or die. Even if this roll succeeds,
the target suffers damage equal to 1d4 + 1 per level
of the wizard.
Corpion's Bleeding Wounds (Necromancy)

Range: 5 yards/level
Components: V,S
Duration: 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw:
When this spell is cast, the wizard can open a
bleeding wound on a victim each round. Opening
the wound causes 1d6 damage to the victim, half
that if a successful save vs. spells is made. If the
save is failed, the wound continues to bleed for up
to ten rounds, causing an additional 1 hit point of
damage per round.
The wizard can continue to open wounds for the
duration of the spell. No other spellcasting is
possible to invoke this power, and the wizard can
only move at half rate. If the wizard is disrupted
or casts another spell, or if the spell's duration

The Ancient Tome of Dark Magic


expires, the wizard cannot open more wounds
with this spell, though bleeding wounds continue
to bleed for up to an additional four rounds. A
dispel magic cannot close wounds already opened
with this spell, though cure magic heal any
damage caused by this spell and stops one wound
per level of the healer from bleeding.
One bleeding wound per round can be bound
for each point a character succeeds his healing
proficiency check with in one round. Characters
without a healing proficiency have a base chance
of 6 on d20 to properly bind the wounds.
Create Dry Bones (Enchantment, Necromancy)
Range: 10 feet
Components: V, S, M
Duration: Until destroyed
Casting Time: 4 rounds
Area of Effect: One skeleton per level
Saving Throw: None
Dry bones skeletons are essentially normal
skeletons, but will come back to life an equal
number of times as the caster has levels. This
spell has particular good use with spirit
legionnaire, spell carrier, fireball, and permanency.
The bones blow up each time you kill them at least 16 times -, and always have starting hit
points. The material components for this spell are
some mummy wrappings.
Create Ghast (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 hours
Area of Effect: Special
Saving Throw: None
This spell creates up to one ghast per six levels of
the wizard, and these ghasts will follow the
commands of their creator to the best of
their ability. Each ghast is formed from the corpse
of a human slain by a ghoul, or ghast who has not
yet risen as a ghoul itself. These corpses are the
material components of the spell. As implied
above, humans killed by a ghast will rise as ghouls
to follow the pack.

CyroBane's Frost Blade (Necromancy)

Range: 0
Components: S
Duration: 15 rounds
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
This spell causes a blade to appear in the caster's
hands. He may give this blade to anyone for usage,
but he can use it for a weapon. The blade acts as a
regular long sword + 3, but if a 17-20 is rolled on a
THAC0, it stuns a target because colds powers
flow through it. If a target is of fire (i.e. Fire
elementals, Salamanders, Red Dragons, etc.), then
it takes double damage and requires only a 15-20
THAC0 roll for the stunning effect. The stun will
last for 4-7 rounds (1d4+3). If a target has cold
resistance, then it is unaffected by any stunning,
and only takes 1d6 damage. The blade will melt in
15 rounds. Any fire attack can melt the blade as
well.
Darklight's Hideous Rending
(Alteration, Necromancy)

Range: 50 yards
Components: V, S
Duration: 1 round per 2 levels
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
This spell requires full concentration on the part of
the caster for its entire duration. For 1 round per
two levels of the wizard, a gruesome attack may be
carried out. The wizard makes grasping and
pulling motions with his hands in the direction of
a single creature within 50 yards, and rolls to hit. A
successful hit will do 2d4 damage to the creature,
as a handful of flesh is teleported 3-5 feet from the
unfortunate's body. One rending attack may be
made per round while the spell lasts. The target
will begin bleeding for 2 points of damage per
"rend" until they receive healing or serious
bandaging. The caster also rolls a percentile on
each successful hit; if the score is equal to or under
the caster's level in percentage, the target loses a
vital organ or chunk thereof, and must save versus
death magic or expire on the spot. If the saving
throw is successful, they will lapse into a coma,
and can only be revived by a cure serious wounds
or similar greater healing spell; if not so healed,
they die within 24 hours. If a target dies or falls
comatose, the wizard may move his focus to a

The Ancient Tome of Dark Magic


new victim, and so on, for as long as the spell
continues. Use of this spell is not an act in
accordance with a good alignment. Darklight
himself will rarely use it, due to its ruthlessness.

Darkmoon's Demonic Child (Necromancy)


Range: Touch
Casting Time: 1 round
Components: V, S, M
Duration: Special
Area of Effect: One pregnant woman
Saving Throw:

Dark Maelstrom (Necromancy, Conjuration) o


Range: 60 yards
Components: V, S
Duration: 1d6+2 rounds
Casting Time: 6
Area of Effect: 5 feet radius
Saving Throw: Neg.
This exhausting spell summons a swirling vortex
of negative energy from the Plane of Shadow. The
vortex is 40 high at most and 10 in diameter.
Anyone in the area of effect at the completion of
this spell must roll a save versus paralyzation to
avoid being caught in the vortex. Failure means
they are paralyzed in the vortex for the duration of
the spell (1d6+2 rounds). Anyone in the vortex is
buffeted by life draining winds and lose 1 level
plus 1d4 strength. They also take 1d4 points of
damage each round from the unnatural cold of the
vortex. Undead, creatures drawing power from the
Negative Material Plane and those from the Plane
of Shadow are unaffected by this spell. Creatures
immune to paralyzation are not paralyzed by this
spell, but still suffer the other effects. A save is still
required.
Dark Missiles of Plague (Necromancy)

Range : 15 yards/level
Components : V,S,M
Duration : Instantaneous
Casting Time : 3
Area of Effect : One creature
Saving Throw : Neg.
This spell was researched by the great
necromancer, Lord Vorheese. When casted, black
blobs bolt towards a selected target, these blobs do
damage of Magic Missile (1d4+1). One missile is
shot per 4 levels of the caster, up to a maximum of
5. If saving throw fails, damage is taken along with
a special energy draining effect. For each missile
that hits its target, 1d3 points of strength are
sapped from the victim's body. These points
regenerate at the rate of 1/day.

By means of this spell, the child in a woman's


womb is transformed into a hideous demon-like
baby. The unborn must be at least 5 months old for
the spell to work. The caster must touch the
woman belly with bare hands and utter the arcane
words. The woman must then swallow the
demon's eye (I hardly think she will, but give it a
shot anyway). After this, the demon's eye will find
it's way down the woman's insides until it reaches
the baby. Then it will sink itself into the unborn
baby's forehead and stay there. Slowly it will
corrupt the baby's tiny brain with evil dreams (yes,
baby's dream) and vile nightmares until the baby
(20% cumulative/month) becomes vile and evil
itself. After the "aligment change" to evil, the baby
will receive claws. After 8 and a half months of
pregnancy, the baby will use these claws the rip
and shred itself a way out of it's mothers' womb
and into the world. These newborn are very
vunerable and pretty dangerous to handle. The
magicly prepared eye sends the baby straight for
the wizard who casted the spell in the first place
and sees him or her as it's father or mother. These
infested babies have a +1 on intelligence and a +1
in strenght. All other abilities are rolled normally.
The alignment of the baby will be (75%) chaotic
evil or (20%) lawful evil. The other 5% will be
neutral evil. The eye within the babies forehead
will die and shrivel up after 1d10 days. The baby
will end up with a hole in it's head wich must be
covered as soon as possible by any means or the
baby will start loosing intelligence at a rate of 1 per
day. When intelligence has reached 0, the baby is
prononced braindead. This spell is exceptionally
usefull for old necromancers who need a new
body. This is a banefull spell and only evil mages
will use it. The material component for this spell is
a specially prepared fiend's eye.
As you can read, this vile spell begs for a Ravenloft
Powers Check (that fails miserably!).
Darkray's Death Lightning (Evocation,
Necromancy)
Range: 0
Components: V, S, M
Duration: Instantaneous

The Ancient Tome of Dark Magic


Casting Time: Special
Area of Effect: Special
Saving Throw: None
This complex spell can inflict massive damage to
opponents if successfully cast. During the casting
time, the wizard gathers energy from the
surrounding land, which is then released as deadly
lightning bolts to all creatures within the area of
effect (concealment or something like that can
help avoid the bolts). Note that this spell does not
distinguish between allies and enemies.
The gathering of energy is difficult. The wizard
must concentrate for some time and each
additional round augments the power of the bolts.
The energy returns to the land through the victims'
bodies, while causing great damage. The casting
time of the spell equals the concentration time.
The caster is not able to perfectly control the
collection of energy, so there is a possibility of spell
failure before completion. If this happens, all
energy returns to the land and the spell is wasted.
A check must be made for each casting round.
Only high level spellcasters can gather large
amounts of energy. This fact and all the details
above are summarized in the following table:
Conc. Time HP of
in rounds Damage
1
4
2
9
3
15
4
22
5
30
6
39
7
49
8
60
9
72
10
85

Spell Radius Min.


failure in feet level
1%
20
12
1%
30
12
2%
50
12
3%
70
13
5%
100
13
7%
130
14
10%
160
14
15%
200
15
20%
250
16
30%
300
17

During the whole casting time, the caster remains


aware of his environment and is able to perform
basic mental actions. This includes
choosing a target for Melf's Minute Meteors or
ceasing one of his previously cast spells.
The material components are a wooden staff and a
small obsidian orb which costs around 50 gp. The
wizard must hold the staff on the ground with one
hand and hold the orb high with the other. The
staff gathers energy and stores it in the orb. When
the wizard desires to strike, he must first lift the
staff and then crush the orb on the ground (the
orb becomes fragile and shatters automatically if
dropped). The staff is not consumed.
If the caster is physically hit or the orb is damaged
during the casting, the spell is not totally wasted.

The orb releases some of the stored energy; some is


lost. To find out how much energy is actually
released roll 1d4+1 and subtract the result from the
current casting round. As a side effect, the caster
suffers half the stated damage as well, with a
saving throw for quarter damage.
For example, if the wizard is disrupted in the 6th
round, the orb breaks. The 1d4 rolled gives 1.
Thus, the orb releases enough energy to inflict 22
HP to all creatures within 70 feet. The caster takes
11 points of damage or 5 HP if he saves.
Death Aroma (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 4 rounds
Casting Time: 9
Area of Effect: 1 yard per level
Saving Throws: Neg
The spell create an aroma of death. Any
creature that is six hit die or under must save vs.
death or die. Any one over six hit die isn't
affected by the spell. The material component
needed for this spell is a vial of poison type E.
Demonic Resurrection (Necromancy)

Range: 10 yards + 5 yards/level


Components: V,S,M
Duration: 10 rounds + 2 rounds/level
Casting Time : 4
Area of Effect: Special
Saving Throw: None
The caster dips into the unnateral forces of the
underworld to create a demonic corpes to serve as
a weapon. The bones and rotting flesh of a foul
demon is risen from the ground to destroy all who
the caster has chosen. The materials needed for this
spell, black candle, fresh dirt, rotting dragon flesh.
SKELETAL DEMON
Ac 1
Hd 8
Mv 16
#At 3
Dmg 1d4 (claw)/1d4 (claw)/1d6 (tail) or 1d8 (bite)

The Ancient Tome of Dark Magic


Desmonds Efficient Death Dweomer
(Necromancy, Illusion)

Duath's Black Fog (Conjuration/Necromancy)


Range: 15 feet + 3d8 feet /level
Components: None
Duration: 2 rounds/level
Casting Time:1 round
Area of Effect: 50 sq. ft.
Saving Throw: None

Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
When Desmond's Efficient Death Dweomer is cast,
the caster must hit a living target at AC 10,
lowered by dexterity modifiers and magic armor
bonuses, if any. If the wizard strikes the target,
they instantly fall unconcious for the remainder of
the spell, but they do not lose any Hp. To anybody
else watching the event other than the caster, it
appears that the victim has suffered a horrible
death at the wizards hand by fire, being turned
inside out, etc. Actually, this is an illusionary
effect, the victim has just been knocked out.
Anyone seeing this "death" must make a save vs
paralyzation or one of the following occurs- roll
1d10:
1-3 nausea,vomiting (-2 hit, +2 AC, for
remainder of spell)
4-6 fear (flee for remainder spell as quickly
as possible)
7-9 shock (stunned for remainder of spell)
10 unconciousness (no HP lost)
The wizard can only strike one target during the
spell, and the target looks, feels, and appears dead
by all means until the spell is over.
Desmonds Instant Dismemberment
(Necromancy)

This spell causes a noxious black cloud to appear.


Any who are caught in the cloud lose 1d12 hps per
each round in the cloud. The cloud is not affected
by the weather and can only be removed by a
dispel magic or the duration runs out.
Evermore's Bestow Life Force
(Necromancy, Enchantment)

Range:
Touch
Components: V, S
Duration:
Istantaneous
Casting Time: 6
Area of Effect: One corpse
Saving Throw: None
This spell drains of the caster's current HP to
bring a dead creature back to life, with half of its
max HP. This creature will become one of the
mage's followers, but does not take up space in the
follower quota. Creatures that have been raised
from the dead have a Constitution and Comeliness
of 5.
Evermore's Undertaker (Alteration, Necromancy,
Enchantment)

Range: 20 yards
Components: V, S
Duration: Istantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw: Neg.

Range:
Touch
Components: V, S, M
Duration:
Istantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw: None

When instant dismemberment is cast, a large


guillotine-like blade appears over the target, and
flashes down at them amazingly quickly. If this
blade hits(save vs spell-2), it does 5d8 points of
damage and severs one of the targets arms, hands,
legs, or feet. This wound bleeds for 1d10 points a
round until bandaged.

This spell will up the Constitution and Comeliness


of a creature that Bestow Life Force has been used on
to 15. It will have no effect on other creatures.
The material ingredients of this spell are a
comb, a makeup kit, and a bottle of perfume.
Exchange Life-Force (Necromancy)
Range: Touch
Components: V, S, M
Duration: Permanent

The Ancient Tome of Dark Magic


Casting Time: 6
Area of Effect: One creature
Saving Throw: Neg.
This spell enables the caster to exchange hit-points
with the individual touched. If the amount of hitpoint is above the normal maximum number of
hit-points, the extra hit-points are considered
temporary hit-points and cannot be regained when
lost. If on the other hand the number of hit-points
are zero or below, the recipient dies.
The material component for this spell is a heartshaped gem of at least 200gp in value.
Fatality Explosion (Necromancy/Alteration) o

This spell enables the caster to make a victim


explode. The victim's body explodes across a 30
foot radius. The caster can only do this to any
creature with 3 HD less then the casters level (a 9th
level caster can make any 6 HD creature explode).
If the spell is attempted on any creature that
does not fit the requirements then the victim
suffers 5d4+5 points of damage. If the victim is
killed by the 5d4+5 points of damage then the
victim will explode as would happen if it was cast
on a creature with 3 HD less then the casters level.
If the damage is not enough to kill the victim
then the victim is not subjected to exploding.
The caster use this spell on as many creatures he or
she wishes as long as their total HD does not
exceed the casters limitations (for example: A 7th
level caster can destroy a 4 HD creature, or four 1
HD creatures, or one 3 HD creature and one 1 HD
creature, etc.)
The material component for this spell is a black
onyx (1,000 gp) and a tomato (the tomato is blown
apart during the spell and black onyx is voided to
the Abyss).

Range : 30 yards
Components : V, S
Duration : Instantaneous
Casting Time : 6
Area of Effect : One man-sized creature
Saving Throw : Special.

Gaals Legion of Doom II


(Conjuration, Necromancy)
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Range: 5 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Neg.

Fleshsear (Necromancy)

Fleshsear is a vicious spell which basically dissolves


it's target's flesh down to the bone. Obviously, this
spell will not work if targeted against a creature
with no flesh (exoskeleton). If the saving throw vs.
death magic, with a 1 penality, is failed, the target
loses 12 points of constitution and 14 points of
strength. If successful, the target recieves 2d12
points of damage. Victims reduced to 0 by
constitution or strength drain are dead, for the
spell dissolved all their flesh, leaving just a
skeleton.

100 yards
V, S, M
Permanent
6
400 square yards area
None

This spell is exactly the same as the 3rd


level one. Commands however may be more
complex: Push the buttons 9-8-6 while pulling the
5th white lever from left of the 3rd row. although
they must be always mechanical.
* At 11th level a wizard summons 3d6 Skeletons
and Zombies, 2d6 Ghouls, 2d4 Shadows.
* At 13th level a wizard summons 3d6 Skeletons
and Zombies, 3d6 Ghouls, 2d4 Shadows and 1d4
Wights.
* At 15th level a wizard summons 3d6 Skeletons
and Zombies, 3d6 Ghouls, 2d4 Shadows and 2d4
Wights.
* At 17th level a wizard summons 3d6 Skeletons
and Zombies, 3d6 Ghouls, 3d4 Shadows, 2d4
Wights and 1d4 Ghasts.
The material component for this spell is a
bone wich was taken from a living humanoid or
from a humanoid wich was tortured to the death.
It is not consumed.
Gauntlet of Pain (Necromancy,
Invocation/Evocation)
Range: Touch
Componets: V,S,M
Duration: 1 round per level
Casting Time: 6
Area of Effecr: Casters hands
Saving Throw: Negates

The Ancient Tome of Dark Magic


When cast a greenish aura of deadly power engulfs
the casters hand, he then touches his enemys and
causes them great pain (-4 to attack -5 to
movement) the victim takes 1d4 points of damage
from the casters touch and is drained temporarily
of 2 levels per hit, Paladins hit by this spell lose the
ability to cast spells while under its effects, the
negative energy infusing thier bodies makes it
impossible for them to talk and fight at the same
time. The spell also makes enough light to read
and walk by. The material componets for this spell
are a black velvet glove, and specter dust.

10. If it is a sunny day, will see his shadow and die


from fright. If not, never mind.

Ghast (Necromancy)

This spell fires 1 dart per 3 levels of caster, much


like the Magic Missile spell. Each bolt does 1d8 per
2 levels of caster, to a maximum of 12d8. Also, it
does +3 per level of caster, to a maximum of +72.
No saving throw is allowed. If a single target is
struck by more than 4 darts, it must save versus
death magic or suffer paralization in 1d4
extremities for 1d8 rounds. For every dart over 4, 1 is taken from saving throw. The darts are spit out
of the caster's outstreched hand. The material
component for this spell is a bit of dead flesh from
a reptillian creature.

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: One body
Saving Throw: None
This spell animates a body as a ghast,
under casters control.
The material component is flesh from the meal of a
cannibal and three dead flies.
Insanity Rush (Necromancy)

Kaldorn's Death Darts


(Necromancy, Invocation /Evocation)

Range : 60 yards + 10 yards/level


Components : V, S, M
Duration : Instantaneous
Casting Time : 2
Area of Effect : 1-8 targets
Saving Throw : Special

Kalli's Beleagured Bones (Necromancy)

Range : Touch
Components : V, S
Duration : Permanent
Casting Time : 1 round
Area of Effect : One person
Saving Throw : None
When used, it makes a man totally insane to the
point of attacking his or her comrades. Roll a 1d10
to determine the nature of the insanity
1. Int and Wis go down to 3, person can no longer
think effectively.
2. Turns into an enemy monster that the DM
controls as if it were his/her own. Obviously,
hes a monster just in his mind.
3. Stops completely for 1d8 rounds unless a Save
vs. Petrification is successful.
4. Runs into sword unless save vs. spells
5. Goes Berserk
6. Dances around like a madman, waving his
weapon everywhere and hitting anyone in range
7. Goes after first target in range untill dead.
8. Cuts self, causing 1d8 damage for 1d4 turns
9. Runs away like a scared little child from the
battle.

Range: 5 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negate
When this spell is cast, the wizard causes the
victim creature to become physically weaker by
weakening the victim's bones. If the victim fails a
saving throw vs. spells, the character loses 1 point
of strength per level of the caster (creatures
without strength rating are assumed to have a 3-6
Strength if Tiny, 6-9 Strength if Small, 10-12
Strength if Medium, 13-15 Strength if Huge, 16-20
Strength if Large, and 21-25 Strength if
Gargantuan. The DM may modify this as he sees
fit). A creature reduced to 0 Strength is helpless
and unable to move. Creatures without strength
ratings suffer a -1 penalty to hit and damage rolls
for every four full strength points they lose.
Attacks to the victim with bludgeoning weapons
inflict double damage due to the weakened state of
bones, though other attack types are unmodified.
This spell until dispelled with a Cure critical
wound spell or more potent healing magic. The
caster is treated as being four levels higher when

The Ancient Tome of Dark Magic


this spell is attempted to be dispelled by a dispel
magic.
The material component of the spell is a leg bone
that the caster snaps in two, and points toward the
victim.
Kalli's Black Death
(Invocation/Evocation, Necromancy)

Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negate
This terrible spell is fearsome to behold. When
the caster touches the victim and speaks the spell,
the victim must instantly save vs. death magic. If
the saving throw fails, the area the caster touched
begins to age, wrinkle, shrivel and blacken. The
affected area quickly spreads over the victim, until
by the end of the round there is nothing left of the
victim except a blackened husk of a corpse. The
spell's victim can take no action during the time
between being touched and death other than to
scream in agony and force those looking on to
make Horror checks from the sight. The victim is
dead beyond being saved by a Raise Dead spell,
though more powerful magic can raise the
character back to life.
The spell is still terrifying should the victim
make his saving throw. The touch of the caster
drains 4d6 hit points from the victim, possibly still
killing weaker foes. When the spell is cast, the
caster has up to 1 round/level to discharge the
spell into a victim. The spell can be discharged but
once.
Kalli's Unthwartable Revenant (Necromancy)

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One Creature
Saving Throw: None
This spell can be cast on a victim at any time
before he dies or after the victim has been dead, up
to one day per level. If cast on a living individual,
the spell will remain latent up to one day per level
of the caster. Regardless in which manner it is
used, the spell does not take effect until the victim
is slain by an individual, or through the direct

action of an individual. Thus, the spell would take


effect if the character was killed by a sword blow
from an opponent, a fireball by a wizard, or even if
buried under an cave-in caused by a wizard who
hoped to bury the victim under an avalanche by
casting a lighting bolt at the roof above him.
Setting off a pit trap that slays the character would
not activate the spell, nor would a subsequent
cave-in that killed the character if the casting
wizard had destroyed the supports in the cavern
by accident (deliberately destroying the supports
would be another matter...). The spell also fails to
activate if the victim's body is utterly annihilated
(by such things as a disintegrate spell).
Once activated, the character instantly arises as a
revenant, as per the Monsterous Compendium
description. However, it is not able to use the
body of another deceased person - it must use its
original body. The revenant proceeds with all
speed to destroy the individual that caused its
death. The revenant remains until destroyed or
succeeds in its tasks. In the final matter, the
revenant sinks to the ground in final rest.
Casting this spell ensures that the victim will
automatically return from the dead to wreck
vengeance on its slayer. It is used with caution, for
attempts to revive the individual after the use of
this spell is very difficult - Resurrection Survival
chances are halved, and the victim loses four
points of Constitution instead of one.
The material component of this spell is bit of
quicksilver to be spread on the victim, and a gift of
six drops of the caster's blood.
Korel's Strength of Darkness (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Undead touched
Saving Throw: None
This spell, when cast on an already animated
undead, presumedly under the caster's control,
strengthens both the body of the undead and the
animating force holding it together. The result is
an increase in most of the physical statistics of
combat, producing an excellent skeletal
bodyguard or elite troops.
The effects of this spell depend on the caster's
level. Subtract 10 from the level of the caster and
divide by two. This modifier (2 at fourteenth level,
3 at sixteenth level, 4 at eighteenth level) is

The Ancient Tome of Dark Magic


applied in the positive direction to all of the
following: THAC0, Hit Dice, Armour Class, and
damage modifier. Thus, a 14th-level caster
could strengthen a normal skeleton (THAC0 19, 1
HD, AC 7, no damage modifier) to an advanced
model with THAC0 17, 3 HD, AC 5, and a +2
damage modifier. Free-willed undead are not
affected by this spell, nor are non-corporeal
undead, since the spell strengthens the physical
body of the undead. Skeletons, zombies, and ju-ju
zombies are the typical recipients of the spell.
The material component for this spell is a pinch of
dust from a normal undead of the new Hit Dice or
higher (wraith at 5, mummy at 6, etc.) and a cup of
blood from a fighter with the same THAC0 as the
new level. These are mixed together and splashed
on the undead to be affected.
Korel's Vampiric Strike (Enchantment,
Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: Weapon touched
Saving Throw: None
This spell imbues one weapon with a shimmering
black radiance that makes it function as a weapon
of vampiric regeneration for the spell duration.
That is, one half of any damage inflicted by the
weapon (including bonuses for Strength, magic,
backstab multipliers, etc.) is gained by the wielder,
rounded down.
The spell enchants the weapon, not a person, so
the weapon may be used by the caster or another
person, or even by several people in succession
within the spell duration. For the purposes of this
spell, a weapon is defined as any non-living object
through which damage is inflicted. Common
weapons like swords and staves are obviously
included, but the spell could theoretically be used
to enchant a pair of gloves to regenerate punching
damage. In a case like this, only the permanent
damage is counted for determining how many
points are regenerated.
Hit points may be gained by the wielder above the
normal maximum, and excess points are treated as
in a Vampiric Touch (fades after one hour). The
material component of this spell is a pinch of dust
from a level draining undead (wraith, wight,
spectre, vampire), which is sprinkled over the
weapon to be affected.

Kyle's Constution of the Dwarves


(Alteration, Necromancy)

Range: 0
Components: V,S,M
Duration: 1 round/2 levels
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None
This spell gives the recipient the added
constitution, and bonuses that go along with a
high contitution.
Recipients
Constitution
38
9 11
2 14
15 16
16 17
18+

Constitution
Bonus
+5
+4
+3
+2
+1
-

The recipent gains the added hit points and


attribute adjustments due to a raised constitution.
The recipent has a euphoric sensation when first
taking on the effects of this spell, then a strong
urge to sleep. Rest for an equal amount of rounds
to duration is necessary, half that if a sucessful
endurance check is made (if the non-weapon
proficiencies is available). Unwilling recipients are
allowed a save vs. spells to avoid the effects of this
spell.
The material components for this spell are an
mnithral mug of dwarven creation, and a stout
dwarven ale. This must be consumed during
casting, the mug also dissapears.
Kyle's Undead Groping Hands
(Conjuration/Summoning, Necromancy)

Range: 50 yards
Components: V,S,M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: 30x30 feet/level
Saving Throw: None
This spell causes 1d4+2 per level zombie
appendages to erupt from the ground. (25% of
these appendages are legs the remainder are arms.)
Half as many appear if cast in rocky terrain,
double the amount if cast in a graveyard. Each
appendage is AC 3 and have half as many
hitpoints as the caster. Opponents must save vs.

The Ancient Tome of Dark Magic


spells at -1. Legs cause d6 points of damage, and
arms cause 1d4 points of damage plus a grapple
attempt as per Evard's Black Tentacles (q.v..) with
the exception that the appendages do not
disappear if they miss their original or subsequent
attacks and are attracted to the life force of living
creatures only.
The material components for this spell are a pinch
of powdered bone and a drop of blood.
Leech (Necromancy, Enchantment)

Range: 20 yards/level
Components: S, M
Duration: 1 round/level
Casting Time: 6
Area of effect: 10 feet radius/level (centered on
target creature)
Saving Throw: Negates

This spell actually grants the wizard the ability to


use the normal attack of a lich. A mere touch will
cause 1d10 HP of cold damage and paralysis of the
victim (a saving throw is applicable to avoid the
paralysis).
Living Layer (Necromancy)

This spell places a powerful enchantment upon the


target creature. The target creature recieves a
saving throw vs. death magic, with a -3 penalty to
avoid the spell. If the saving throw is failed, the
affected creature feels as if something is watching
over him. In the same round, the creature hears a
voice, sounding exactly as his own, speak, "Even
though my fate twines with strife, to my demise I
give you my life". From that point on, any healing
magics, magical items, innate ability, even
regeneration, that gives hit points to a creature
within the area of effect of the leech, the hit points
are taken from the "leeched" creature. For example,
a fighter within range of a "leeched" creature
drinks a potion of healing, restoring 7 hit points to
himself. The "leeched" creature loses 7 hit points,
as the hit points given to the fighter are taken from
the "leeched" creature. If a "leeched" creature tries
to heal itself, in any manner, there is no effect, as
any hit points regained would be taken from
himself anyways, thus canceling each other out. If
the leeched creature dies because of this spell, the
leech will continue to give hit points as mentioned
above, visibly shriveling and corroding the dead
creature until nothing but a tathered, skeletal
corpse remains. If the dead creature is reduced to 100 hit points from the leech, its soul is destroyed,
and its body turns to ashes. Only a specificly
worded wish can hope to restore the creature to
life. The material component for this spell is a
leech, that has tasted a drop of blood from an
immortal creature.
Lich's Palm (Necromancy)

Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Special

Range: Touch
Components: V,S
Duration: Special
Casting time: 6
Area of effect: One creature per 3 levels, or one
application per 3 levels.
Saving Throw: None
Casting Living Layer on himself or an ally coats that
beings with a thin layer of life energy, this has no
effect on that being, but because of its unprocessed
nature, has a very bad effect on level draining
undead. When falling prey to a level drain, the
Living Layer takes the place of one lost level, when
this is absorbed by the undead, it takes damage
according to the hit dice of the 'victim.' A warrior
with 2 living layers cast on him will cause 2d10
damage to an undead that drains two levels. Living
Layer tops out at 1/4 the recipients level. A 20th
level character can only have 5 living layers.
Lordus' Humorous Amputation (Necromancy) o
Range: 10 yards/level
Components: V,S,M
Duration: Permanent
Casting Time: 6
Area of Effect: 30 feet radius
Saving Throw: Negates
This spell was created by a powerful necromancer
and planewalker named Lordus. Lordus, who's
evil deads rival many of the most dark and vile
among the planes, thought that his beloved school
of Necromancy lacked a little humor. So....
All creature within the area of effect must make a
saving throw vs spell or 1d4 random limbs(arms or
legs) fall off the victoms body. The joint where the
limb fell from (shoulder or hip) heals over as a

The Ancient Tome of Dark Magic


stump, as does the limb that fell off, instantly, so
that the spell causes no damage.
Ex. Poor little orc fails his saving throw and rolls a
two. Both one arm and one leg fall from his body,
dropping him to the ground. Looking down in
horror he now see that he has to stumps in place of
his limbs, and not far from him are his arm and
his leg in perfect condition, lying limp and
worthless.
Darkantus, Lordus' apprentus, name the spell
Lordus' Humorous Amputation after watching
Lordus cast the spell at a group of charging orcs.
Lordus the dark and very evil.... fell over laughing.
The material components for this spell are are a
knife blade and a small bone.
Minor Accursed Rite (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Living creature touched
Saving Throw: Negates
This spell turns its victim into an undead. The type
of undead is selected randomly from those
between the power of a wight and a vampire. The
undead is partially controllable by the wizard. This
is a risky spell: each command given is a chance
for the victim to become a fully free undead of the
type, unless the wizard also is a member of
the same type of undead. The thus created undead
is free-willed, but may still be subject to other
spells that remove this freedom, of course. The
change takes place over a period of two weeks of
gradually worsening illness in which time the spell
can be dispelled by a dispel magic, cure disease,
and heal, cast in any order any time during the
two weeks, not necessarily one straight after the
other. The DM should make up some appropriate
material component.
The spell can create some quite weird undead,
such as vampire snakes. Controlling requires a
common language and sufficient Intelligence on
the part of the target. The spell in itself doesn't
modify statistics such as intellect, even if the
undead Strength of 18/00 on a vampire does
apply to non-humanoids as well.
Missiles of Withering (Necromancy/Evocation) o
Range: 30 yards
Components: V, S

Casting Time: 6
Duration: Instantaneous
Area of Effect: One creature
Saving Throw: Negates
This spell causes 1 missle per five levels of
experienced gain to emmit from the caster's hand,
hitting a target unerringly. When the missles hit
the victim must roll a save vs death magic at -2 for
every missle that hits or have that body part
Withered by Negative Energy. There is a 20% that a
missile hits the head of a victim. If this happens
they must roll a save vs death at -3 or die
immeadiatly from having their skull withered. For
paladins this chance is increased to 30% instead of
20. This spell does the caster damage as well
though. For every 5 points inflicted on the victim
the caster loses 1 point him/herself from the
manipulation of such deadly energy.
Morgwar's Undead Chaser
(Abjuration, Necromancy)

Range: 10 feet per level


Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: 10 feet per level square
Saving Throw: Special
This spell simulates the priestly power to turn
undead. This effect happens under the same
restrictions. The wizard has to approach the
undead with his spell components in hand. The
priestly effect of the turning is dependant on the
alignment of the wizard casting the spell.
If the wizard is good he destroys or turns the
undead, if he is evil the undead are controlled, if
he is neutral he can choose which effect is to
happen. The effect is rolled on the priest's turning
table with the following addition: if the level of the
wizard is above the level that is absolutely
necessary to turn the undead, the wizard gains a
+1 bonus for every five levels above the necessary
level. Thus, the lowly undead are almost assuredly
under the control of a 12th-level wizard.
If the wizard does not succeed with his roll to turn
any kind of undead present then all undead are
not turned or controlled: if the wizard faces 20
skeletons, 10 wights and one special undead and
he fails only to turn the special undead, he
automatically fails to turn all undead present (even
the skeletons). Thus, this spell is not very
useful with a congregation of undead, but it can be
used to get some nice effects with lower level
undead. The wizard can affect a maximum

The Ancient Tome of Dark Magic


of one undead per level, beginning with the lowest
powered ones.
The material component is a part of every type of
undead the wizard wishes to turn or control. If
that part actually was part of that specific creature,
that creature is turned or controlled automatically.
Mummy (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: One dead body
Saving Throw: None

36-45
46-55
56-60
61-65
66-75
76-80

This spell, when cast on a dead body,


animates the body as a mummy, under casters
control. There must be a coffin nearby to rest in
and it is treated as a normal mummy in all respects
(including being resurrected as a 7th level fighter).
The material component are a rare balm (200 gp),
two linen bandage and a beetle (living or dead).
Mutation (Necromancy)

30-35

Range : Touch
Components : V,S,M
Duration : Permanent
Casting Time : 6
Area of Effect : One living creature
Saving Throw : Negates
This spell greatly alters the body of any one living
creature it is cast on (undead have no metabolism,
and are thus unaffected).
The mutation is random, so the caster cannot
control the mutation's exact effect. A target is
entitled to a saving throw vs. polymorph to avoid
the effects. If failed however, the creature
immediately begins to mutate.
Roll 1d100 and consult the following table for the
results (of course, a DM may be creative and alter
the list) :
Die Roll
Effect
01-10
Creature sprouts 1d3 functional limbs
(random location)
11-20
Bones liquify - Creature turns into living
flab.
21-29
Creature's body bloats and coats with
infectious tumors, loose flabs of flesh, and
disgusting, pulsating arteries, writhing
under its skin in a hideous dance of living
gore.

81-100

Creature grows 1d4 vestigial appendages.


(random locations)
Creature sprouts 3d6 additional ears.
(amplified hearing)
Creature sprouts 3d6 additional eyes.
(360 deg. vision)
Creature sprouts 3d6 mouth-like orifices.
1d4 random limbs shrivel and become
useless.
A random organ is enlarged/reduced by
1d100 + 100% .
Creature grows an additional head. There
is 90% chance that it will become
psychotically retarded and die in 3d8
turns, and a 10% chance that it will
survive to live with the extra head (a very
amusing situation indeed).
Creature mutates horribly and dies in
terrible agony.

For each mutation, the target must roll a systemshock check to see of it survives at all. Each
mutation causes 3d4 points of damage, -10% for
future system-shock rolls, and charisma drops by
2d4+2 (minimum 1).
Mutation has no effect of oozes, molds, jellies, or
other liquid creatures.
The mutation can be reversed with a Restoration
spell or a Wish.
The material component is living tissue (can be
preserved).
Nezrods Screaming Skull
(Alteration, Necromancy)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Cone 100 long, 30 wide at
its base, 5' wide at its apex
Saving Throw: none
With this spell, the wizard causes the skull she is
holding to emit a ghastly shriek before crumbling
to dust. All living creatures with no more than 7+4
hit dice or 8 levels of experience caught within the
area of effect are subject to the screaming skulls
power to one extent or another. Use the following
table to determine the exact effects based on each
victims respective hit dice/level.
Hit Dice / Level
Damage Inflicted Magical
Aging
6 - 7+4 / 6th - 8th
3d6
3-12 years
4 - 5+ / 4th - 5th
4d6
4-24 years
2 - 3+ / 2nd - 3rd
5d6
5-40 years

The Ancient Tome of Dark Magic


Up to 1+ / 1st

6d6

6-60 years

Damage and magical aging, along with any


applicable effects from the aging, are suffered
immediately. The damage can be healed through
all normal and magical means. Likewise, the
magical aging can be reversed through the use of
appropriate magic.
The material components of this spell are a
humanoid skull and the powdery remains of a
destroyed ghost.
Nezrod does not use this spell much. When he
does, he tries to target elderly human foes, hoping
to cause them to die of old age from the screaming
skulls effects.
Noska Trades' Immortal Mount
(Alteration, Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: Negates
This spell enables the wizard to convert his mount
into a gruesome undead creature. The mount is
allowed a saving throw versus death
magic. If this saving throw fails the mount must
make a system shock roll, and if it fails this roll it
dies before the spell is completed, thereby
negating the effects of the spell.
The mount turns jet-black with glowing red eyes
and appears as if its skin was pulled tightly over
its bones. The mounts skin becomes leathery,
decreasing its Armour Class by 2. It acquires an
additional Hit Die and retains its previous
movement rate and form (i.e., flying mounts can
still fly). The mounts maximum encumbrance
increases by 200 pounds and it also never grows
tired.
The wizard needs a vial made from the bones of a
creature the same as the mount. The vial must be
filled with demon ichor.
Nrok's Lethal Weapon I
(Evocation, Necromancy)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: Negates

By means of the Lethal Weapon spell, the wizard


enhances the ability of one bladed weapon to be
considered a 'lethal' weapon.
In this state, the blade glows a faint gray color and
appears magical. By the same means, if a weapon
is already magical, this spell is instantly lost when
cast on the weapon, because the current magic of
the weapon will destroy this magic being cast on
to it. The blades effects will last four hours, or until
swung once, after which time it is lost, and cannot
be done again until the spell is cast on the weapon
again.
Note that his spell doesnt lend itself to
Permanency.
The first person the blade is swung at and hit by
the blade will receive the effects of the spell, but
remember, even if the weapon is used and misses,
the magic is still lost. The victim, if hit, must roll a
saving throw vs. death magic. Failure of this
saving throw has special effects, roll a percentage
dice. If the percentage roll is lower then 25%, then
the victim dies, if it is above, the weapon does
quad-damage (damage x4). Successful passing of
the saving throw vs. death magic simply means
that the victim takes damage from the 'lethal'
weapon, but does not get effected by this spell.
The material component of this spell is 300 gp
worth of crushed black gem, and the rare
crystalline material found in silver urchin, crushed
and mixed together.
Pains of Perpetual Agony (Necromancy)

Range: Special
Components: V, S, M
Duration: Concentration
Casting Time: 6
Area of Effect: One person
Saving Throw: Negates
This spell causes the target great pain, irritates the
nerve-endings, and causes intense pain in a
human, demi-human or humanoid. Each round
the target must make a saving throw vs. spells,
modified by hit point bonus if applicable, to do
anything but scream in pain.The pain will last for
so long as the caster maintains concentration. The
spell may be cast using a fetish object, thus
negating any range restriction. The material
component is a piece of sharkskin, blessed by a
priestess of Loviatar.

Power Word, Pain (Necromancy)

The Ancient Tome of Dark Magic


Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: 60 feet diameter sphere
Saving Throw: None

Casting Time: 1 round


Area of Effect: One deceased creature
Saving Throw: None

This spell allows the caster to utter a word of


power that enables him to cause wracking pain in
his victims. This pain causes the affected to be at a
-4 to hit and have a +4 penalty to Armor Class.
The victims will fail all saving throws as long as
the pain lasts. The spell can affect up to 40
HD/levels of victims. In cases where hit dice are
varied, the lowest level/HD creatures are affected
first. Partial effects are ignored. The length of the
pain depends upon the hit dice of the creature
affected, as shown below.
Hit Dice
Length of Pain
under 1 Hit Dice 6 hours
1 to 2 Hit Dice
3 hours
2+1 to 3 Hit Dice 1 hour
3+1 to 5 Hit Dice 3 turns
5+1 to 6 Hit Dice 1 turn
6+1 to 7 Hit Dice 3 rounds
7+1 Hit Dice or more 1 round
The material component for this spell is a bit of
dung rubbed onto the caster's lips.
Pyre (Evocation, Necromancy)

Red Death (Necromancy)


o

Range: 60 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20-foot radius, 30-foot high
cylinder
Saving Throw:
This spell calls forth a blazing funeral pyre upon
its victims, these flames of death inflict a gruesome
8d10 damage (undead aren't allowed a saving
throw). The singing of unholy spirits can be heard
from the fire, and bits of bone fly up to the sky.
The material component for this spell is a
hollowed rib filled with bone ash and sulphur.
Reanimate (Necromancy)
Range: Touch
Components: V,S
Duration: Special

With this spell, a caster may cause the spirit of a


dead humanoid to reanimate it's body, allowing it
to behave as if he were alive. When reanimated,
the subject has full hit points, and full access to
whatever abilities were possessed before death.
The caster can reanimate any humanoid who has
been dead for less than one year per level of the
caster.
Unfortunately, the creature is still technically dead.
It is cold to the touch, blood does not flow, etc. The
creature has no need to eat, sleep, or drink.
Because the creature is still dead, the body will
begin to decompose, creating a less than pleasant
odor.
The greatest drawback of reanimate is that the
subject is still technically dead (treat as undead of
a level of the subject's hit die for turning
purposes). Every day after his death, the character
loses 1d3 points from his Strength, Dexterity,
Constitution and Charisma totals. When any of
these attributes drop to zero, the character is
permanently dead, and cannot be resurrected by
any means short of a Wish, or the direct
intervention of a deity.

Range: 1 feet per level


Components: V, S, M
Duration: 1d4 rounds
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
This terrifying spell causes the blood of the
victim to be drawn from every available pore and
orifice over the victim. If the victim fails his saving
throw, he is paralyzed in agonizing pain as 4d6 hit
points worth of blood is drawn from his body each
round for the next 1d4 rounds. The victim is
unable to attack and suffers a -4 penalty to AC.
The victim also loses 4 points of Constitution and
Strength each round. Those who survive this
terrible spell can regain Constitution and Strength
at the rate of 1 per turn of complete rest. Blood
loss and hit points are healed normally.
Those viewing this terrible fate must save vs.
spells or become overcome with Horror, as per the
Ravenloft effect.
Those who succeed their saving throw feeling a
numbing sensation as the blood in their body
rushes to the surface. The victim is -2 to hit, saves

The Ancient Tome of Dark Magic


and ability scores for 1d4 rounds, but suffers no
physical damage.
The material component of this spell is the heart
of a shrew powdered with crushed ants.
Remove Flesh (Necromancy)

Range: 0
Components: M
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates
Victims of this spell must save versus death magic
at -2 or lose 4 points of Strength and 2 points of
Constitution, with the added loss of 30% body
weight. If any statistic reaches 0 through this spell,
the victim is skeletonized, and a wish is needed to
revive him. Rest of one month restores one point of
each statistic, and 10% of body weight. Restoration
immediately restores both statistics. The material
component of this spell is a vial of spoiled food.
Restore the Bounty of Flesh
(Alteration, Necromancy)
Reversible

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: The caster
Saving Throw: Special
This spell reduces the physical age of the caster by
one to ten years. Benefits of ageing are still
accrued, but physical decrepitude may be offset.
There is a cumulative 5% chance per casting of
the spell of reversing the effects of all previous
castings and applications of similar anti-age
techniques. The reverse of the spell, Take the
Bounty of the Flesh, ages the target by one to ten
years, but this requires a roll to hit, and the
unwilling target is allowed a save vs. spells. There
is no chance of a botched spell in the reverse
format.
Revenant (Necromancy)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn

Area of Effect: One body


Saving Throw: None
This spell animates a body as a revenant.
This spell is quite dangerous, since the control on
the revenant is very weak at first and the creature
will try to attack the caster. Whats needed to
strenghten the control is a show of might from the
master : If its brought to less than 50% Hp, his
will will be weakened and afterwards itll be under
casters control.
The caster must attack the creature alone, since
only the one brought it to Hp will be recognized
as The Master ( so, if the wizard choose to leave
the fight to partys warrior, itll find the warrior
now fully controls HIS revenant).
The revenants paralytic power works on any
target caster designates to attack.
The material component is a killing weapon from
a cold blooded murder.
Rizzen's Life Sponge
(Necromancy, Abjuration)

Range: 0
Components: V, S, M
Duration: 1 round/5 levels
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
All magical damage done to the caster is applied to
his current life. He cannot ever have more life than
his current hit points. This effect lasts for 1 round
per 5 levels of the caster. Impact damage from a
magical effect does not count as magical damage.
Schizophrenia Projected Image
(Alteration,Illusion/Phantasm,Necromancy)

Range: 10 yards / level


Components: V, S, M
Duration: 2 rounds per level
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
The spell creates an alter ego of the person. The
duplicate will take on the schizoid-ego of the
caster. The duplicate can perform any action that
the mage can including spell-casting and combat.
The mage can communicate via telepath with the
duplicate. The image does not have to be within
the mage's view to continue to exist.

The Ancient Tome of Dark Magic


The duplicate can cast the spells that the mage has
memorized. Of course the mage loses the spells
then. However each can cast spells independent of
each other.
The major power of the duplicate is that he can
destroy the life force of a living being within spell
range by willing it. The victim gets a save vs.
death. Success and he suffers 3d6 points of
damage. Failure and he dies.
There is a few side effects to this power. First, the
mage cannot control if the duplicate will use it.
The mage can only point out his enemies to the
duplicate. Secondly, when the duplicate uses the
ability, the mage must make a Sanity check. If he
fails, the spell ends, he goes insane and becomes
his Schizophrenia alter ego.
Schizophrenia projected image requires the material
component of a clay image of the mage that must
be torn in two pieces.
Sertan's Certain Slaying (Necromancy)

Range: 6
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
This spell concentrates all the power of a death
spell on one victim.
A saving throw versus death magic is allowed. For
every three levels the wizard exceeds the victim's
level or Hit Dice, a -1 penalty is applied to the
saving throw, and vice versa. If the saving throw is
failed, the victim is slain immediately. If it
succeeds, he is weakened for one turn per level of
the wizard, suffering a -2 penalty to all rolls. This
penalty is cumulative. A saving throw which
succeeds by more than 10, or is critically made
negates any and all effects of that casting of the
spell.
The material component is a black pearl, and the
lens from the eye of a catoblepas, costing a total of
1000 gp. In some places, the lens may be hard to
get, as its only known use (besides as a lens) is
for death-dealing spells and poisons.

Duration : Istantaneous
Area of Effect : One creature
Saving Throw : Neg.
When caster casts this spell the target has to
save vs. polymorph, with a 1 penality for each
four levels of the caster.
If the target fails its save, its paralyzed and
wracked by pain and unable to act for 3d3 rounds.
During this period, the victims body is
surrounded with greenish lightnings and anyone
touches it takes 1d6 hp due to lightnings.
After 1 round, a boiling black goo pours forth from
victims mouth and nose. How much goo comes
forth depends upon the target.
In the following rounds, the goo begins to take the
same shape of the victim and to solidify. The
process is quite horrid, since the building of the
body begins from bones and organs and all up to
skin and hair!
The goo, during the change, is quite dangerous to
touch, since the solidifying process requires energy
and should someone touch it, that energys not
drawn from the surounding land but from the
creature touched it. That creature take 2d10 hp.
After the paralysis period ends, there are two
victims bodies.
The two bodies are the same in all characteristic
and powers, but hp and alignment.
Indeed this spell painfully rips the victims soul in
two, melts the evil part in the black goo form
and draws it forth; so one body contains the dark
and evil part of the target, the other the good one
(in game terms, one has Evil alignment, the other
Good).
Since not everyone has the same shares of good
and evil in him, the starting energy share of each
body varies from victim to victim (see below).
Type of Target
% Good
Good aligned Deity (+) all but 1 hp
Good absolute
all but 1d3 hp
(celestial steward aasimon)

Good paragon

95 %

5%

Good extreme

75 %

25 %

Good average

65 %

35 %

Dark good

60 %

40 %

Enlightned neutral

55 %

45 %

Neutral absolute *
Dark neutral

50 %
45 %

50 %
55 %

Enlightened evil

40 %

60 %

(warrior aasimon)
(good creature from a good race)
(average good human)

Skarms Black Redemption


(Necromancy, Enchantment/Charm)
Reversible
Range : 20 yds.
Components : V, S
Casting Time : 6

% Evil
1 hp
1d3 hp

(good with neutral tendencies) *


(neutral with good tendencies) *

(neutral with evil tendencies) *


(evil with neutral tendencies) *

The Ancient Tome of Dark Magic


Evil average

35 %

65 %

Evil extreme

25 %

75 %

Evil paragon

5%

95 %

Evil absolute

1d3 hp

all but 1d3 hp

1 hp

all but 1 hp

(average evil human)


(evil creature from an evil race)

(lesser/least tanarri or baatezu)

(true tanarri, greater baatezu/tanarri)

Evil aligned deity (+)

(+) = Should be noted that a deity which has Good or Evil as


their portfolio or area of influence, would have 0 hp in the
opposite alignment. This 0 hp doesnt mean the bodys dead,
for natural healing can bring it to positive hp.
(*) = These are shades which can be chosen by Dm. Note that a
extremely evil could go down in this table below its race typical
level and an extremely good one could go up above that.
Average shade range is of 1 step. Obviously the Dm can rule
a creature a lot much more good that its race average or a lot
more evil!

After the hp are shared, the two bodies can only


heal naturally, since the damage is done to their
souls, but they can heal up to victims full hps.
The reversed form of this spell, Skarms Soul
Blend, is cast on two creatures, but caster has to
touch both in that round (the spell itself allow two
him touch attacks).
The two creatures are paralyzed by pain and
unable to move for 3d3 rounds.
Thei bodies are surrounded by blue lightnings
(which work in the same way as per Skarms Black
Redemption ). A grey goo, sparkling with
multicolored lights, comes forth from the weaker
(lower hp) creatures mouth and goes into the
stronger ones mouth (higher hp).
Then result creatures aligment is found out :
Sum up victims hp, find weaker victim hps
percentage in it, look for the alignments share in
the weaker one and the percentage (round up) of
the most preminent alignment minus the
pencentage of the least preminent is the
perchentage to add to the stronger ones
alignment. Then only the stronger ones hp remain
and unchanged alignment is adjusted in order to
have a 100 % percentage.
Should someone touch the victim 1d4 rounds after
paralysis ends, hed be healed for weaker victims
hp and would take the percentage of weaker
victims transferred least preminent alignement.
The hollow body disappear when the transfer
ends.
For example, Rulah meets a goblin (6 hp; LE) and a
mercenary (8 hp; NG) and casts Skarms Soul
Blend on them. Goblin is evil extreme (25% G, 75%
E) and the mercenary is good average (65% G, 35%
E), but goblins only 43 % of the sum of hp.
So only 32% E is added to mercenarys 35% E, for a
total of 67% E (and automatically G shifts to
33%)a little more evil than evil average!

Then, after 3 rounds, a wounded bandit ( 2 hp, CE)


touches the mercenary and is healed of 6 hp up to
his full hp (6 hp), but takes even a 11% (25% x 43%
= 11%) of G.
Skarms Chaos Bane
(Necromancy, Enchantment/Charm)
Reversible

Range : 20 yds.
Components : V, S
Casting Time : 6
Duration : Istantaneous
Area of Effect : One creature
Saving Throw : Neg.
When caster casts this spell the target has to
save vs. polymorph, with a 1 penality for each
four levels of the caster.
If the target fails its save, its paralyzed and
wracked by pain and unable to act for 3d3 rounds.
During this period, the victims body is
surrounded with a black smoke whirlwind,
crackling with blue lightning, and anyone touches
it takes 1d6 hp due to lightnings.
After 1 round, a whitish-blue stream pours forth
from victims mouth and nose. How much stream
comes forth depends upon the target.
In the following rounds, the stream begins to take
the same shape of the victim and to solidify. The
process is quite horrid, since the building of the
body begins from bones and organs and all up to
skin and hair!
The stream, during the change, is quite dangerous
to touch, since the solidifying process requires
energy and should someone touch it, that energys
not drawn from the surounding air but from the
creature touched it. That creature take 2d10 hp.
After the paralysis period ends, there are two
victims bodies.
The two bodies are the same in all characteristic
and powers, but hp and alignment.
Indeed this spell painfully rips the victims soul in
two, melts the lawful part in the whitish-blue
stream form and draws it forth; so one body
contains the chaotic part of the target, the other the
lawful one (in game terms, one has Chaotic
alignment, the other Lawful).
Since not everyone has the same shares of chaos
and law in him, the starting energy share of each
body varies from victim to victim (see below).
Type of Target
% Lawful
% Chaotic
Lawfully aligned Deity (+) all but 1 hp
1 hp
Lawful absolute
all but 1d3 hp
1d3 hp

The Ancient Tome of Dark Magic


(greater baatezu)

Lawful paragon

95 %

5%

Lawful extreme

75 %

25 %

Lawful average

65 %

35 %

Rogue lawful

60 %

40 %

Orderly neutral

55 %

45 %

Neutral absolute *
Rogue neutral

50 %
45 %

50 %
55 %

Enlightened chaotic

40 %

60 %

Chaotic average

35 %

65 %

Chaotic extreme

25 %

75 %

Chaotic paragon

5%

95 %

Chaotic absolute

1d3 hp

all but 1d3 hp

1 hp

all but 1 hp

(lesser/least baatezu)
(lawful creature from a lawful race)
(average lawful human)
(lawful with neutral tendencies) *
(neutral with lawful tendencies) *

(neutral with chaotic tendencies) *


(chaotic with neutral tendencies) *
(average chaotic human)

(chaotic creature from an chaotic race)


(lesser/least tanarri)
(true tanarri, greater tanarri)

Chaotic aligned deity (+)

+ = Should be noted that a deity which has Law or Chaos as


their portfolio or area of influence, would have 0 hp in the
opposite alignment. This 0 hp doesnt mean the bodys dead,
for natural healing can bring it to positive hp.
* = These are shades which can be chosen by Dm. Note that a
extremely chaotic could go down in this table below its race
typical level and an extremely lawful one could go up above
that. Average shade range is of 1 step. Obviously the Dm can
rule a creature a lot much more lawful that its race average or a
lot more chaotic!

After the hp are shared, the two bodies can only


heal naturally, since the damage is done to their
souls, but they can heal up to victims full hps.
The reversed form of this spell, Skarms
Anarchy, is cast on two creatures, but caster has to
touch both in that round (the spell itself allow two
him touch attacks).
The two creatures are paralyzed by pain and
unable to move for 3d3 rounds.
Teir bodies are surrounded by a bluish smoke
whirlwind, crackling with red lightning (which
work in the same way as per Skarms Chaos Bane).
A grey goo, sparkling with multicolored lights,
comes forth from the weaker (lower hp) creatures
mouth and goes into the stronger ones mouth
(higher hp).
Then result creatures aligment is found out :
Sum up victims hp, find weaker victim hps
percentage in it, look for the alignments share in
the weaker one and the percentage (round up) of
the most preminent alignment minus the
pencentage of the least preminent is the
perchentage to add to the stronger ones

alignment. Then only the stronger ones hp remain


and unchanged alignment is adjusted in order to
have a 100 % percentage.
Should someone touch the victim 1d4 rounds after
paralysis ends, hed be healed for weaker victims
hp and would take the percentage of weaker
victims transferred least preminent alignement.
The hollow body disappear when the transfer
ends.
For example, Rulah meets a goblin (6 hp; LE) and a
barbarian (8 hp; CG) and casts Skarms Anarchy
on them. Goblin is lawful extreme (25% C, 75% L)
and the mercenary is chaotic average (65% C, 35%
L), but goblins only 43 % of the sum of hp.
So only 32% L is added to mercenarys 35% L, for a
total of 67% L (and automatically C shifts to
33%)a little more lawful than lawful average!
Then, after 3 rounds, a wounded bandit ( 2 hp, CE)
touches the mercenary and is healed of 6 hp up to
his full hp (6 hp), but takes even a 11% (25% x 43%
= 11%) of C.
Soul Disintegrate (Alteration, Necromancy)

Range : 5 yards/level
Components : V, S, M
Duration : Instantaneous
Casting Time : 9
Area of Effect : One soul or spirit or similar
manifestation of that size
Saving Throw : Neg.
When a living creature dies normally, his soul
departs from his body. Powerful magic like Raise
Dead can bring back his soul and restore the body
so that the soul can reenter it. However if the body
is completely and irrevocably destroyed, like by
Disintegrate spell, burning, etc., these spells will
have no effect then, because you cannot summon
the soul unless you have a body for it to live in. A
god or a Wish might be able to restore the body
however. There is although an even more
permanent way to die. These all other ways base
on mutilating the body and thus keeping the soul
from coming back to its former home. There is an
ancient and very rare spell, a variation of the
common Disintegrate spell, Soul Disintegration. This
spells sole purpose and function is to completely
and irrevocably annihilate a soul. This spell is in
many ways very similat to its partner, Disintegrate.
For example the range and general lookout are the
same. Someone who has not heard of Soul
Disintegrate but only Disintegrate might actually
regognise the former as the latter. Upon
successfully hitting a soul, which isn't protected
from this kind of magic, this spell will destroy it.

The Ancient Tome of Dark Magic


The destruction is similar to the effect of souleating swords etc., except that the energy of the
spirit or soul is not devoured but released unto
that plane where the victim belonged to or existed
in. Not even the mightiest of all gods can bring
back a soul or spirit destroyed in this manner.
However, gods who meddle with time might be
able to reach to the moment before the soul was
snuffed and copy or bring it back. This method has
it's own difficulties, like that a copy of a soul is just
a copy, not the real one, or that changing what
really happened can be really dangerous stuff. The
purpose for which this spell is known to be
desingned for, is killing creatures who are not tied
to one body. This means demons, certain powerful
undead, gods, and their ilk. Killing the material
form of a demon only slaps his soul to his face and
sends him recovering from the blow. This spell can
destroy that soul and totally kill the abomination.
Gods are however much too big spirits for this
spell to destroy. Demons, angels (even powerful
demonlords or archangels) and such are the most
powerful creatures this spell can affect. Unlike
Disintegrate, Soul Disintegrate's forces are not as
controllable as what could be considered safe. If
the caster of this spell is unprotected from it's
effects, he must successfully roll a system shock
roll or fall unconsious for d4 days and save vs.
magic death for not to lose a point of constitution
and another one of intelligence. To protect one's
self from the effects of this spell there are several
ways. Natural magic resistance can help as well as
all things that would affect normal Disintegrate as
well. For any specific spells, Mind Blank gives
perfect protection and Nondetection hides the soul
so that Soul Disintgrate cannot hit it. Several
magical items and devices also block this spell,
Amulet of Life Protection, etc... Cloaks of protection,
scarabs, rings, etc. of protection give only their +# to
the saving throw, but nothing else. The material
components are only a little different than
Disintegrate's. Piece of loadstone is required, but
instead of dust a pinch of ethereal material or
energy from the ethereal plane is needed.
Soul Flame (Evocation, Necromancy)

Range: 60 feet + 10 feet/level


Components: V,S,M
Duration: Instananeous
Casting Time: 5
Area of Effect: One creature/3 levels
Saving Throw:
This spell attacks the soul of the targeted creatures
with a flaming attack. This spell only affects living

beings, although it will also affect free-willed


undead. This attack causes the targeted creatures
6d6 + the caster's level in damage. If the spell
causes the maximum possible damage, a part of
the victim's life force transfers to the caster. The
caster permanently gains 1 hit point.
The material components for this spell are a small
flame and a precious stone from a cairn.
Sashas Soulburn (Necromancy, Alteration)

Range: 0
Components: M
Duration: 1 round/level (or until M component is
used up)
Casting Time: 1
Area of Effect: Caster
Saving Throw: Negates
This spell allows caster to use other creatures souls
and life force to summon the energy for casting
spells. In this way spells cast under the influence of
this spell have no vocal, somatic, or material
components and have not any side effects on the
caster.
Material component for this spell is soul gem (gem
with soul trapped inside) created by the spell Trap
the Soul. For each level of the spell cast under the
influence of this spell drains levels/HD of creature
trapped equal to the level of the spell. If level of
trapped creature falls under zero his soul is
destroyed, gem turns to ashes and spell ends in
following round. The creature is irrevocably
destroyed and no entity can bring him back to life.
Even creatures which are not on their home plane
can be destroyed in this way.
The caster must touch the gem during the casting
of the spell.
Sphere of Doom (Necromancy)

Range: 0
Components: V,S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 5 yard/level radius
Saving Throw: None/Negates
When this spell is cast, the caster glows with an
indigo aura. The area of effect darkens slightly as
the spell effects occur. All living beings within the
area of effect suffer 2 points of damage per level of
the caster. A successful save negates. Conversely,
all undead gain 2 hp per level of the caster. It
should be noted that the caster is affected by his

The Ancient Tome of Dark Magic


own spell (of course the only helps liches,
vampires, and other undead necromancers).
Spirit Legionnaire (Enchantment, Necromancy)
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One mindless undead
Saving Throw: None
This spell creates a completely obedient undead
with the following statistics: AC 4 (better than
usual), HP: as caster -5, attacks: 2 for weapon
damage, Intelligence: 5, Strength: 16, MV: 6,
Morale: 20. This spell permanently drains the
caster of one hit point. The material components
for this spell are a magical blade and a bit of the
caster's blood (both consumed in the casting).
Stealing the Vigour of Years (Necromancy)

By use of this spell, a wizard can summon


a least yugoloth guardian to protect something of
importance. The yugoloth is under the wizard's
complete control, and will obey the commands of
its master even after the mages death.
The main component for this spell is the
name of the yugoloth to be summoned. Finding
such a name is a difficult task, and only through
research or dark pacts with other fell creatures can
a wizard obtain a yugoloth's name.
The reverse of this spell, Banish Least
Yugoloth, will send a yugoloth back to its home
plane. If cast by the wizard who summoned the
beast, the yugoloth is not allowed a saving
throw to resist the banishment. If the caster did
not summon the yugoloth, the creature gets a
saving throw vs. spells at -2 to resist.
The material component for this spell is a
ruby worth at least 500 gp, which is destroyed in
the casting.
Thorndeath (Alteration, Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One person
Saving Throw: Negates

Range: 10 feet per level


Components: V, S, M
Duration: 1 round per 3 levels
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negates

This spell ages the victim, and at the same time


transfers a portion of the age to the caster,
reducing the casters age. A To Hit roll is
necessary, and success ages the victim, similar to
the ageing attack of a ghost. For each five years so
added to the target's natural age, one year is
removed from that of the caster. There is believed
to be a variant lich-designed version, which,
instead of removing years from the caster's age,
curses the target instead. While this would be
feasible, it has never been proved. The material
component is a fragment from the shroud of a
ghost slain with a holy blade.

Failing a saving throw (at -2) results in the bones of


the victim growing massive bone spurs that tear
out through the flesh for 1d6 per level damage,
attempting to move (for spell duration) inflicts an
extra point of damage per caster level per motion
attempt. This is a spell I had cast on me once: it
really sucks. Elminster's evasion saved me; I hope
you never get hit with it. The material component
of this spell is a bone rose sculpture.

Summon Least Yugoloth


(Conjuration/Summoning, Necromancy)
Reversible
Range: 5 yards
Components: V,S,M
Duration: Permanent
Casting Time: 2 turns
Area of Effect: 5 - foot cube
Saving Throw: Special

Tyvek's Fabric Phantom (Necromancy)

Range: 10 yards
Components: V, S, M
Duration: 1 turn per caster
Casting Time: 7
Area of Effect: One phantom
Saving Throw: None
This spell requires the death shroud or clothing of
a historically important person of any type (wise
man, king, loved nun) and a handful of grave dirt.
It conjures into being a mindless undead with hit

The Ancient Tome of Dark Magic


points equal to three quarters of those of the
caster's. Its touch drains one level and it radiates a
fear aura which must be saved against at -2, or the
victims are affected by fear as if the caster had cast
it upon them. The phantom is AC 0.
Undead Spell Carrier (Enchantment,
Necromancy)

Range: 0
Components: V
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell allows the caster to place an area effect
spell on an undead that will be release upon the
destruction of the undead. Only 6th-level or lower
spells can be put upon an undead. No saving
throw is granted for the undead, but when the
spell ultimately goes off, the usual saving throws
for the carried spell apply.
Undead Servant (Necromancy)

Range: 5 yards
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell is a specialized version of Animate Dead
created by the witch Kalli Bloodblade, who
despised the mindlessness of animated skeletons
and zombies. The spell functions similarly to
Animate Dead, affecting the same number and type
of dead humans, humanoids or creatures.
However, the undead are semi-intelligent,
possessing the caster's intelligence, plus one
point per level past 12th, up to the caster's own
intelligence score. The created undead will act like
a close associate of the caster, and provide
companionship and aid as told. It obeys the
caster's command over all others, even if it means
its own destruction. Also, if the creature had
special abilities in life, it is possible for the caster to
restore one ability per seven levels of experience to
the creature (including speech, spell-like abilities,
spell-casting abilities [but never at a level greater
than 1/3 the caster's own level] , skill with certain
weapons [but not necessarily the old THAC0],
special movement rate [flying, burrowing, etc.]).
The undead servant has no memory of its past life,
and may develop a wholly new personality, which

can be dictated by the caster.


Turning the undead servant is more difficult as
there is a special bond of companionship between
the undead servant and the caster. To turn the
undead servant, a cleric must successfully turn the
undead servant twice, and a minimum roll of 7 is
required, even if the cleric could normally destroy
the undead creature.
This spell, like Animate Dead, assumes that the
bodies or bones are available and are reasonably
intact (those of skeletons or zombies destroyed in
combat won't be!).
It requires the caster to prepare the remains prior
to the casting of the spell, dressing the servant and
placing any items it is to possess and use beside or
on the remains. It will take the caster 2d4 turns to
prepare any given body for the spell. Once the
bodies have been prepared, the spell is begun. The
caster must spill a drop of his own blood and wrap
a piece of cloth from his personal clothing about
one of the bones or limbs of the individual to be
animated for the spell to be completed. Misuse of
the spell (such as to create a horde of intelligent,
but subservient slaves) can be construed as an evil
act.
The caster can only have in his care up to the
maximum hit dice that can be animated by this
spell of undead servants at any given time.
Additional undead servants cannot be created
until the caster raises in level or some of his
undead servants are destroyed. The spell cannot
be recast on already created undead servants to
increase the servant's intelligence or number of
special abilities.
Ward of the Dead (Necromancy)

Range: 0
Components: V, S
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 40 feet by 40 feet square
Saving Throw: Special
This spell when cast surrounds the caster and
other living beings in the area of effect with a
magical shield that is non movable from the spot it
is cast in. This shield keeps out all undead of 8HD
or lower. Undead of 8HD to 12HD save vs spells
at -2 to pass through. Undead of 12HD or higher
can pass freely through the ward. At the end of
the spell the caster must wait two full days
before the spell can be cast again.
Wasteaway (Necromancy)

The Ancient Tome of Dark Magic

Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One Creature
Saving Throw: Negate
This wicked spell is said to be the creation of the
Witch Necromancer, Kalli, as a tool of revenge
against comely males whom refused her
companionship. The spell gives the victim a
saving throw vs. death magic to avoid its affects
when it is cast.
Once the spell takes effect, the victim loses 3
points of Strength, Dexterity, Constitution,
Charisma and Intelligence per day, until the
attribute drops to 1, where it remains. The spell
also causes the loss of 1 hit point per day until
cured. These lost hit points cannot be cured, even
by magic, and are lost forever. Dispel Magic has no
effect on this spell, and only a Remove Curse or
other more powerful, related magic will work.
The material component for this spell is dead,
black rose.
Whisper's Damage Transference (Necromancy)
Range: 60 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This powerful necromantic spell is designed for
that wizard who has sustained a lot of damage,
and would like to give it to someone else.
The wizard utters the arcane words of the spell,
and points at some creature. That creature will
sustain all damage the wizard has sustained so far,
and leaves the wizard without wounds. That is, if
the creature fails its saving throw. Through this
spell all the wizard's wounds disappear, no matter
what their origin or magnitude, only such wounds
as severed limbs and the like cannot be healed. If
the amount of damage is more than the creature
can sustain, the creature dies instantly from the
damage and the shock, even a creature who would
not die from the wounds, but sustains more than
half its hit points in damage, must roll a system
shock, or die from the trauma anyway.
Whisper's Rune of Healing (Necromancy)

Range: 0
Components: V, S

Duration: 1 day per level


Casting Time: 4 turns
Area of Effect: One creature
Saving Throw: None
This spell creates a silver brightly glowing rune
somewhere on the creatures body. This rune is a
small conduit to the positive material plane. While
in effect, the creature regenerates 2 HP per round,
even if the creature had been slain (i.e., it can bring
the creature back to life). The possibilities of
removal are the same as for Whisper's rune of
protection versus weapons.
Whisper's Vampiric Drain (Necromancy)

Range: 20 yards + 1 yard per level


Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw:
This spell is similar in effect to Vampiric Touch,
except that the target does not need be touched. As
long as there is an unobstructed path between the
target and the caster, the caster can use this spell
to drain the life energy from another creature. The
caster can drain up to 1d6 HP per two caster levels
from the creature, as long as the target creature has
the hit points to "give". If the target makes its
saving throw, then only half of the previously
determined hit point amount is actually drained.
Also, there is no limit to the amount that
can be drained level-wise: a 20th-level wizard
could possibly drain 10d6 HP.
A wizard draining more hit points than he
originally has, gains the drained hit points
anyway, but these excess hit points slowly ebb
away at a rate of 1 HP per round. Damage taken
after a drain with excess points, is first taken from
those excess points.
Winthrop's Undead Summoning V
(Conjuration/Summoning, Necromancy)
Range: 30 yards
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell is like monster summoning, except that
the spell is forgotten when the caster learns a

The Ancient Tome of Dark Magic


higher-powered version of the spell. This causes
the caster to lose the ability to cast this lower-level
version and it even disappears from his spellbook
(this spell is normally transcribed from a scroll).
Any one of the following undead may be chosen to
be summoned: 2d6 skeletons, 2d4 zombies, 2d4
ghouls, 1d6+1 shadows, 1d6+1 wights, 1d4+1
ghasts, 1d4 wraiths, 1d3 mummies, 1d2 spectres or
1d2 apparitions.
The undead appear at the end of the casting and
fight to the best of their ability until slain, the
duration expires, they are released, or they are
further than 30 yards from the caster (the caster
may not intentionally move out of range, nor may
the undead for they are not free-willed while
under the spell). At such time, they return to their
point of origination.
The material component is a lit candle inside a
small bag.
Xander's Palsy (Necromancy)

Range: 3 yards/level
Components: V,S,M
Duration: 1d4 rounds per level
Casting Time: 3
Area of Effect: One creature for every 2 levels
Saving Throw: Special
I made this spell specifically for pesky persons
who, at times, wish to rush in and ruin the
seemingly diabolical plans of us misunderstood
necromancers. I personally find it not only useful
but rather entertaining to watch those big chinned,
slopey foreheaded oafs lose their swords (and
tempers) to uncontrollable bouts of shaking.
All Xander's Palsy does is simply interfere with the
nervous system of the target. Which causes the
poor sod's muscles to spasm uncontrollably unless
it is negated before it sets in (with an initial, and
successful save vs. paralysis at -3)
If the pitiable victim fails, he is required to make
three successful saves vs. paralysis or continue to
bungle any action miserably; dropping swords in
mid-swing as fingers lose their grasp, causing
spells to fizzle with verbal and somantic
components mutilated, and even making it
impossible to read and write.
For example, I first cast Palsy on a haughty man I
had the displeasure of meeting in a bar. He failed
his initial save as he brought a spoonful of stew to
his mouth, which instead landed in his lap spoon
and all. Angered by this, he stood up shakily (with
a successful save vs. paralysis) and rushed at me
with his fists. Unfortunate for him that he failed
that one and landed flat on his face. Sat up (with a

second successful save) and bumbled out an


attempt to dispel the magic. Completely frustrated,
he tried to whistle for his guards, only to slobber
all over his trembling fists. Seeing this I chuckled
and calmly sauntered for the door, and as I walked
out he had managed to knock over a chair as he
tried to stand. Moments later he screamed for his
guards in a fury (with his third successful save)
breaking the spell as I nonchalantly slipped past
them.
Although this spell causes no physical damage, I
have found it incredibly handy in battle, as a
general gives no orders he cannot speak, and
remember, beligerent companions make excellent
test subjects!
Xander's Rigor Mortis (Necromancy)

Range: 3 yards per level


Components: V,S,M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One person
Saving Throw: Negates
When a berk is effected by Rigor Mortis, their
joints lock up, making it extremely difficult to
move. An attempt to make any movement causes
searing pain in the victim. doing 1d8 damage for
every action they take.
As a result of their tendons siezing up,the poor
sod's movement rate is halved, their damage and
to-hit bonuses are not applied, their initiative is at
a -5 penalty, and their Dexterity drops by the level
of the caster.
Xander's Visage of the Dead
(Necromancy, Illusion)

Range: Touch
Components: V,S
Duration: 2d4 rounds
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
Any creature effected by this spell finds
themselves surrounded by undead. Everything
and everyone around them looks as if it has died
and is beginning to fester and bloat. Their friends
flesh seems to rot away, trees start to look
unhealthy as the bark on them splits to ooze
cancerous jellied pitch. Even the earth begins to
squirm as grubs and worms sprout from the
ground.

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The gruesome effect causes one of four things to
happen depending on the outcome of 1d20 as
follows:
1-3 victim faints
4-9 victim runs screaming for duration of spell
10-17 victim paralyzed for duration of spell
18-20 victim berserks and will attack anything that
he thinks is undead until end of spell
Xanezibar's Baneful Bloodfrost
(Alteration, Necromancy)

Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.
This dangerous spell allows the caster to actually
freeze a victim's vascular system (heart and blood
vessels) from the inside out. The process is
difficult, however, and requires that the caster stay
in contact with the target for the full casting time
of the spell; a target who makes its saving throw
vs. spell has avoided the caster's icy touch and
broken the spell. Note that "contact" need not be
skin-to- skin. A caster wearing gloves is still able
to deliver the spell.
If the victim fails its save, it dies instantly, as its
veins and heart freeze solid. Undead and those
creatures without vascular systems suffer no
damage from the spell regardless of saving throw,
although puddings, jellies and so forth are affected
as if under a slow spell. However, most wizards
dare not cast bloodfrost on puddings and their
cousins, as the caster must physically touch the
target for the spell to take effect, and most such
creatures secrete deadly acids as part of their
attack routines. Xanezibar's Baneful Bloodfrost
actually repairs ice golems and other magical
constructs made of ice, healing 3d8+3 hp or
structural points.
The material component for the bloodfrost spell is
a small, faceted ruby (worth no less than 100gp)
frozen in a ball of ice.

Zanatose's Sinister Slap


(Necromancy/Abjuration)
Range: Touch

Components: V,S
Casting Time: 7 rounds
Duration: 1 round/lvl
Area of Effect: 60 feet radius
Saving Throw: Negates
This spell surrounds the caster's hand with a
reddish green aura of negative fire. This spell is
very unstable, affecting the caster 40% of the time.
When the caster wish to attack someone he must
concentrate, when he does an exact replica of his
hands, only in giant form (12 ft by 8ft) appears in
front of him. He can use these hands to strike at
anyone within the spell. Every time he does he
must roll to see if the spell actually works or
backfires on him causing him damage, and making
him lose his attack for the next round. When it hits
a victim it causes great damage, causing 2d8 points
of damage per hit and draining 1d4 points of Con
from them. for ever 4 points of Con drained from
someone causes the spell to last one more round.
The caster in the event that the spell backfires takes
1d8 points of damage and suffers 1 point of Con
loss.
Zandaes Face of Deception
(Necromancy, Evocation)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One undead
Saving Throw: None
This spell creates a flesh casing around a solid
undead creature. It prevents the undead from
radiating any form of magical aura and gives a
chosen alignment for any spells to detect this. No
detection spells can detect the creature as being
magical or undead. The undead will appear to be
of its former race and appear to be breathing, heart
beating etc. The body needs to be prepared by
someone proficient in anatomy before the spell is
cast. The undead will appear to live in all ways
even bleeding from wounds.
The material component for this spell is a mages
heart which will float in the interior of the
skeletons body and a ring of at least 50gp value to
be worn by the undead.
Zandae's Soul Trap (Necromancy)

Range: Touch

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Components: V,S,M
Duration: Permanent
Casting Time: 5
Area of Effect: One soul
Saving Throw: None
This spell is used to trap the essence of a warrior
from a recently deceased (1 turn) warriors soul. It
lets most of there personality escape into the
realms of the dead but traps the parts of there soul
devoted to fighting. It imprints the deceaseds
thac0, weapon proficiencies and all the fighter
proficiencies into a gem of at least 1500gp value. If
they are raised or resurrected all these abilities are
lost giving them a thac0 of 20.
If the gem is then placed in an undeads left eye
socket the undead is given these abilities. By
placing a second gem of the same value into the
undeads right eye the undead will be given an
intelligence and wisdom of 5 and be bound to the
casters command. Control of the undead can only
be taken temporarily by a wish or similar spell.
The undead has a strength equal to the creature
soul trapped and gains an additional 5d6 x 2 hit
points + 2 per level of the caster. It can not earn
experience points or go up levels.
The material components of this spell are the gems
which cant be destroyed. Removing the gems from
the undead will destroy it. During the casting of
this spell the caster looses one point of constitution
and ages one year this happens the first time the
gem is used to create an undead.

7TH LEVEL SPELLS

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Alefian's Song of Vitality (Necromancy, Song)


Range: 0
Components: V, S, M
Duration: 7 days
Casting Time: 1 round
Area of Effect: Caster or creature touched
Saving Throw: None
This spell instantly restores the caster or
one touched creature to full vitality despite
exertion, lack of sleep. Furthermore, the recipient
of this spell may go without food and drink for up
to seven days. It will nullify up to seven days of
deprivation (food and drink only) and will
continue in effect for the remainder of its sevenday duration. The spell also makes the recipient
proof against poison and disease while it is in
effect; in addition, the recipient will recover lost hit
points at the rate of 1 every 4 hours. Essentially,
this spell duplicates the effects of a potion of vitality.
The material components for this spell are
a handful of coffee beans that have been sprinkled
with fresh, blessed springwater.
Alefian's Spectral Hand
(Necromancy, Shadow)

Range: 30 yards + 5 yards/level


Components: V, S
Duration: 2 rounds/level
Casting Time: 7
Area of Effect: One opponent
Saving Throw: None
This spell is essentially the same as the 3rd
level spectral hand spell except that any touch
attack spell of 9th level or less that is subsequently
cast by the wizard can be delivered by the spectral
hand.
Amberlei's Imperial Assasin
(Necromancy, Conjuration/Summoning)
Range: 10 feet
Components: V, S, M
Duration: 2d4 rounds
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell creates a movable breach of the fabric


of the universe keyed to a certain creature of
person (the target). This breach is usually moved
by an air elemental conjured for the purpose. It can
pass through any physical obstacle and appears as
a formless "hole" in midair. Whoever weilds the
breach can "attack" the target as hitting AC 12 with
their THAC0. If it "hits" the target must make a
Dexterity check at -2 or be pulled into the breach,
sealing it up and killing the target instantly. Only a
wish can revive or contact the
target, that is now part of the fabric of the
universe. This spell permanently lowers the
caster's Con by 1, and temporarily lowers it by
for the spell's duration plus one round. Material
component is hair from a displacer beast
and from the target. This spell is named for the
only use Amberlei ever put it to - the assasination
of Emperor Antonio I of Aldeemah-Ruhl.
Animate Dead II (Necromancy)

Range: 10 yards per level


Components: V, S, M
Duration: Permanent
Casting Time: 1 round per level
Area of Effect: Special
Saving Throw: None
This more powerful version of animate dead
creates 1 HD of undead per level of the wizard.
Any undead not possessing energy drain up to 5
HD can be created with this spell.
The material component is identical to that of
Animate Dead, with the inclusion of a pinch of dust
from each of the undead types to be created.
Animate Mummy (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3 turns
Area of Effect One corpse
Saving Throw: None
This ritual spell is used both by priests (usually
Egyptian) and wizards alike. In order to create a
mummy, a specially mummified corpse of no less
than 7th level (in life) must be prepared. This
involves removal of brains through nose, organs in
jars, etc. Once animated, the mummy is under the
complete control of the caster. The material

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components, besides the corpse and
mummification instruments, is a special stone altar
(costs about 4,000 gp), various herbs (1,0002,000gp), and the smoke of a wraith.

This spell cause a blast of positive energy to shoot


forth from the caster hands towards a target. If the
target is living he or she is healed 8d6 hit points. If
the target is undead the creature suffers 8d6 points
of damage. The caster can target him or her self.

Lost levels/HD are regained at a rate of 1


level/HD per hour after leaving the affected area.
Undead in the area of effect save vs. spell each
round, if they succeed they temporarily gain 1 HD
(up to twice their normal HD). This only affects hit
points, saving throws, resistance to
turning/control, and THAC0, not any special
powers or spellcasting abilities.
Gained levels are lost at a rate of 1 level every
other round after leaving the affected area.
Nonliving, non-undead creatures (e.g. automatons,
golems) are completely unaffected. A Negative
Plane Protection spell grants a +2 bonus to the
saving throws. A sunlight spell will stop this
spell's effects in it's own area of effect, but has no
additional effect then (blinding, killing undead
etc.).
The material component is a fist-sized lump of
earth from a grave, which must be broken up and
thrown into the direction of the area to be affected.

Athena's Ice Touch (Necromancy)

Birds of Life (Necromancy)

Ariel's Blast of Life (Necromancy)

Range : 10 yards/level
Components : V, S
Duration : Instantaneous
Casting Time : 7
Area of Effect : One creature
Saving Throw : None

Range : 0
Components : V,S,M
Duration : 3 rounds +1 per level
Casting Time : 2
Area of Effect : Touched creature
Saving Throw : Special

Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level for birds
1 hour/level for effects
Casting Time: Special
Area of Effect: One creature
Saving Throw: Negates

This spell has two forms of attack. The first is a


energy drain and weakness which drains 1 level
per touch and the other causes sevear cold to
attack the target causing 3d6 damage. If a save is
made against the first attack no energy drain is
caused but the target is weak -3 to Str per touch.
The other attack is damage.
The material component is dust from a vampire
and white crystal pre-dipped in quick silver.
Aura of the Grave (Necromancy)

Range: 10 yards / level


Components: V, S, M
Duration: 2 rounds / level
Casting Time: 7
Area of effect: One 30-foot cube / level
Saving Throw: Special
This spell causes a terrible grave-stink to arise, and
all lights (regardless of light source) seem to dim in
the area of effect. While in the area of effect living
creatures have to save vs. spells each round or
temporarily lose a level/HD. If a creature's
levels/HD are reduced to 0 it falls unconscious.

The name of this spell is actually a misnomer, as it


belies the fact that this spell actually drains the life
force (in the form of experience levels or hit dice)
from a target creature. When this spell is cast, it
brings into existence a number of small white birds
equal in number to the casters levels. The caster
then selects a target creature, which can be any
creature with either hit dice or experience levels.
The birds fly to the target in a split second, and
begin to hover over the target. During each round,
one of the birds, (and only one per round) attempts
to drain the target. A saving throw vs. Spell will
negate this effect, but if the save is missed, the bird
permanently drains one hit die or experience level
from the target creature. If the bird fails this
draining attempt, it vanishes in a puff of white
smoke. If it is successful, the bird turns a golden
yellow and returns to the caster, who must have a
suitable container readied. The bird then deposits
the drained essence into the container, and
vanishes in a puff of yellow smoke. If the caster
has no container ready, the bird then vanishes 1
round after arriving back to the caster. Only one
level of essence may be held in one container, and
placing another in the same container causes the

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first to vanish, levels must be kept in separate
containers. Containers must be of the highest
quality glass available. The spell may be canceled
at any time, but will be lost unless the caster
maintains complete concentration on it. The caster
can only walk slowly and say a few words, any
other action disrupts the spell. The caster can do
one of two things with this "stolen" essence. First,
he can drink the essence himself, which conveys
the prime abilities of the target to himself, at the
same level. If the caster drank the essence of a
fighter with 18/00 strength, he would gain that
strength score. The caster would also have his level
raised by the number of levels he has consumed,
and would gain any benefits that the increase
would convey, i.e. hit points, spell levels, turning
ability, but not proficiencies of any kind. Note that
the caster would gain hit points from drained
levels as though he, or she, were of the class from
which the life force was drained, without
constitution bonuses.
For example, if the caster consumed 3 levels from a
thief with dexterity of 19, the caster would gain a
temporary increase in dexterity to 19, as well as 3
additional hit dice, which are rolled as if he were
actually a thief, i.e. 6 sided. No racial talents can be
conferred in this manner, such as magical
resistance, spell casting ability, resistance to fire,
etc. This increase is of course temporary, lasting a
number of hours equal to the number of levels
consumed. The levels then disappear one at a time.
Another example: If the caster consumes 3 levels
from an elven fighter with 18/50 strength, then for
3 hours he would gain 18/50 strength, and for the
first hour he would gain 3 levels of experience and
3d10 hit points, but not the 90% resistance to sleep
and charm, nor the ability to locate secret door, or
infravision and the like. The second hour, he
would retain the 18/50 strength, but would lose
one hit die, and one level of experience, and so on.
Secondly the caster could give this essence to
another creature, who would benefit as above, but
any creature drinking the essence could never gain
innate abilities if he/she does not already possess
them. This includes the innate abilities of Paladins,
Bards, Thieves, Clerics, Rangers, etc. If the creature
who was effected by this spell somehow manages
to relieve the wizard of the stolen levels, he may
regain his lost levels. He could also replace his lost
levels by drinking the essence of the same class as
him or herself, and by drinking a like number of
levels. Only the lost levels that are replaced would
be permanent; any others would be lost normally.
The only other way to replace these lost levels is to
employ a very carefully worded Wish. As a side
effect of drinking these levels, the casters age is
reduced by the number of levels consumed. This

effect is permanent. This could have the


unfortunate side effect of reducing a fighter of 19
years of age to a child of 9 if enough levels are
consumed.
Also in no way can the birds summoned by this
spell be harmed in any way, they can be dispelled
just like any other spell, of course.
The material component of this spell is the wing
feather from a phoenix, and a drop of the casters
blood, both of which are consumed in the casting.
Black Marentail's Blood Leech
(Necromancy, Invocation/Evocation)

Range: 10 yards
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 7
Area of Effect: Special
Saving Throw: Negate
This spell is an insidious enhancement to Blood
Draw. Created by Black Marentail, there are
whispers he created an even deadly version of this
spell that still would draw half the life energy of
his victim even if they successfully resisted the
spell (such a spell would be at least 9th level).
This spell, like Blood Draw, strips the victim of
magical energy to fuel the wizard. However,
unlike Blood Draw, which only affects the dead,
Blood Leech can also draw from the living.
If used on a dead body, it acts exactly like Blood
Draw, but draws an extra level of magic for every
three hit dice or levels of the victim. Also, the
Blood Draw is reduced by 1 level per week the
victim has been dead.
If used on living bodies, the victim receives a
saving throw vs. spells. If the saving throw is
successful, the victim feels weak for 1 round (-2 to
hit and AC), but is not further affected. If the save
fails, the wizard can strip up to one hit dice or level
from the victim per level of the wizard and use it
to reuse spells the wizard has previously cast, or it
can be stored to retain the memory of spells to be
cast. The wizard cannot use the drain to
rememorize a Blood Draw or Blood Leech spell. The
profession of a victim does not affect the number
of levels a wizard gains from this attack (as spellusing characters are actually more resistant to this
attack).
The victim acts as if struck by a energy drain
attack until the victim sleeps for 1 day per level of
energy drained. Thus, if a victim is stricken for 8
levels of experience, he regains one level per night
of rest. A victim drained to 0 levels falls
unconscious and cannot be awakened until a full

The Ancient Tome of Dark Magic


day's rest is gained (thus restoring one level). A
wizard cannot drain a victim below 0 levels.
Blood leech can be employed against undead,
unlike Blood Draw. However, it only gives the
caster 1 spell level per four full hit dice the wizard
drains. Also, should the undead make its save and
possess an energy drain attack, not only is the
undead unaffected, but the energy drain
automatically succeeds against the wizard!
The material component of this spell is a lock of
the caster's hair dipped in blood, and the presence
of victims to draw from.
Blood to Dust (Necromancy)
Reversible

Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature or 1 cubic yard per
level
Saving Throw: None
The Blood To Dust spell converts blood instantly to
an inert substance (dust). This spell will instantly
kill any one creature upon which it is cast. Note
that this spell is only effective upon creatures
which have blood or which need blood to survive.
All undead, constructs (including flesh golems),
creatures from other planes, and any other
monsters that do not need blood to survive are not
harmed by this spell. Casting it upon them will
only change their appearance to dried up,
mummy-like husks. Further, all creatures with 12
HD or more are immune to this spell. Any creature
slain by this spell must first have the reverse of
the spell, Dust To Blood, cast on them before being
raised. A Heal spell will accomplish the same thing,
and a Resurrection spell negates the need for
either. When cast at a free standing pool of blood,
the spell acts like the 6th-level priest spell
Transmute Water To Dust. The spell destroys 1
cubic yard (3 cubic feet) of blood per level of the
caster.
The reverse of the spell creates 1 cubic yard of
blood per level of the caster when cast at an open
area.
The material components of this spell are a pinch
of dust and a drop of the caster's blood.

Blood Rage (Necromancy)

Range: 5 yards/level
Components: V,S
Duration: 1round/level
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negate
When the wizard casts this spell, he excites the
victim into a frenzy if the victim fails a saving
throw vs. spells (the save can be foregone, if
desired). The victim immediately acts as if of
doubled level and hasted for the duration of the
spell. This spell doubles hit points, reduces THAC0
appropriately, and betters saving throws
accordingly. The victim also gains the use of
abilities of being of higher level (additional spells
are not automatically gained in a spellcaster's
memory by this spell).
However, for each round in the Blood Rage, the
victim loses one point of Constitution (hit point
adjustments for this loss of constitution does not
come into effect). If constitution drops to zero, the
victim falls, slain by cardiac arrest. The victim can
be raised from the dead, but as if he had a 3
Constitution.
The wizard can end the spell at any time he
desires. Victims gain one point of Constitution per
hour of complete rest. The spell can also be ended
prematurely by Dispel Magic. A Slow spell will
negate the Haste effect on the victim, but not the
doubling level effect.
Body Meld (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Two creatures
Saving Throw: Special
Body meld is a spell whick DarkSabre has
pecfectionized. It melds the bodies of one or more
creatures/npc's that is touched by the spellcaster.
If a creature such as a rat was joined with a human,
the creature would have all of the powers of both
of these races. It would also look like it was run
over by a lawnmower. (note that the creature also
gains the disadvantages of both races!!!).
Victims have to roll a save vs. death magic in order
to avoid this spells effect.
DarkSabre once destroyed an Abyssal lord by
melding his body into the body of a follower of
him, then he pushed the poor creature down the
mountainside. The follower did not have
mountaneering, so...

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Material component is pinch of powdered skin
from animals to be joined.
Body Walk (Necromancy)

Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This disturbing spell was created as an
alternative to teleportation that also was meant to
cause fear in those viewing it. When cast, the
necromancer can move from place to place by
contacting bare flesh (thus a fully armored warrior
or a dragon cannot be used) and "melding" with
the victim, and appearing out of another victim of
the same race somewhere else. The victim cannot
be more than 50% smaller than the wizard, though
it could be much larger. The necromancer must be
able to see or have knowledge of the existance of
the person he is to appear out of, though he does
not need to know their location.
This "melding" is a frightening vision when first
experienced, and forces both the victim and
onlookers to save vs. spells or be struck by Fear, of
the wizard spell of the same name. The same
effect occurs when the necromancer steps from
another's body.
When the necromancer melds with a victim, his
flesh and all objects carried upon his person seem
to be drawn into the victim's body, where the
mage seemingly vanishes. In the victim where the
mage appears, the victim's flesh begins to stretch
and grow, expanding to form the caster. Melding
or appearing takes the caster's action for a round,
and the wizard cannot perform both in a single
round, unless hasted.
It should be noted that wizard can use this spell
to travel many miles, or can stay "melded" with a
victim until he desires to come out at some point either reappearing from the same person or
appearing in another area. This allows the mage to
"hide" in a victim and emerge when the victim
moves to another area - it is a great ploy for wizard
to bypass guards and whatnot. While melded, the
wizard can see through the victim's eyes and hear
through the victim's ears, but cannot control the
victim, speak to others or the victim, nor cast
spells. Other than through magical detection, the
victim has no idea the mage is inside him.
If the victim is attacked while the mage is within,
the wizard suffers no damage, except from magical
attacks, such as Fireball. Even then, the wizard

only takes half damage, or no damage if a save is


successful. The only exception to this is instant
death magic - which the mage is fully affected by,
though the host is affected first. If the host is killed
before a wizard can exit, he is immediately drawn
out of the body, and the spell ends.
Casting a Detect Magic on a victim the wizard
uses for this form of transportation glow with a
aura of Necromancy for 1d4 rounds after the
wizard uses them, and continue to glow if the
mage has not yet emerged elsewhere. Dispel
Magic, Dispel Evil, Limited Wish OR Wish can be
used to force the wizard out if he is remaining
melded in the victim.
The material component of this spell is a wax
caricature of the wizard, 2" in height. The wax
caricature melts when the spell ends.
Bonesteel (Alteration, Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Skeleton Touched
Saving Throw: None
This spell is a variant of the Glassteel spell, which
allows for skeletons to increase their hit points and
lower their armor class. At the completion of this
spell the bones of the skeleton change to steel. The
AC of the skeleton is lowered to 1 and the
hit points are raised to 30. The THAC0 and
Damage of the skeleton remain unchanged.
Caronthius' Arcane Graft (Necromancy)

Range: Touch
Components: V,M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Negates
Through the use of this dreadful spell, the wizard
can add body parts to the victim. The victim is
entitled to a saving throw; if successful, it means
that the graft was not accepted. If failed, the graft
( be it an arm, tail, leg or anything else the wizard
wishes ) becomes permanently attached to the
host's body, giving to the victim complete control
over it. This spell does not bestow any form of
magical ability; if the caster joins a human and a
beholder's eye, the eye will not retain its power.
After the joining has taken place, the enchantment

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fades and cannot be removed thereafter. The spell
was originally created by an extremely ancient and
powerful vampire who used it to create living
horrors that, once controlled, were often used as
cannon fodder or guards; note that the spell can
also be used to join a severed limb, but it cannot
resurrect, so if the victim was decapitated the spell
could join body and head but the victim would be
still dead. If this spell is used against an unwilling
target it is considered an evil act.
Cloud of Death (Necromancy)

Range: 60 yards
Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: One 30x30-foot cloud, 20 feet high
Saving Throw: Negates
This spell creates a black cloud of acidic smog. The
cloud is stationary, and restricts vision as a
darkness spell. However, the cloud also has a
horrible life draining effect. Any in the cloud when
it was created must save versus death magic or be
drained of 1d2 levels. This draining only occurs on
the instant after the cloud is created, but is
permanent.
Coldfire Blast (Necromancy, Evocation)

Range : 10 yards/level
Components : V, S
Duration : Instantaneous
Casting Time : 8
Area of Effect : 15 feet radius/level
Saving Throw :
This spell creates an disruption in the consistency
of the boundary between the negative material and
prime material planes. In effect, a fireball of
intense negative energy is released in the form of
coldfire.
The spell is necromantic in origin, so it also drains
heat energy as well as life energy. The effect is
(1d4+2) per level of the caster. 1d4 from
necromantic energies and 2 from negative plane
energy. Resistance from cold will block the 1d4,
and negative plane protection will protect from the
2. If anything fails a save vs. disintigration (except
living things; save vs. breath weapon due to the
potency of the spell), it is disintigrated, or reduced
to dust, due to the fact that the intense cold will
cause it to shatter. The structural bonds are
absorbed, weakening the substance on an atomic

level. The negative energy works like antimatter in


that effect, neutralizing positive energy and
causing positive electrons(?) to dissappear. In
other words, this spell freezes stuff to dust (oh,
yeah, and it hurts LOTS).
Contort (Necromancy)

Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature / 4 levels
Saving Throw: Negate
This spell is a more powerful version of the 5th
level Fascade spell. However, the transformation
the caster imposes on the victim is permanent, and
the caster can affect up to one creature per four
levels of experience. The victim still gains a saving
throw vs. spells to avoid the spell, and must make
a system shock roll to survive the transformation.
Only another use of this spell, Limited Wish or Wish
can change the victim back. The victim does not
gain any special abilities of the new form other
than those resulting from physical attributes. Note
that unlike a polymorph spell, the victim does not
lose his mental capabilities. The victim can be
transformed into a specific individual's form, but
does not gain the target's mannerisms.
The material component of the spell is a tuft of
hair or hide from the creature the victim is to be
transformed into.
Create Dream Creature (Necromancy,
Enchantment)

Range: Special
Components: V, S, M
Duration: Permanent (see below)
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Special
This spell enables the caster to create a living
creature in the Dream Realm. It may be any
creature the caster has seen or can 'create' out of
known creatures, and it is permanet and real until
dispelled, either by the caster or by another.
However, the caster has no control over the
creature created; it will behave normally, unless a
Charm Monster or other spell is cast on it. The
creature cannot be taken from the Dream Realm.
The material components are a vial of blood from
the caster, a bit of fur, feather, scale, etc. from the

The Ancient Tome of Dark Magic


creature to be created (or the creatures which will
make up the new critter), and a ruby worth no less
than 1000gp.
Create Mummy (Necromancy)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 4 hours
Area of Effect: Corpse touched
Saving Throw: None
This spell creates one mummy from the corpse of a
human of at least 7th-level fighting ability. The
mummy follows orders to the limit of its low
Intelligence, but it must remain within one mile of
its place of origin, so it is primarily useful only as a
guardian. The corpse of the potential mummy
must be properly embalmed with the appropriate
proficiency.
Create Undead (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: Human corpse touched
Saving Throw: Special (see below)
The material components of this spell are a human
corpse (not older than 3 days), myrrh (500 gp
worth) and a special balm made of certain rare
herbs, personally prepared by the necromancer.
Ingredients for this balm cost 500 gp, and one
uninterrupted week spent by the spell wizard. The
balm only stays good for 3 days.
This spell forces back the soul of the corpse, and
turns it into either a wight, a spectre, or a wraith.
The wizard has a percentage chance equal to twice
his level of choosing which is created. Otherwise,
roll on the following table, adding the level of the
wizard, plus a 5 bonus if the wizard is a
necromancer specialist. Also, if the corpse was a
person of level 0, subtract 30 from the roll (if the
adjusted roll is below 0, the spell fails and the
corpse is destroyed).
D100 Roll
1-60
61-90
91-00

Created
wight
wraith
spectre

The corpse gets a saving throw versus death


magic, at a level equal to the corpse's level before
death, with the following bonuses:
Person was
a good priest
a non-good priest
good non-priest
neutral non-priest

Modifier
+4
+2
+4
+1

If the saving throw is made, the corpse is


destroyed and the spell fails. If the saving throw is
failed, the undead is created. Said undead will be
under the control of the necromancer for one year,
following any order that is not obviously suicidal.
At the end of the year, or upon such time as the
undead receives a suicidal order, it is freed from
the necromancer's control and gets a saving throw
versus death magic. If it fails, it must leave and
may never attack the necromancer unless attacked
first. If it succeeds, it becomes free-willed, and
might attack the necromancer if it was sufficiently
mistreated.
Note that after the year is up, the undead may
continue to serve the necromancer, if it was
sufficiently prosperous and receives a sufficient
bribe. This is a DM call.
A necromancer can only control one undead in this
matter at a time. At the end of the year, or when
the undead dies or becomes uncontrolled,
the spell may be used again. Should this spell be
used during the year, it will work, but the fresh
undead will immediately attack the wizard.
Finally, a created undead starts out the same
alignment as the corpse from which it came.
However, due to what these creatures must feed
on (i.e. people), an unstoppable shift begins
towards the undead's normal alignment. There is a
10% chance per month (cumulative) of the
alignment decaying one step. After a switch, the
chance returns to 0 and begins building again.
Curse of Fate Linking (Necromancy)

Range: Special
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Two creatures
Saving Throw: Neg.
Through the use of this spell, the caster links two
creatures together and puts one of them (randomly
chosen) in stasis; the sleeping creature vanishes
from the known planes and the awake one suffers
no ill effects until he or she is placed under stress.

The Ancient Tome of Dark Magic


When this happens, the DM should roll a saving
throw vs. spells for the affected creature. If the
saving throw is failed, the two creature switch
places (the sleeping one substitutes the awake one,
which in turn goes into stasis ). The saving throw
must be repeated every time the then-awake
creature finds itself under stress.
Damage suffered by one of the two creatures
doesn't transfer to the other, except in case of
death: if one of them dies, the other dies too. Spells
affecting one of the creatures are automatically
dispelled when a switch takes place.
The curse can be broken with a Remove Curse cast
by a 20th level cleric or with a Dispel Magic cast by
at least a 25th level mage or cleric.
Damien's Induced Vomiting (Necromancy )

Range: 20 yards
Components: V, S, M
Duration: 10 rounds
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special
This spell affects the intestinal region of the
creature its cast upon. The creature starts to vomit,
each round the vomiting gets worse, to the point of
severe dry heaving, interrupting spell casting and
all forms of attacks, unless the creature is larger
than humanoid size which is allowed a save
for half. Humanoid and smaller are not allowed a
save until the last round of the spell. The damage
is as follows:
1st round: 1d4
2nd round: 1d4+1
3rd round: 1d6
4th round: 1d6+1
5th round: 1d8
6th round: 1d8+1
7th round: 1d10
8th round: 1d10+1
9th round: 1d12
10th round: 1d12+1
On the last round all creatures must save vs death
magic as they fall to the ground, weak from
vomiting violently, if this saved is failed, the
creature vomits one more time, this consists of the
creatures digestive system, at which time they die.
If the save is successful they fall into a comatose
state.
The material component is a piece of rotting meat
and stagnant water which are eaten and drank by
the caster. There is a 5% chance the caster is also

sick from the casting of this spell, the chance is


rolled when preparation for the spell is done. If
this is failed the caster suffers vomiting for 1d4
rounds for 1d4 hp each.
Death Shade (Necromancy)

Range: 0
Components: V, S, M
Casting Time: 7
Duration: See below
Area of Effect: See below
Saving Throw: Negates
This spell creates a shadowy pall that extends
from the caster at a rate of 1 mile per round until it
reaches its maximum area of effect of 1 mile per
caster level. The pall also darkens everything up to
one mile above the area of effect. However, it does
not extend underground.
Anyone caught in shadowy shroud must make a
successful saving throw vs. death magic. Only
humans, demihumans, and humanoids (including
giants) are affected by the death shade spell;
plants, animals, undead, golems, and
nonhumanoid monsters are unharmed. Susceptible
beings who fail the saving throw feel a cold chill
and suffer 1 point of damage. This damage, while
minor, cannot be restored except with a Heal or
Restoration spell. The damage is not cumulative
with prolonged exposure to the deadly pall, which
dissipates the round after the spell attains its maximum radius of effect.
The death shade can be seen as it approaches, but
it travels too quickly to be outdistanced or evaded
on foot. Only creatures with movement rates of 15
or better can outdistance the spell. Build-ings and
other above-ground shelters afford no protection,
although the spell cannot penetrate a globe of
invulnerability or anti-magic shell.
The spell can be cast as often as desired, but the
caster must make a successful System Shock roll or
lose 1d4 points of Constitution immediately after
the casting. Lost points may be recovered only by
casting Restoration spells (one spell per point
recovered).
Deathwind (Necromancy)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 5x10 feet long cone per level

The Ancient Tome of Dark Magic


Saving Throw: None

Desmonds Voodoo Curse (Necromancy) o

Deathwind, created by the spell-researcher


Everwinter, acts like Cone of Cold.It has a
potential of 1d4 damage per level (no maximum
limit), with a special condition. If it does more
damage than those in its effect have hit points,
they are turned to ash and 'blown away' but the
sudden blast (similar to gust) of wind.
This prevents any raise dead/ressurection without
a Wish spell. ALL targets (Including plant life) in
the area of effect are 'ashed' (for lack of a better
word) unless they have even 1 hp more than the
damage potential. If the latter is the case, they
survive with only a cloud of settling ash to worry
about.

Range: Unlimited
Components: S, M
Duration: Permanent
Casting Time: 3
Area of Effect: Specific creature
Saving Throw: None

Deny Death (Necromancy)


Range: Touch
Components: V,S,M
Duration: Permanent
Casting time: 7
Area of effect: One creature
Saving Throw: None
One of the white necromancy's most potent spells,
Deny Death allows the caster to do just that... any
particular action that causes a companion to die
can be negated, for a price. This potent spell warps
enough reality to attract the attention of the gods,
who receive their coin in some form. If a breath
weapon killed the party's warrior, the caster could
cast Deny Death on his charred remains and the
action that killed him would be negated, Fighter
Bob might be a bit stunned that he's no longer a
Barbecued Wiener, but he's alive, with the hp he
had prior to the death blow. Later on, the caster
suffers...
1-5%
6-10%
11-15%
16-20%
21-25%
26-30%
31-40%
41-60%
61-80%
81%-100%

The Gods trade your life for his...


80% hp loss from caster
60% hp loss from caster (above
should be 80%)
40% hp loss from caster
20% hp lost from caster
Caster loses half current earned
exp above last level
Caster loses a level
Caster cursed (be cruel)
The gods didn't really mind that
much.
The gods think it was a smooth
move, caster earns double exp for
that adventure.

To first cast this spell, the caster must spend 3


hours per level or hit dice of the creature he wants
to curse carving an ornate doll of this creature. The
caster also must buy a delicate silver dagger,
which costs at least 100 gp. After all of these
conditions are met, the caster casts the spell upon
the doll, and points at a personal article from the
creature he wishes to curse. Then whenever he
desires, he may stab the doll with the dagger,
causing the subject intense pain. This pain results
in the recipient's inability to perform any other
action except writhe and scream until the dagger is
removed from the doll. He receives a +4 AC
penalty and loses initiative. All hits on him do +4
damage. Only the caster can use the voodoo doll,
to all others it is useless. The spell ends when the
doll or the dagger is destroyed, or when the caster
desires. The doll saves as thick hard wood versus
any item saving throws, and also saves at a +2
modifier. It is AC 10 and can take 1 pt of
damage/HD or level of whom it reprisents.
Ditan's Minor Nullify (Alteration, Necromancy)
o
Range: 20 feet + 10 feet per level
Components: V, S, M
Duration: 1 day
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
With the casting of this spell, the wielder calls into
being a sphere of negative magic energy. This
sphere is then hurled at one creature with
spell casting abilities. Unless a saving throw at -6 is
made, the creature is affected by this spell. If the
creature hit is a wizard, the wizard forgets the
spells he had memorised for the day, and cannot
seem to memorise any more for the remainder of
the day. If the creature hit is a priest, they seem to
have lost contact with their deity for the remainder
of the day, and cannot cast prayers. The effects of
this spell can only be cancelled by a limited wish,
wish, or divine intervention; dispel magic is not
effective against the effects of this spell.

The Ancient Tome of Dark Magic


The wizard has a 10% chance of being affected by
this spell as well, since he must hold the sphere
before it is launched.
The material component for this spell is a one foot
long, one inch in diameter rod of pure obsidian.
Evermore's Necromantic Wrath (Necromancy)

Range:
Touch
Components: V, S
Duration:
Instantaneous
Casting Time: 3
Area of Effect: One person
Saving throw:
This is an enhanced Necromantic Touch. It does 6d6
poits of damage. It also reduces Sternght,
Comeliness, and Constitution by 3.The Strenght,
Comeliness and Constitution points loss are
temporary, they come back after 1 round per level
of the caster.

victims heart maing it his/her plaything at the


victims expense. The necromancer can cause the
victime heart to stop. But for this to work the
victim must fail a save vs deathmagic if they pass
nothing happens this round but if they fail they
will dies almost instantly. But this can only be
done by a necromancer of atleast 18th level. Lower
level Necromancers can cause the victim to have
very painful heart attacks. If the victim fails thier
first saving throw they take 1d10 points of
damage. Now if they fail the second round of
battle they take 3d10 points of damage and must
roll save vs spell or be stunned and unable to
attack at all for 1d2 turns of combat. If they fail the
savingthorw for the next round it is considered
that they have a major coronary and suffer 6d10
points of damage and must roll another save vs
spell or die instantly from thier heart exploding.
The caster can turn his attention upon
creature/round.

Heziir's Elf's Bane (Necromancy)


Flesh Box (Alteration, Necromancy)

Range: 0
Components: V
Duration: Permanent
Casting Time: 7
Area of Effect: Item touched
Saving Throw: None
This spell enables the caster to store an item of
smaller size than he inside of his body. The item
remains unusable and ineffective while stored this
way. Only one object can be stored at any time.
Reduction in size of the body past that of the item
size will kill the caster. Only the caster can remove
the item.
Heart Plague (Necromancy)

Range: 0
Componets: V, S
Casting Time: 7 rounds
Duration: 2 rounds per level
Area of Effect: 20 ft radius
Savingthrow: Negates
This is one of those spell that is evil to the core. It
allows the caster to attack the electrical impulses
that make the heart beat. Being able to actually cut
off blood to the body by making the heart stop
beating, or cause damage by making it beat to
hard. The necromancer literally takes over the

Range : 90 yards
Components : V
Duration : Instantaneous
Casting Time : 1
Area of Effect : 5 elves/level
Saving Throw : Neg.
This spell only effects elves, and only ones with
less than 3 Hd. Any elves that do not have 3 Hd
and that are in the area of effect die unless they
make a save vs.spell and drows get a magic
resistance check.
Impregnate (Necromancy)
Reversible

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: Negates
This spell creates life and, according to some
mythos, a new soul, in a creature capable of
bearing young. Its reverse, Abort, destroys unborn
life. The casting of these spells upon a male,
though theoretically possible, would produce
unpredictable effects, although male pregnancy
is not impossible. Casting this spell on an undead
is rumoured to result in the gruesome death of
both undead and caster. Both of these spells,

The Ancient Tome of Dark Magic


especially abort, are highly controversial both for
good and for lawful creatures. The material
component for both is an arrowhead dipped in
rabbit's blood.
Jasmins Kiss of the Thorn Heart (Necromancy)
o
Range: Touch
Components: S
Duration: Istantaneous
Casting Time: 6
Area of Effect: Creature kissed
Saving Throw: None
Jasmin's Kiss of the Thorn Heart, is one that is not
used often. Once kissed by Jasmin while she is
using the Thorn Heart you start to feel chest pains.
The pains get incredibly worse Then you go into
cartiac arrest. Then eventully you die. What is
actully happing is a thorn vine is twisting and
winding it's way around your heart. The vine then
begans to squeze and puncture you heart.
Eventully you die of this. It's very painfull, and a
horrible way to die.
Kalli's Semblance of Undeath (Necromancy)

Range: Touch
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Negate
This spell allows the mage to temporarily turn a
living victim into an undead being for a short
duration. The caster can specify what sort of
undead being is desired (except a skeleton, and
cannot make a non-wizard or non-priest a lich).
The caster can affect up to his level in hit dice or
levels of victims, and can turn them into undead of
hit dice up to the caster's level. To control the
undead, the caster must succeed a roll on the priest
turning chart (PHB, p 103), using the column
appropriate to the wizard's level. If the "turning"
attempt fails, the wizard has no control over the
undead being he has created. If the "turning"
attempt is successful, the wizard may control the
undead as he desires, but cannot give the victim
suicidal orders.
When the spell wears off, the victim must make a
system shock roll or remain as an undead creature,
free of the caster's control. If the victim makes his
system shock roll, the victim transforms back into

their original form, and any damage the "undead"


has suffered, except from holy water or by holy
spells, is repaired. The victims will have no
memory of their "undeath", other than the faint
knowledge that something dreadful happened to
them for a period of time.
Undead created in this fashion can be turned by
a priest, but not slain. If the "undead" is destroyed
by means of its special weakness (such as vampire
created by this spell, exposed to sunlight), it will
remain slain when it transforms back to its normal
form. Dispel Magic has no effect on the "undead",
and a Destroy Magic spell severs the life-link
between the undead body and the soul, causing
the victim to become a true undead creature. A
Restoration or Wish can end the spell prematurely.
The material component of the spell is a bit of
flesh, or ectoplasm in the case of non-corporeal
undead, that is destroyed in the casting.
Korel's Wisdom Beyond Death (Necromancy)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Undead touched
Saving Throw: None

This spell imbues a formerly mindless undead


(typically a skeleton or a zombie - free-willed
undead cannot be affected by this spell - ) with
Intelligence. In the casting of this spell, the
subject's brain, or the remains thereof, is removed
and replaced with a specially prepared gem.
The crystalline structure of the gem acts as a focus
to draw together and intensify the dark forces
already present in the undead, giving it
an Intelligence of its own, determined by the size
and perfection of the gem (see the table below). In
no case can the Intelligence of the undead meet or
exceed the caster's Intelligence at the time of
casting.
Although the undead has Intelligence, it does not
have free will - it is still subservient to its master
(usually the caster). However, the added
Intelligence enables it to remember and carry out
more complex commands and, within certain
limits, even display some initiative. The undead
have access to the minds of the countless deceased
to some extent, so other skills appropriate to the
Intelligence level can be possessed, particularly if
the living person whose animated body is affected
displayed them.

The Ancient Tome of Dark Magic


For example, the animated body of a deceased
general would almost certainly retain an
understanding of battlefield strategy if given
enough Intelligence. Likewise, an animated
warrior would retain his fighting prowess, and
therefore his original Thac0. Psionic or
spellcasting abilities are not retained, however,
since they either require living flesh or have to be
extensively adapted to the new relation to the
negative material plane.
Gem Value Intelligence Skills (cumulative)
10 gp
1-2
One immediate command
20 gp
3-4
Command activated by
condition
50 gp
5-6
Simple strategies, like
ambush
100 gp
7-8
Multi-step, conditional
commands
200 gp
9-10
Average servant skills
(cook, clean)
500 gp
11-12
Can command other
undead with permission
1000 gp
13-14
Effective use of mid-sized
group
2000 gp
15-16
Effective command of
troops
5000 gp
17-18
Impersonation of humans
10,000 gp
19-20
Extremely cunning
In any event, general Intelligence is gained, along
with the ability to speak with a hollow, sepulchral
tone (the gem is emitting the sound, which echoes
in the otherwise hollow skull). The undead can
perform at a level given by the table above. They
can display initiative within their orders, but no
more: an animated general given the order "take
these troops and defeat that army", would do so to
the best of his ability, utilizing appropriate
battlefield tactics. However, he would not break
off the attack to inform his master that the army is
actually composed of allies.
At the higher levels of intelligence, there are
rumours that the undead gain levels of selfconsciousness. They are forbidden by the spell
from disobeying their orders in the slightest or
taking actions not supported by orders, but they
can use badly formulated orders to the
disadvantage of their master. In the former
example, for instance, a very intelligent undead
general might order his troops to concentrate on
the leaders of the friendly army, knowing them to
be friends of the caster.
Nevertheless, the draw for necromancers to create
such undead is immense, since they can be given
very general commands - a super-genius skeleton
(especially a disguised one) single-mindedly

pursuing the goal of killing a single person can do


so in unbelievably cunning ways.
Should the caster die, the undead affected by this
spell gradually gain their own free will, retaining
the Intelligence, over a period of one year.
Defeating one of these undead in battle has a 30%
chance of smashing the skull of the undead,
therefore destroying the gem in a backlash of
energies. Otherwise, the gem may be extracted and
reused.
The material component of this spell is a gem of
the appropriate size that has been soaked in the
blood of a creature with at least the Intelligence
desired for 24 hours. Some casters, with
compunctions against killing other sentient
creatures, use their own blood, but this rapidly
becomes impractical.
Lestat's Lieutenant (Illusion, Necromancy)

Range: Special
Components: S, M
Duration: 1d6 turns + 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell creates a clone of the wizard. The clone
has hit points equal to the wizard's level (eg.: 14
HP for a clone of a 14th-level wizard), and all
physical (non-spell) abilities of the wizard. The
clone's mind overlaps with the wizard's, though
the clone's is by no means complete. The clone can
carry out reasonably complex tasks (DM's
discretion), and is essentially an extension of the
wizard. The clone is created wreathed in simple
illusions which mimic the wizard's possessions,
though they serve no other purpose, and can be
discarded at the clone's will (as the clone may have
real clothes or the like available). The clone itself is
a magical construct, and is detectable as such in
the normal ways (eg., detect magic or true seeing
will reveal its true nature). Due to the mental
overlap of the clone's mind with the wizard's,
while within 109 yards of the wizard, the clone
has the following properties:
* The wizard will sense where the clone is,
regardless of sight and the like (similar to the sense
of where one's arm is).
* The wizard can communicate telepathically with
the clone (silently and accurately convey concepts,
as if talking to oneself).
* The wizard can cast memorised spells through
the clone. The spell is cast normally, with the
wizard performing all actions necessary for the

The Ancient Tome of Dark Magic


casting (the clone will reflexively mimic the nonmaterial components), the only difference being
the spell's point of origin, which is the clone: all
effects, not including side effects, use the clone as
the wizard ("side effects" include such things as the
ageing caused by certain spells).
* The wizard can, at will, swap the clone's senses
with his own. For example, the wizard can swap
sight with the clone, and see through the clone's
eyes (and the clone would see through the
wizard's). The wizard can of course swap back to
his normal sight at will.
The material components consist of a
representation of the wizard (a carved figure or a
clay model, for example) coated with the dust of a
crushed pearl (made of a perfectly round pearl,
worth at least 1000 gp), and a drop of the wizard's
blood. When the spell is cast, the figurine is placed
where it is to appear, and it transforms into the
clone (when the clone disappears at the end of
spell duration, the figurine is gone).
The spell has a (25 - wizard's level)% chance (with
a minimum of 1%) of creating a sentient clone, i.e.:
the clone is under the control of the DM. The clone
is in all other ways the same as a normal clone,
though should the wizard die, the clone will gain
full abilities of the wizard. Sentient clones have the
same personality and memories as the wizard (and
thus know the spell effects, the fact that they will
expire, etc.). Basically, a DM can enjoy some
interesting roleplaying here.
Living Flesh (Necromancy)
Reversible

immediately, 2d6 damage + 1d8 for every 3 levels


of the caster (necromancers use 1d10), and a
system shock roll is required to see if the victim
survives. If any score reaches 0, the victim
instantly dies. If he fails the system shock roll, he
dies. He survives only for the number of rounds
equal to his Hd.
The material components for this spell are,
including the flesh required, is a horn from a dead
rhino (for the Living Flesh spell), or a horn from a
living rhino (for the Dying Flesh spell). The state of
the animal indicates when the horn was cut.
Making of the Child Unborn
(Alteration/Necromancy)

Range: 0
Components: V, S
Duration: Nine months
Casting Time: 7
Area of Effect: One person (female)
Saving Throw: Negates
This spell causes the target, who must be female, to
become pregnant; it literally creates a embryo
inside the woman's womb, to be born 9 months
hence. The child will be reasonably healthy
(unless the caster desires otherwise), but is
otherwise like any other child. A saving throw vs.
spells is required in order to activate the spell, and
a roll to hit if the spell is being used in an offensive
fashion.

Range: 10 yards/level
Components: V, S, M
Duration: Until dispelled
Casting Time: 8
Area of Effect: 5 feet square of flesh/level
Saving Throw: Negates
A Living Flesh spell is used to sustain flesh for
other uses, such as the creation of a flesh golem. A
notable use of this spell is that which created the
Dragons Eye, a detector of dragons. It will sustain
the flesh until dispelled. Note a flesh golem gains
no extra abilities, just an easier way of sustaining
the flesh. This spell will work on almost all types
of flesh or skin, subject to DM approval (dragons
skin is affected by this spell)
The reverse, Dying Flesh, removes the flesh and
muscles from any creature. This is not a good act.
It will work on almost all types of flesh, but
dragons skin is exempt, for some reason. They lose
2d8 points of Strength and Constitution

Necroball (Necromancy)

Range: 10 yards/level of caster


Components: V,S,M
Duration: Instantaneous or 1 turn/level
Casting Time: 7
Area of Effect: all creatures in a 30' diameter
sphere
Saving Throw: Negates
With this spell, the caster creates a sphere of
necromantic energy, pulling at the life forces of all
creatures within the area of effect. Affected
creatures feel a bone-chilling cold that just does not
seem to dissipate. This spell has two possibilities,
depending on the type of dust used. None of the
effects of necroball are cumulative. In both cases,
the following additional effect is generated:
All affected creatures lose 1 point of strength per
three levels of the caster for the duration of the
spell. Exceptional strength decreases to a normal
18 before dropping to a 17. Each creature gets a

The Ancient Tome of Dark Magic


bonus to the saving throw equal to the number of
creatures in the area of effect minus one. Thus, if
one creature is affected, then there is no bonus, but
if four are affected then the bonus is +3.
a) Those affected by the spell must make a saving
throw versus death magic or have a level drained
per 6 levels of the caster for the duration of the
spell. If a creature is drained below 0th level, they
become a shadow in the service of the caster for
the duration of the spell, at which point they
become free-willed and likely violent towards the
caster. For example, an 18th level mage will drain 3
levels, but a 17th level mage will drain but 2 levels
(rounded down).
b) Those in the area of effect must save versus spell
or lose 1d6 hit points per two levels of the caster
due to draining to the negative energy plane. They
may save for half damage.
In addition to the above effects, undead are healed
1 point per caster level and are given 1 point of
strength per 3 levels of the caster (to a maximum of
19) for the duration.
The material components for this spell are a
powdered black opal worth 100gp and a pinch of
vampire dust (version a) or a pinch of powdered
red dragon bones (version b).
Negative Conduit (Necromancy)

Range: 10 yards + 10 yards/level


Components: V, S
Duration: Instantaneous
Casting time: 7
Area of Effect: 30 feet radius
Saving Throws: Negates
This opens an eyeblink rift to the negative material
plane - all within the radius lose 2d4 levels. It kills
all plant life and renders the area barren. Save can
be made, with a 4 penality. If creatures affected
are dropped below level 0, they die and cannot be
raised short of a wish. The draining, if it doesnt
kill a victim, lasts 1 hour per caster level.
Nezrods Flying Abominations
(Alteration, Necromancy)
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: One Hit Die/level

Saving Throw: None


By means of this grotesque spell, the wizard
animates a body part, imbuing it with the ability to
fly and to follow simple, verbal commands. The
body part must be relatively fresh (no more than a
week old) and cannot be larger than man-sized.
Any creature affectable by animate dead can have
a body part subjected to this spell.
Regardless of the type of creature the body part
was taken from, the animated fragment is enabled
to fly (as the 3rd level wizard spell) but with no
limit to duration. The part possesses one-half the
hit dice of a whole creature of the type it is taken
from (ignore hit die bonuses). Thus, for example,
an animated ogre arm would have 2 hit dice. The
fragment retains the ability to attack, including any
appropriate special attacks, inflict damage as
normal for its type. Some adjudication is
necessary here. An animated red dragons head
could bite, but it could not breathe fire. A dragons
breath weapon is not a power of its head. An
animated giant scorpion stinger, however, would
retain the ability to inject poison.
The body part has an Ac equal to the creature
(unarmored, if applicable) from which it was
taken, worsened by four places, to a limit of Ac 10.
Since it is a type of zombie, it has all of the normal
immunities and weaknesses of a zombie, with one
exception. Unlike normal zombies, flying
abominations are not especially slow; they check
for initiative as normal.
The caster animates one hit worth of flying
abomination for every level she has advanced.
These hit dice can be divided among different
body parts as required. A 14th level wizard could,
for example, animate seven 2 hit dice body parts,
or one 10 hit dice body part and four 1 hit die body
parts, et cetera. All body parts to be animated
must be within 10 feet of the wizard during the
casting time.
Flying abominations have no intelligence. They
obey only simple, verbal commands, in the same
manner as a zombie or skeleton. The body parts
remain animated until destroyed. Flying
abominations are undead creatures.
Consequently, a priest can turn them, the difficulty
of the attempt being determined by the
abominations hit dice.
The material components for this spell are the
body parts to be animated and a vial of unholy
water, which is sprinkled over the fragments
during the casting.
Nezrod is unnaturally fond of flying abominations
made from the heads of illithids, medusae, and
carrion crawlers.

The Ancient Tome of Dark Magic


Noska Trades' Feign Dust
(Conjuration, Necromancy)

Range: 0
Components: V, S
Duration: 3 hours + 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Upon casting this spell the recipient and all his
belongings are reduced to a heap of dust with a
skull resting on top. The skull is actually a
conjured one and is not attached to the spell
recipient in any way. The conjured skull may or
may not be human, but will always be humanoid
(cf. reincarnation). Feigning creatures are able to
smell and hear normally, but can only see in a 20foot radius sphere around themselves.
Creatures feigning dust are unaffected by any
attack form other than scattering by magical means
(Wind Wall, Gust Of Wind, Polymorph Any Object,
etc.), which cause 1d6 HP damage per level of the
caster of the scattering spell. Attempts to remove
the dust by other means will not succeed.
Nrok's Lethal Weapon II
(Evocation, Necromancy)

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates
This enhanced version of Lethal Weapon I is exactly
the same in every manner, however the percentage
roll is 40% or lower is automatic death and above
40% is damage x4.
While the material component is basically the
same, 350 gp worth of black gem needs to be
crushed, and the silver urchin's crystalline material
can be replaced by a massive amount of normal
urchin's crystalline material, but it is almost 500%
more, requiring more of the mixture to be carried
around.
Nrok's Ultimate Drainstar
(Evocation, Necromancy)
Range: 40 feet + 10 feet/3 levels
Components: V, S, M
Duration: 1 round/2 levels

Casting Time: 8
Area of Effect: 20 feet diameter sphere
Saving Throw: Special
By use of the ultimate drainstar spell, a wizard
forces in to existence a dark gray sphere of pure
light which is about 2' in diameter itself. This
wavering light is usually floating three feet off the
ground, but if ceiling heights don't allow for it, it
may be lower.
Anyone 10' from the center of the sphere or closer
will take on the effects of the spell. Creatures
within the area of effect will feel massive amounts
of pain and will have to lower their movement rate
by until out of the area of effect or after the
duration runs out. Each round of this massive
pain, creatures inside the area of effect make
strength and constitution checks. Failing the
strength check simply means the victim falls to the
grouns, however the constitution check (if failed)
will decrease the victims life force by 2d6 points,
each round.
All lost damage from this massive pain will be
stored in to the drainstar. This means if a total of
three creature each lose 24, 16, and 19 hit points
(during the duration), then the drainstar will hold
inside of it 59 (24 + 16 + 19 = 59) points of life force.
This life energy will enter the caster at two hit
points every turn, until the life force in the
drainstar is gone. The drainstar disappears after
the life force drain, and hides in the Positive
Material plane, it cannot be touched while there
nor dispelled.
Regenerating hit points to the caster may exceed
the spell caster's total hit points until the drainstar
is done giving the spell caster life force. At which
time, extra hit points will start vanishing at a rate
of one per hour, until the character is to maximum
(or just below it).
The material component of this spell is a mixture
of crushed diamond (200 gp), sulfur, a crushed
rock from the Positive Material plane (5,000 gp),
and copper dust.
One Way Ticket to Hell (Necromancy)

Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Special
Saving Throw: Neg.
When this spell is cast, the material component, a
fun-filled pamphlet describing the Abyss, is
thrown at the target, and as the somatic gestures

The Ancient Tome of Dark Magic


are being articulated, the caster smiles "Have a nice
time!" As the pamphlet falls near the target, it
opens up a tremendous hole into the earth (to the
Abyss). This hole can swallow up to four mansized
creatures, 8 small, 16 tiny, or 2 large, or 1 huge, or
any combination of M,S,T that does not exceed 10
creatures, with a maximum of each size being
swallowed as above. As the hapless creatures
plummet to hell, the hole reseals behind them.
They are thrown into a random level of the abyss,
where there it is assumed that they are tortured
and eaten by its inhabitants. The material
component, the pamphlet, takes 3 hours to craft
and it must be crafted inside the Abyss, which
Desmond regards as a vacation spot.

This spell allow the caster to use his bite with


vampiric ability for a number of round equal to 1
round/level. During this period the hit points
taked by the bite attack (which is a mere 1d2 for
humans) is transfered to the caster. All other
aspect are like the Vampiric Touch spell.

Components: V, S, M
Casting Time: 1 round
Duration: 1 round per 2 levels
Area of Effect: Caster
Saving Throw: Special
The utterance of this spell gives the caster the
following Lich-like abilities:
1. The aura of magical power which surrounds
the mage is so potent that any creature of
fewer than 5 hit dice, or 5th level, which sees
him must save vs. spell or flee in terror for 5d4
rounds.
2. The caster is able to deliver The Chilling Touch
as per the 4th level spell, with one alteration
the effects of the paralysis last until it is
magically disspelled.
3. The caster can be hit only by weapons of +1 or
better, by magical spells, by creatures with 6 or
more hit dice, or by creatures with magical
properties.
This spell does not change the casters appearance,
but casting it in conjunction with an illusion
promises stunning results. There is a drawback to
this spell if a priest or paladin makes a successful
turn undead (lich) roll, the magic is forced from
the casters body, disspelling the spell. The caster
must then make a system shock roll or be stunned
for 2d4 rounds. Undead creatures are immune to
effects 1 and 2. The material components of this
spell are cloth taken from the physically slain
body of a lich (1 x 1 square) and the heart of a
hen.

Pilops's Death (Necromancy)


o

Rhaal's Skeletal Merge


(Necromancy, Alteration)

Range : Touch
Components : V, S, M
Duration : Istantaneous
Casting Time : 3
Area of Effect : One creature
Saving Throw : None

Range: 10 yards per level


Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: 2-12 skeletons
Saving Throw: None

This spell envelopes the target in a bright clear


blue. The target begins to age at a tremendous rate
to the point of turning to dust. the items and
clothing are destroyed along with this spell but
magical items are allowed a saving throw verses
magic.
The material components of this spell is the dust of
a mummy skull.

This is a powerful necromantic spell, used


primarily to create titantic, undead giants. When
cast, this causes multiple skeletons (as per the
Animate Dead spell or similar ability, up to 12
maximum, 1/level), to merge into one monstrous
bone beast. The skeletal construct is still totally
under the control of their creator, however act as
one creatures. It has a THAC0 of 19, minus one per
skeleton merged, and has a hit dice total of the
number of skeletons merged plus 2 per skeleton,
thus giving it a total of 12+24 hit dice. It's damage
is equal to 1d4 per skeleton merged, thus giving a

Orage Vampiric Bite (Necromancy)

Range : 0
Components : V, M
Duration : Special
Casting Time : 7
Area of Effect : The caster mouth
Saving Throw : None

Pseudo Lich (Necromancy)


Range: 0

The Ancient Tome of Dark Magic


maximum damage of 12d4 per strike. If cast in
Ravenloft, this spell calls for a Powers check.
Reduce to Bone (Necromancy)

and a drop of blood if cast by a living caster (a lich,


for example, would not require this component).
o

Range: 10 yards/level
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: All creatures in a 10' radius
Saving Throw: Negate
This spell, another of Kalli Bloodblade, is a very
deadly spell. When it used, it forced all victims
within a 10' radius of the target area to save vs.
spells or be reduced to their mere skeletons. Metal
and inorganic materials on the being are
unaffected, but all fleshy beings and plants are
reduced to their skeletons (or in case of plants, a
mere shell of bark).
The skeletons can be animated by other spells, as
the caster desires. The only affect it has on undead
creatures is to reduce the being to a skeletal status
if the spell succeeds. No special abilities the
undead possess are affected by this spell, but
zombies are destroyed by means of this spell.
Creatures without skeletons, such as slimes and
oozes, are unaffected by the spell as is noncorporeal beings. The spell has no effect on
creatures that have no flesh (such as an iron golem
or gargoyle).
A Wish spell will raise a character slain by this
spell back to life, but otherwise, the flesh must be
restored to the victim before a Raise Dead or
Resurrection spell is attempted on the victim.
Rejuve Undead (Necromancy)
Reversible

Range: 10 yards/Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: One creature
Saving Throw: None/Negates
This spell is used to heal all sorts of undead, both
corporeal and immaterial. The caster uses negative
energies to rejuvenate the undead's vital energies,
healing all damage. This spell can also be used
against the living in which case it is considered the
equivalent of a Harm spell. In this case the caster
must successfully touch the target. A saving throw
negates. The somatic component is a pointed
finger which glows indigo at the time of casting,

Repel Undead (Abjuration, Necromancy)


Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 9
Area of Effect: 120-foot-wide path,
20 feet long/level
Saving Throw: None
With this impressive spell, the wizard causes all
undead creatures caught within the area of effect
to be driven backwards by powerful waves of
force. Weight is not a consideration. Even a
monster as massive as a dracolich will be forced
away by repel undead. Shifting shape, becoming
ethereal, or noncorporeality are also no defense,
although these abilities may facilitate getting out of
the spells path.
An undead creature can attempt to hold its
position if there is something suitable to grasp
onto or brace against. Unfortunately for the
undead monster doing so, it suffers 1d6 points of
damage each round that it resists the punishing
waves of force. Furthermore, it is not possible for
the undead to advance against the effects of the
spell. The best they can do is hold on and risk
being torn apart in the process. Undead forced
against a solid object by the spell, but still
remaining within range of the spell, suffer damage
as described above.
Undead caught in the path are driven back 40 feet
each round that the spell lasts, out to the
maximum range of the spell. Thus, a 14th level
wizard would create a path 120 feet wide and 280
feet long. The path is 20 feet high regardless of
casters level. Once the spells path is set, it cannot
be moved. No concentration is required to
maintain this spell, nor must the caster remain
with range of the set path. She is free to take other
actions as normal.
For some reason, while Repel Undead is effective
against demi-liches, it cannot damage them.
Obviously, living creatures and inanimate objects
are unaffected by this spell.
Restless Dead (Necromancy)
Range: 30 yards
Components: V,S,M
Duration: Special
Casting Time: 1 turn

The Ancient Tome of Dark Magic


Area of Effect: Special
Saving Throw: None
This spell must be cast upon the burial sight of a
slain creature or being, or a cemetery of such
beings at night. Once cast, the spell affects all the
dead beings within the graveyard whom have
been forgotten (i.e., not venerated on the Night of
the Dead) or whom have not had their graves
consecrated. The beings rise with a great hatred of
every being except the caster of the spell. The
undead have 2 hit dice each (or equal to it's
starting hit dice plus one if not human), and the
wizard can animate up to twice his level of restless
dead (maximum of 4 HD/level of the caster if nonhuman). The undead are turned as wights, and
have all the abilities of a revenant, except they do
not appear in any other guise than the way they
appear now.
If the undead creatures draw blood in combat,
they will not cease fighting until they have
vanquished their enemy or have been destroyed or
turned. The restless dead cannot be given orders
to guard an area nor to perform services for the
sole benefit of the wizard. Their only desire is
revenge against the living, and if denied the
chance to vent their rage against the living (and
whom are not allies of the wizard), the undead
receive a saving throw to shake off the wizard's
control. Once control of the restless dead has been
lost, the wizard can only regain control by means
of Control Undead or Wish. A Dispel Magic can be
used to break the wizard's control, but a Destroy
Magic spell will remove the magic over the undead
bodies, making them inert and unusable for
further Restless Dead spells. If a Sanctify spell is
successfully cast on the Restless Dead, the magic
binding the soul to the undead body is broken, and
the undead will collapse and cease functioning.
The material component of the spell is a handful
of black drake teeth that is planted in the earth
over the grave sight.
Rotting Flesh (Necromancy)

spells then the flesh of the creature starts to peel


off and at the end of three rounds the creature is
completely fleshless and dead. Only a
Cure Disease spell or Wish can reverse the process.
Sarve's Ghouls (Necromancy)

Range: 10 yards
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature per level
Saving Throw: None
When this spell is cast, the wizard can raise up
the dead as flesh-eating ghouls under his control.
Up to one ghoul per level of the caster can be
raised, stinking horribly and having a paralyzing
touch. The ghouls obey the letter of the word of the
caster, and are very evil and wicked, chafing at
both their undeath and the control their master has
over them. However, unless directly allowed to,
they cannot attack the caster. The wizard has no
mental link to the ghouls, and must verbally
command them to perform any actions. Ghouls
are capable of figuring out problems and
understanding complex commands - to a point,
and a deep cunning.
The ghouls serve the wizard, though they may
seek to pervert or subvert commands to benefit
themselves. Though they can be ordered into
suicidal actions, the ghouls will seek, with their
limited intelligence, ways to preserve their own
hides. The ghouls can be turned and affected as
undead, but control of the ghouls cannot be taken
from the caster unless he is slain. In many cases,
the surviving ghouls gladly feast upon the
wizard's dead carcass.
The material component of the spell is humanoid
bodies to cast the spell upon, and a coin stained
with blood. The bodies must have been dead less
than a year, and be fairly complete. There must
still be flesh on the bones of the victims for the
spell to function properly, or the spell fails. The
spell will not work on elven corpses.

Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.
This spell, upon a successful to hit in combat using
the mage's hand, casts a magical disease onto his
opponent. If the opponent does not save vs

Searing Soul
(Evocation, Alteration, Necromancy)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

The Ancient Tome of Dark Magic


This powerful spell binds (or rather "burns") a
memorized spell into the caster's memory
permanently. The bound spell can be cast as often
as desired, never leaving the slot in which it was
memorized.
The price of the spell is severe, however, being
paid in life force. 6 hp per spell level must be paid
to bind the spell, and these hit points can never be
regained.
Though the bound spell's effects are still subject to
Dispel Magic and the like, the spell cannot be
removed from memory.
Shadow Soul (Necromancy)

Range: Caster
Components: V, S, M
Duration: 2 days
Casting Time: Special
Area of Effect: Caster
Saving Throw: None
This spell can be cast any time prior to the casters
death. When this spell cast the cast gains a extra
two day after his death to find a way to return life
to his body. After the two day duration the casters
soul begins to dissipitate losing it's hold to the
casters body. The components needed are a drop
of blood from the caster, the other components are
up to the Dm. If the casters is attacked during the
two day cycle his soul is not lost but stays with the
body, although the caster can no longer attempt to
bring life back to his body. The spellbook from
which this spell was attained is found deep within
the catacomb's of the sunken city of Santhose.
Skarms Judgment Day
(Necromancy, Illusion/Phantasm)

Range : 2 yards/level
Components : V, S
Casting Time : 7
Duration : 3 days.
Area of Effect : One creature
Saving Throw : Neg.
When caster casts this spell, target has to save
vs. spells or hes put into a cataleptic state just like
in Feign Death spell. Theres a little change in this
statetarget feels as if he was dying due to death
magic. This spell fouls life - detecting spells, so its
very likely peoplell think the target dead.
After dying, the target is affected by a powerful
magic, which draws his soul from the body, lets
him look at his body and at what happens around

his body (in a maximum range of 30 yards) All


the scene is surrounded with shadows and rolling
mists and soul can hear voices of the living as far
and inhuman speeches.
After 1 turn, or if soul moves beyond the 30 yards
range, magic brings back the soul into the
bodybut victim dont realize this, for now hes
under the effect of a powerful phantasm.
This phantasm lasts as long as the spell lasts and
can be divided into three parts, one for each day of
spells duration
The Journey (Day 1). The victim begins his long
journey to the netherworld. This can be with any
possible mean (fly includedremember, victims
now a ghost), but it lasts one day. Also someone
(valkirie, Anubis, etc) can come to victims
resting place and bring him to netherworldthis is
just one of the many twists this dweomer can take.
Thennones said journey to netherworldd be
safeso victim can meet strange monsters and
dangerous people (as per Dms or casters choice
they can be living or dead, but Id suggest to twist
them a little and, if dead, to leave the body
somewhere near it) and, remember, the world
from victims point of view, now looks as scary as
when he looked around his body.
The Judgment (Day 2). As victim reaches
netherworld, hes brought before a court, which
could be a court of gods, a meeting of gods or a
court of dead, or anything strikes Dms or casters
fancy. The court can be composed by as few as one
judge or as many as hundreds of judges (Id
suggest more than one, for it brings more chaos
and fun). This court can meet in any place caster or
Dm wants.
Then the trial begins
The court asks about anything good or bad
characters has done in his life (court knows
everythingthey come from his own mind!). Even
the most trivial things are examined (depending
upon the courts type, victim can or cannot have
chance to defend himself from charges, by
motivating his evil actions).
The Judgment lasts one day, no matter how much
old or young character is.
At the end of the day, the court emit a verdict
upon the victim.
Verdict can be based upon characters actions or
upon casters choice.
The Netherworld (Day 3). After the verdict, victim
is sent to another place, which could be a heaven
or a hell (how they are is decided by caster or by
Dm) depending upon the verdict.

The Ancient Tome of Dark Magic


The victim can enjoy this reward or endure these
pains for one day (hell could be a good place for
combat and none said character cannot try to riot).
At the end of the day, someone comes to the
victims, tells him there was an error (hes not
dead!) and brings him back to his body.
Caster has 10 minutes after casting to choose how
Journey, Judgment and Netherworld will be; he
can choose as many details he wants and he can
choose not to choose. Moreover, caster can peek
into victims phantom by coming within 1
yd/level of victims body and by making an int
check for each round of view (this can be tried over
and over till the end of the spell).
Anythings not chosen by caster is left to victims
religious beliefs and Dms choice.
Note that if characters atheist, the Dm can choose
to let him travel around heart as a ghost.
If victim was rewarded with heaven, he awakes in
a very good mood and gains a + 2 bonus to horror
and madness checks till he sleeps.
Note that this spell call for a Ravenloft Power
Check (half chance if was used to bring relief to
one of Ravenlofts troubled souls).
Should caster fail the power check, Dark Powers
also notice victim
Theres a 25% that what was thought as a
phantom becomes truth (obviously, soul never
leaves Ravenloft, but its brought to someone or
something who can judge him and the
netherworld can become to being hunted back to
his corpse) and a 75% that characterd be
brought to the Nightmare Court to be judged (in
Nightmare Lands).
The casting of this spell looks the same as that of
Finger of Death (its just a little longer, but only a
Spellcraft check 6 will find its another spell,
thenwhos ever tried a spellcraft check when he
was the target of a spell?).
Role-Playing Hint : This spell could be a good roleplaying device, for, used in a twisted way, can
become an entertainment for your villain. So, in
place of a deadly Finger of Death, he casts this spell
on a PCand since the phantasm looks real to the
character, it can be role-played (in the judgment,
the Pc can have to explain all those Ravenloft
Check he had to roll, and also those he succeed, or
hell roast in hell!).
Other PCs can take the roles of people/monsters
he meets or of judges.
Skarms Undead Cunning
(Necromancy, Alteration)
Range: Touch

Components: V, S, M
Duration: Istantaneous
Casting Time: 1 turn
Area of Effect: One undead
Saving Throw: None
This spell was devised by Skarm The Warlock to
enhance the Wisdom of his undead creatures.
The undead upon which the spell is cast must have
been created by the caster himself (simple control
upon it doesnt work) and must have an Intelligence
of at least 1 (so a standard zombie or skeleton must
have its Intelligence enhanced in some way).
The caster must put one hand upon the creatures
head (or, at least, upon the area that should be the
center of its intelligence) and, in that position,
casts the spell.
At the end of the casting, the Wisdom of the
creature will be raised by 1 point/three levels of
the caster.
This is in the case of the first casting, but for the
following castings of the spell upon the same
creature, the Wisdom will be raised only by 1
point/ten levels of the caster. Should not be noted
otherwise, the undead has a base Wisdom of 0.
This spell is devised only for use upon undead
made by the caster. Should it be used upon an
undead not made by caster, the undead will break
any control (if any) the caster has upon it and
would become forever casters enemy (this could
mean istantaneous attack by less intelligent
undead and long, deadly schemes of revenge by a
more intelligent one).
Should someone be so stupid as to use it upon the
living, the creature will become insaneItll think
to be a intelligent undead (randomly chosen) and
will act in an appropriate way, also by start killing
the livings to feed.The insane creatures
alignment will turn one step (in both alignment
parts) closer to that of the intelligent undead he
thinks he is (Lawful Good character thinks to be a
vampire and his alignment will turn True Neutral).
Also the insane creature will become obsessed
with the casters and will wish him the worst death,
acting in an appropriate way.
The material component for this spell are a pint of
blood from a creature with a Wisdom of the
target (the adjusted, final) score or higher and
black opal powder (worth no less than 1000 gp).
The components should be mixed and smeared
over undeads head. The components disappear in
a red green smoke at the end of the casting. Note
that, even if the notes upon the components use
would lead to believe that this spell can only be
used upon corporeal undeadit can be used also
on uncorporeal ones, by having the creature
merge with a statue with roughly its appearance

The Ancient Tome of Dark Magic


and smearing the components upon the statues
head.
Spirit Animation (Necromancy)

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 9
Area of Effect: One host
Saving Throw: Special
By means of this spell the caster can transfer the
spirit of any intelligent being from his body and
place it inside of another host. Thus, one could
transfer a person from one living body into a
magically animated one, such as a golem or
skeleton. If the person does not want his soul
transfered out of his body the spell automatically
fails. The transfered spirit has all of the abilities he
had before, to the limitations of his new body
(eg. you cannot make a stone golem move silently).
This spell does not work on trees, stones, statues,
etc unless they have been magically animated with
other spells. It is not possible to enter a living body
or undead body with a spirit inside of it.
This spell is especially useful when used with a
Simulacrum spell.

Splicer Egg (Alteration, Necromancy)

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
A Splicer Egg spell causes a splicer to bud and
produce another member of its race. This is the
only way splicers are known to be able to
reproduce, this asexual way. After the wizard casts
the spell and delivers it by touch, the process takes
only 3d6 hours. During this time the wizard
normally applies further spells to help the process
along.
Following the casting of Splicer Egg a wizard
should cast Splicer Dream (2nd level) on the splicer.
This will put the splicer into a euphoric trance.
They are conscious, but cannot stand without
assistance, and most importantly do not feel any
pain. This is important, because the hours during
gestation become soon full of agony. In a case
where the splicer does not receive Splicer Dream
there is a 50% that the splicer goes insane from the

torture, and the splicer must make their system


shock roll or die after the new splicer has budded.
Once the affected splicer is in the trance, the
wizard should then wrap the splicer in strips of
cloths prepared by the Splicer Wrap spell. The
wraps should cover the the splicer. Total
mummification.
A new splicer has no control over its powers, and
will accidentally splice itself and not to mention
other things near it out of existence. To prevent
this the wrappings from the Splicer Wrap spell seal
the new splicer's fingers and hands together in
fists. While locked this way a splicer cannot use its
powers. The wraps also boost a splicer's powers
and reduce the time needed to grow up. To reach
an adult stage where a splicer's powers are at its
peak normally takes 30 + 1d4 days, but with the
wraps it's nearly half, 15 + 1d4 days.
A newborn dimension splicer is born looking like a
young adolescent, and it knows nothing, not even
how to walk, but it learns quickly. A newborn
dimension splicer can usually walk in hours, and
learn the language it hears within the first day. In
ten days a splicer will know how to use its powers.
In thirteen days the splicer will be able to open its
hands and start splicing.
Normally many wizards just teach their splicers
these skills. Enough to speak the wizard's
language and maybe write it, but the splicer can
learn so much more. A splicer has the full
proficiency slots allotted to its class (typically
fighter, for splicer combat uses similar principles
that of weapons) right from the beginning. They
can learn a skill in usually hours or days.
From day one a wizard must feed the dimension
splicer. A splicer consumes one spell level a day. A
wizard must "lay" the spell level on the splicer as
the wizard would on a wand. If a splicer goes
without a spell level for a day, it is as if a normal
person skipped a day's worth of food. Splicer's
drink water as do humans do.
A splicer lives for 2 years + 2d12 months, merely
splicing out of existence in the end.
Summon Greater Shadow
(Sumrnoning, Necromancy)

Range: 10 yards
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 6
Area of Effect: 10 feet cube
Saving Throw: None
This spell summons a monstrous multi-limbed
shadow monster. It is not, as might be supposed, a

The Ancient Tome of Dark Magic


greater version of the undead shadow. (Mercifully,
such a creature has not yet been recorded.) The
summoned creature is a hideously fused group of
undead shadows that writhe and thrash,
mindlessly attacking all in their path, as if in great
pain.
The greater shadow is composed of 1d4+4
shadows, effectively creating a size L monster with
a Thac0 of 15. The 10'-diameter creature has 1 Hit
Die and 1 extra hit point per shadow, and a -1
bonus to its Thac0; thus, a conglomeration of six
shadows would have 6+6 HD and Thac0 13. The
largest greater shadow, composed of eight undead
shadows, has 8+8 HD and Thac0 11. Regardless of
its size, the creature has AC 7. It receives a number
of attacks per round equal to the number of
incorporated shadows.
Any damage to the greater shadow is suffered
jointly: The creature must be reduced to 0 hit
points for aII to be destroyed. The greater shadow
is turned as one creature, based on its Hit Dice.
This gastalt creature is slower than a normaI
shadow (MV 6) and cannot coordinate aII of its
Iimbs to attack in a single round. Roll 1d4+1 to
determine the number of attacks during any given
round; each attack inflicts 2-5 points of damage,
and drains drains 1 point from its victim. The
greater shadow cannot follow complex instruction;
it simply wants to enter combat as swiftly as
possible.
The material components fro this spell are two
pieces of smokey quartz and some glue, all fo
which are consumed in the casting.
Summon Minor Death
(Necromancy, Summoning)

Range: 10 yards
Components: V, S, M
Duration: 1 round/level + 1d4 rounds
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell summons a minor death, as per a deck of
many things (AC -4; 33 hit points; strikes with a
scythe for 2d8 points, never missing, always
striking first in a round). The caster then
nominates a target for the 'death to attack. The
creature persists until it is slain, its victim is dead,
or the spell ends (either by running its duration or
being dispelled). Unlike the minor death
summoned by a deck of many things, this one may
be attacked by anyone, without fear of more
appearing. This spell is quite taxing upon the

caster, and can never be cast more than once per


day.
The material components of this spell are a
miniature scythe made of platinum (100gp) and
the tooth of a lich, demi-lich, death knight or
similarly powerful undead being.
It is suspected that Tulsa found this spell on the
same stone tablet as the Create Skeletal Warrior
spell.
Summon Shadows (Conjuration/Summoning,
Necromancy)
o
Range: 10 yards
Components: V, S
Duration: 1 round + 1 round per level
Casting Time: 5
Area of Effect: 10-foot cube
Saving Throw: None
When this spell is cast, the wizard conjures up one
shadow for every three levels of experience he has
attained. These monsters are under the control of
the spell caster and attack his enemies on
command. The shadows remain until slain, turned
or the spell duration expires.
Transmute Blood to Poison
(Alteration, Necromancy)

Range: 60 yards
Components: V,S,M
Duration: Permanent
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
When this spell is cast, the caster causes the
blood of the victim to become poisonous.
Creatures of 4 Hit Dice or less are automatically
slain, and all other creatures must save vs. poison
or die. Even if the victim succeeds his saving
throw, he automatically suffers 4d6 points of
damage from excruciating pain as his body fights
the mass of poison within the body. Creatures
with a natural poison attack receive a second
saving throw to totally negate all damage, and
creatures with such attacks that are less than 4 Hit
Dice receive a normal saving throw to suffer only
4d6 damage rather than be slain.
Since this spell is directed to normally affect
human-sized creatures, Gargantuan beings receive
a +4 saving throw bonus if they are allowed a
saving throw.

The Ancient Tome of Dark Magic

Twilight's Dark Hand of Magic


(Enchantment/Charm, Necromancy)

Range: 10 yards per level


Components: S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
Twilight's dark hand of magic is a vastly more
powerful form of the spells Charm Person and
Domination. Unlike the former spells, elves and
half-elves don't have any more resistance against
the Dark Hand than anyone else. Like Domination,
the caster can control the person affected. Unlike
any previous charm, the affected person can still
cast spells, but only when the caster tells him to do
so.
With the saving throw, the victim gets an initial
saving throw versus death magic, modified as
below. He also gains another saving throw
whenever the controlling spellcaster demands an
action which would probably lead to the death of
the victim, or to someone dearly loved by the
victim. Modifications are as follows:
Add the level, Intelligence, and Wisdom of both
caster and victim together. Compare the two. If,
after all modifications, the caster's total is equal to
or lower than that of the victim, then the victim
gains a bonus to his saving throw. Otherwise, the
victim has a penalty.
Total
Saving throw
difference
bonus or penalty
up to -9
+4
-8 to -6
+3
-5 to -3
+2
-2 to 0
+1
+1 to +3
+0
+4 to +7
-1
+8 to +11
-2
+12 or more
-3
The victim also gains a Wisdom bonus, offset by
the Wisdom bonus possessed by the caster - thus,
if the caster has an 18 Wisdom and the victim has a
12 Wisdom, then that is a penalty of -4 to the
saving throw, reflecting a struggle of wills.
This spell can be made permanent, without any
threat of loss to the caster's Constitution. The
material component of this spell is a dark
crystal.

Tyvek's Temporary Inner Strength (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round per 3 levels
Casting Time: 3
Area of Effect: Person touched
Saving Throw: None
This spell requires a tiny iron heart sculpture,
lion's blood, and holy water (or unholy water if
your recipient is evil). Casting it will have the
effect of bestowing 1d10 HP per 5 caster levels. Its
short casting time and life saving potential mark it
as Tyvek's possibly most useful spell. These
phantom hit points take damage first, and can be
used to revive a person at negative hit points to
waking life. Note, however, that these hit points
only stay until the end of the spell's duration.
Undead Army (Necromancy)

Range: 360 yards


Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell is a version of Animate Dead developed
for immediate battlefield use. It animates corpses
in the same manner as the 5th-level spell, but the
magic only lasts for a limited time. Also, Undead
Army is very quick, requiring only a single word
and a gesture. Those animated resemble ghouls in
all ways, including having 2 HD each. The wizard
can animate one of these creatures for every two
levels (round up). The ghouls created by this spell
are unusually hard to turn: treat them as if they
were wraiths. They cannot be commanded or
disrupted (command results are ignored;
disrupted results are treated as a turn).
Upgrade Skeleton (Necromancy)
Level: 7
Range: Touch
Components: V, S, M
Casting Time: 1 Turn
Duration: Istantaneous
Area of Effect: One skeleton/10 levels
Saving Throw: None

This spell upgrades a skeleton's Hd by 1 Hd for


each 3 levels of the caster. Thac0 is also upgraded

The Ancient Tome of Dark Magic


(because of higher HD). The spell cannot be cast
again upon the same skeleton.
The material component is a gem (worth no less
than 500 gp), which will be put in the skull of the
skeleton.
Vampire's Bane (Necromancy)

Range: Line of sight


Components: V,S,M
Duration: Permanent
Casting Time: Special
Area of Effect: 1 vampire
Saving Throw: None
This spell created by a wizard obsessed with the
eradication of all vampires in the world, instantly
destroys one vampire. The material components of
this spell are the same as the normal materials
used to kill a vampire, an oaken stake and a
wooden mallet. The mage must concentrate on
these items while casting, which takes 30 minutes
per hit die of the vampire to be killed (The wizard
will have to estimate based on what he knows of
the power of the vampire). Once the spell is cast
the wizard only need point the stake in direction of
the vampire and utter the activation word (the
wizard's choice, determined during the actual
casting). Once this is completed the vampire is
vanquished irrevocably. The spell functions no
matter what form it is in or what protection the
vampire is employing. The wizard only needs to
see the vampire (in any form) to activate the spell.
If the spell was prepared for less time than the
vampire has hit dice, the vampire is instead
damaged in proportion to the "hit dice" of the spell
to it's own hit dice. This will likely get the vampire
VERY angry indeed.
Vengeance from the Grave (Necromancy)

Range : 0
Component : V,S,M
Duration : 1 day/level or until triggered
Casting Time : 6 hours
Area of Effect : The caster
Saving Throw : None
This spell allows the caster to have retribution on
anyone who kills him. If the caster is slain within
the spell duration, he automatically rises as a
revenant. He will then ceaselessly hunt down and
slay his killer(s), as described in the Monstrous
Manual. This spell is a complicated ritual, known
only to a few necromancers. The caster must

prepare a magic circle made up of a mixture of


vampire dust, powdered iron and crushed human
bone. He then casts the spell while within the
circle. The process is draining both mentally and
physically, and upon completion of the spell the
necromancer is fatigued. He must rest for a full
night in order to be able to cast any more spells.
The material components of the spell are a handful
of vampire dust, powdered iron and crushed bone,
as well as a hair from the head of a revenant and a
perfect bloodstone, valued at 500 Gp or more. All
of these are consumed in the casting.
This spell carries a hefty drawback, however. Once
the caster rises as a revenant, he cannot be raised
or resurrected. This spell also supersedes
dweomers such as Contingency or Tulsas Dark
Bargain. Finally, if the caster dies of natural causes
or by an accident, he will not rise, as he has no
focus for his vengeance.
Violent Death Spell (Necromancy)

Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: One 30-foot cube/level
Saving Throw: None
This spell is identical in all respects to the sixth
level Death Spell, except that victims of the Violent
Death Spell are not just snuffed out, keeling over
dead, but instead are violently blown apart,
spraying flesh and body parts in all directions. The
shrapnel from the body explosions will not cause
damage to creatures nearby, although anyone
within 60 feet of the area of effect who witnesses
the spell's effect must make a Constitution check
with a -2 penalty or be so overcome with nausea
and horror that they are considered stunned for 1
round.
The material components for this spell are a
crushed black pearl with a minimum value of 1,000
gp, as well as a tiny bit of sulphur and bat guano.
Whisper's Legion of Doom (Necromancy)
Range: 60 yards
Components: V, S, M
Duration: 6 turns + 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

The Ancient Tome of Dark Magic


This is an improved version of the Animate Dead
type spells. It will animate up to twice the caster's
level Hit Dice of undead within a 60 yard radius.
These undead have full hit points and be imbued
with some of the Intelligence of the caster. While
the spell is in effect, or as long as any of the
undead remain, the caster's Intelligence will be
lowered by one point. Note that this might make
the caster unable to cast high level spells after this
spell is cast. I.e., a wizard with Intelligence 16, will
not be able to cast 8th-level spells while this spell is
in effect. The Intelligence of these undead allows
them to use weapons to effect, i.e., not just 1d6 but
by weapon type for skeletons. The undead can use
armour, bows, etc. Still, only zombies or skeletons
can be made with this spell. The material
component is a piece of bone from a lich.
Winthrop's Undead Summoning VI
(Conjuration/Summoning, Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell is akin to any one of the monster
summoning spells. Any one of the following
undead may be chosen to be summoned: 2d6
skeletons, 2d4 zombies, 2d4 ghouls, 1d6+1
shadows, 1d6+1 wights, 1d4+1 ghasts, 1d4
wraiths, 1d3 mummies, 1d2 spectres, 1d2
apparitions, one ghost or one vampire.
The undead appear at the end of the casting and
fight to the best of their ability until slain, the
duration expires, they are released, or they are
further than 30 yards from the caster (the caster
may not intentionally move out of range, nor may
the undead for they are not free-willed while
under the spell). At such time, they return to their
point of origination.
The material component is a lit candle inside a
small bag.
Zanatose's Thieving Hand (Necromancy)
Range: 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 creature for every level
Saving Throw: Special

This spell is as insidious as its creator. When casted


the necromancer points a finger at a victim and
announces the removal of the internal organs
he wants. At this point the victim must roll a save
vs. Death Magic at 2 plus any modifiers the
necromancer has to avoid the deadly teleportation.
If they pass the save they merely take 12d6 points
of damage from the spell interfering with thier
body's normal functions. If they fail the save the
vital organs the necromancer announced at the
beginning of the spell immeadiatly disappear from
thier body and appear in a special black sack
prepared by the caster of the spell and die with
1d4 rounds. The material components for this spell
are a small, scalpel like knife and a specially
prepared bag which contains mandrake root
powder and crushed black opals not worth less
than 2,000 gps.
Zanatose's Time Piece of Aging
( Necromancy, Illusion, Chronomancy)

Range: 20 feet
Components: V, S, M
Duration: 1d6 rounds
Casting Time: 7
Area of Effect: One creature
Saving Throw: None
This insidious spell creates a temporary magical
item out of an ordinary pocket watch or clock. The
time piece to be enchanted must be held
before the caster and the spell spoken, the
necromancer then touches the clock with his free
hand and the spell takes effect, giving the time
piece a light blue radiance for the duration of the
spell. The necromancer must then select a target
for the item's powers. When he does this the
subject then has to roll a save vs. death magic at
whatever modifiers the necromancer currently has.
If they pass the spell fails and the time piece
is destroyed. However, if they fail the saving
thows the time piece has established a connection
with the subjects life force. The necromancer
can then, using the hands on the front of the
watch, increase or decrease the victim's age by ten
years per number passed by the hour hand.
Example: If the wizard passes the numbers 1, 2, and
3 on the watch he has just aged his subject 30
years. If he does it backwards; 3, 2, and then
1 he has just reversed the subjects age by 30 years.
The material components for this spell is a highly
ornate time piece costing no less than 500 gp, and a
strand of vampire's hair. This is lich magic. This
spell, because of the horrendous amount of
magical energy involved would burn out mortal

The Ancient Tome of Dark Magic


spellcasters. Any mortal spellcaster attempting to
cast this spell most roll a save vs. poison or he will
lose 1d4 points of intelligence permanently if
successfully cast. Which will happen only 90%
of the time. If the save is passed, the mortal
spellcaster takes only 1d10 points of damage and
lose one level worth of spells from his memory.
Zandare's Twist (Necromancy)

Range: 10 feet/level
Components: V, S, M
Casting time: 7
Duration : Istantaneous
Area of Effect: Special
Saving Throw: Neg.
by means of this spell the caster changes the target
creature, effectively, inside out(yes folks this is a
very nasty spell).
The organs are outside the body and the skin is
inside. Gm's insert your own really graphic
descriptions here... The spell caster must have a
small leather pouch for the casting. At the end of
the casting the caster thrusts his hand into the bag
and violently pulls the bag inside out. Now the
target is either painfully turned inside out, or he
looks like a total fool.
The spell affects one M size creature, two S size or
one L size creature. L size creature get a +3 on their
save. Note that clothing armor etc. are in the inside
also..
Zanzaaba's Negative Energy Transformation
(Alteration, Necromancy)

Range: 10 yards/level
Components: V,S,M
Duration: Special
Casting Time: 3 rounds
Area of Effect: 10 cubic feet/level
Saving Throw: None
This spell allows a wizard to convert negative
material, as from the Negative Material plane, into
positive material.
In effect the wizard can create matter out of
negative energy.
Any item of up to 10 cubic feet per level the caster
has attained can be created. The maximum range
such items can be from the caster is 10 yards/level,
after which they revert into negative matter.
Objects created with this spell are completely real
in all ways. They can be seen, touched, smelt,

felt,heard and even tasted. When the caster uses


this spell they create a gate to the negative material
plane. There is a 5% chance on each round that the
gate is open that some extraplanar creature will be
attracted to it and will come through. The spell is
not limited to creating inorganic positive matter,
organic matter that simulates life can be created
also. Creatures created thus must be within the
limit of 10 cubic feet per caster level. Creatures do
not have any spell like attacks or abilities, nor do
they have any special defenses or magic resistance.
They attack as the caster directs them, doing
damage as listed, and last as long as they remain
within maximum range.
The reverse of this spell, Zanzaaba's Positive
Energy Transformation, allows the caster a powerful
attack. It can transform up to 5 cubic feet of
positive energy into negative energy. Creatures
strongly linked to the Negative Material plane,
such as shadows or wraiths are instantly banished
there permanently if they fail their saves vs. death
magic. As many creatures as the caster has levels
of this type can be affected. Normal creatures
must save vs. death magic or be instantly
dispersed into negative energy. One normal
creature per 5 levels the mage has attained can be
affected. They cannot be resurrected by anything
less than a wish spell.
Creatures who succeed in their saves suffer 3d12
damage. Items affected by this spell must save vs.
disintegration or be instantly destroyed. A save
indicates no damage.
The material components for this spell are a
small hoop fashioned from platinum, costing no
less than 500 gp, and the essence of a ghost.

The Ancient Tome of Dark Magic

8TH LEVEL SPELLS


Ageing (Necromancy)

Range: 5 yards per level


Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Upon casting this spell, a black bolt of energy
shoots out form the wizard's hand, hitting one
creature within its range. The creature struck must
save versus spell or immediately age 6d10 years.
Any humanoid who is aged must make a system
shock roll or die from the internal strain. If a
creature makes its saving throw, it is still strongly
disoriented, suffering a penalty of -2 to-hit and +2
to Armour Class for one round per level of the
wizard. Any creature that is slowed, paralysed,
charmed or stunned suffers a 3 penalty to its
saving throw, since they are less able to resist its
very powerful energy. The material component of
this spell is a black opal worth at least 500 gp.
Aging Bolt (Necromancy)

Range : 50 yards + 10 yards/level


Components: V, S
Duration: Istantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw:

COST TO ATTACH
_____________________________________________

This spell ages the targeted creature 1d6 per level


of the caster. Unwilling subjects get a saving throw
to reduce the aging by half. This spell affects every
creature except undead. Even dragons can be aged
with this spell.
Arcanus's Flesh Bender (Necromancy)
Range:
Components:
Duration:
Casting Time:
Area of effect:
Saving Throw:

0
V,S,M
Permanent
5 hours
One living creature
None

Without the Anatomy proficiency, this


enhanced version of the 5th level spell Graft Flesh

would be useless. With it though, one can perform


miracles.
As with Graft Flesh, this spell allows flesh
from other bodies to be attached to a body of the
caster's choice. Unlike Graft Flesh though, it can
work with body parts from other creatures.
This spell cannot be used to graft flesh to
the caster without finding a way of operating
through a remote body. A homunculus may work
under circumstances, but this is up to the creativity
of the player. The body needs to be opened up and
prepared. When the spell is cast, the body goes
into a coma for the duration of the spell. The caster
needs a complete set of operational tools (like the
Anatomist kit from the Complete Book of
Necromancers) to operate on the body. Also, a
theatre of tools and chemicals is needed, bringing
the initial cost to around 10,000 gp.
The caster may attach any kinds of body
parts to the body. For example, the body of a giant
lizard may be grafted to the torso of a human.
Additional organs may be attached as well. The
DM should always decide what kind of bonuses
and penalties this will give them. A snake tail
instead of legs means they can no longer walk, and
will have trouble going about in humanoid cities
but they do gain the ability to constrict like a
marillith would.

+1000 gp per cubic foot of familiar limb to be


attached
+2000 gp per cubic foot of different limb to be
attached
+3000 gp if limb is an additional one.
+5000 gp per familiar organ to be attached (that is,
an organ that the host body already has)
+10000 gp per different organ to be attached
(Beholder's eye stalks)
If after the operation, the recipient has
gained over 80% more body mass, the heart cannot
supply enough blood. Age limit, constitution score
and strength score are halved unless an additional
heart is attached.
Weight, water and food intake go up ever
10% of body mass over the hosts original
requirements.
If alien body mass counts for over 50% of
the body, part of the creatures essence is attached
to the mind of the host body. This is usually a

The Ancient Tome of Dark Magic


manifestation of the original creature's instincts, or
sometimes it's memories. If a human is attached to
the body of a lion, then the mind of the human gets
the urge to hunt; on the other hand, if the head
was transplanted to the body of a murderer, the
recipient may start to have dreams of his crimes.
There is a 2% chance for every percent
over 50 that the instincts of the former owner come
through. In the murderer example, only 10% of the
body was the original person's. There is an 80%
chance the murderer's genetic memory will be
attached. If this occurs, though the mind is still the
owner's, homicidal tendencies will be added
meaning they may continue the murderer's crimes.
This is an opportunity for the DM to take control.
Under DM's discretion, this ma only occur when
the victim is asleep or unconscious. A sort of
werewolf-like thing.
Things this spell cannot do:
-Attach material of incorporeal, extraplanar or
elemental nature.
-Attach another brain.
-Attach sexual organs.
Banshee (Necromancy)

Caster must roll against the targets AC,


unmodified only by magical and dexterity
bonuses, the ROF is 2/1. Each time a target is hit
with black fire, they take 5d6 damage and
temporally lose one point of strenght, dexterity

Range: 10 yards per level


Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: 40 foot diameter circle
Saving Throw: Special
Spell unleashes a downpoor of blood droplets. All
creatures within the area of effect are coated with
thick blood. The blood can only be washed off with
vinegar, light acid or a dispel magic. Creatures
coated with must save vs. Poison or become
diseased, and suffer the same effects as the Stinking
Cloud (qv.) spell, until leaving the area of effect.
Those making their saving throw suffer a -2 to
attack and must continue to save at -1 until leaving
the area of effect or the duration ends. The
components for this spell are a pinch of sulfer, bat
guano and a few drops of the casters blood.
Bloodfires (Alteration, Necromancy)

Range: 0
Components: V, S, M
Duration: 1-4 rounds
Casting Time: 8
Area of Effect: One person
Saving Throw:

This spell animates a single dead body as a


banshee, but its not under casters control. The
corpse must be that of a dead, evil, female elf.
The material component is a silk white shroud,
embroidered with silver wire (400 gp) and
exposed to the light of full moon, for a full night.

Range: 10 yards
Components: V, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Targets
Saving Throw: None

Blood Storm (Evocation, Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 Body
Saving Throw: None

Black Fire (Necromancy)

and constitution. If any one of theses scores are


reduced to 0, the victim dies.
The material component is a drop of oil.

This spell turns the target's marrow into molten


lead. They take 4d8 points of damage each round,
and must make a Con check to avoid doing
anything but screaming in pain This spell is useful
for the times when you don't just want to kill an
enemy, but you want to hear them scream first.
The material components are a bar of lead and a
bone, which are cast into a brazier.
Burble's BloodFire (Alteration, Necromancy)
Range: 0
Componets: V,S
Duration: 1 round per level
Casting Time: 8
Area of Effect: 30 ft Radius
Saving Throw: Special
An isidious spell created by the Lord of Bones,

The Ancient Tome of Dark Magic


Burble BlackTome of Phardown. It allows a
necromancer to actually turn all blood in a 30 feet
radius to flesh corrosive acid, whether inside the
body or out. Victims must roll a save vs spell at -3
or have thier internal liquids turn to acid. Those
attacking an enemy that is affected by this spell get
a save at +1 or suffer from its spreading effects as if
he failed his first savingthrow. The spell causes
damage equal to 1d4 X the level of the
necromancer or transmuter that casted it. Every
round the damage is decreased by 8 points but
usually this doesn't matter because of the large
amount of damage caused to begin with. Every
round after they have failed thier saving throws
they get another to stop its effects at -2 and if they
fail they get another at -1 the next round until they
finally get pluses to save. This spell is devastating
to see. People haveing thier jellied organs spill
from the burnt and blackened bodies is never a
pleasant sight. All viewing the spell, the caster
excluded must roll a save vs spell or be paralyzed
by fear and get a -1 against saves if they are within
radius or walk into the radius of the spell. The
BloodFire shell moves with the caster, causing
damage to all those who enter it. It can affect 1
creature per level.
Corpion's Quartering (Necromancy)

Range: 15 yards
Components: V, S
Duration: 1 round/ 4 levels
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
This evil spell causes the victim to find himself
caught in a pulling force that threatens to rip the
victim apart. The victim finds each of his limbs
being pulled by a terrible force, reducing the
victim's movement by half and making any attacks
difficult, at a -4 penalty to hit. The victim's armor
class is also worsened by -2.
Each round the spell is in effect, the victim must
make a saving throw vs. spells or find one of his
limbs ripped free (roll randomly: 1=head, 2=left
arm, 3=right arm, 4-5=left leg, 6-7=right leg, 8=roll
two, ignoring this result again). If the victim's
head is ripped free, the victim dies instantly
(unless the victim had more than one head, such as
a hydra or ettin). The loss of an arm causes the
immediate loss of 25% of the victim's hit points,
15% of which will be permanent. The loss of a leg
causes 50% loss of hit points, 25% of which is
permanent. The loss of any limb calls for an
immediate system shock or the victim falls

unconscious.
The spell ends when the duration expires and no
limb has been ripped free, the victim makes four
successful saving throws, or one limb, plus one
limb per 3 full levels past 16th, are ripped free of
the victim.
Create Higher Undead (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Create Higher Undead is used by evil necromancers
to create some of the more powerful undead (most
of these undead can also be created in other ways).
This spell will create wraiths, mummies, spectres,
swordwraiths, soul beckoners and inquisitors.
Other undead can be created at the discretion of
the DM. The wizard must have the correct spell
components (listed below) and then cast the spell,
which takes about one turn per Hit Die of the
undead. The undead are not under the direct
control of the necromancer, but they do tend to
follow his commands. The source of this control is
not loyalty but fear, and if the necromancer is
weak then the undead may turn on him. In
addition to the specific components listed below,
the necromancer must have a cup of dirt from a
grave that is at least one hundred years old, and a
considerable portion of his own blood. Due to this
contribution of blood, the necromancer will be
weak the day after the spell is cast (-2 to-hit and to
all saving throws), and the spell cannot be cast
again before a full week has past.
* Wraith: the body of an extremely evil human
who obtained at least seventh level in life; five
vials of unholy water created by the high priest of
an evil religion (minimum of fourteenth level).
* Mummy: the mummified body of an evil human
who obtained at least seventh level in life; a solid
gold statue of an evil Egyptian god (usually Set;
minimum 5000 gp value).
* Spectre: the body of an extremely evil human
who obtained at least ninth level in life; a painting
of the person being animated (the painting must
have been done when the person still lived).
* Swordwraith: the body of an evil human fighter
who obtained at least seventh level in life (the
fighter must have been part of a military
organization and must have fallen in a battle
where his side eventually lost).

The Ancient Tome of Dark Magic


* Soul Beckoner: the body of an evil human, halfelf or elf that obtained at least eighth level in life
(the person must have died of natural causes and
must have been either a wizard or a thief) ; a
philtre of persuasion.
* Inquisitor: the body of an evil human or demihuman who obtained at least seventh level in life
(the person must have been a ruthless, sadistic
torturer who was in charge of a torture facility); a
rack or other torture instrument on which a
paladin of at least ninth level has recently (within
one year) been tortured to death.
Create Skeletal Warrior (Necromancy)

Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
This spell allows a mage to create a powerful
undead servant, a skeleton warrior (as described in
the monstrous manual). The spell requires the
skeletal remains of a warrior, of no less than 9th
level. It also requires the preparation of a special
golden circlet. This must be of exquisite
craftsmanship, worth no less than 5,000 gp. The
mage prepares the circlet by casting the spells
Command Undead and Wizard Eye upon it. He then
holds it over the skeleton and casts a trap the soul
spell (the circlet being the material component
rather than the usual gem). Finally, he intones the
create skeletal warrior spell. The base chance of
success is 60%, +1% per level of the caster. He
gains a +5% bonus if he is a necromancer, and a
further 5% bonus if he has either the necrology or
undead lore proficiency. The chance of success is
10% if the skeleton was a paladin or of a warrior
diametrically opposed in alignment to the caster. If
the spell fails, the caster must make a save vs.
death magic and a wisdom check. If either of these
fail, the warrior animates, and attacks the mage,
with the circlet offering no control or protection. If
the rolls succeed, the warrior remains inanimate,
and the whole ceremony must be repeated.
The material components of the spell are the circlet
and the skeleton, plus the components of the other
required spells. (Please note: a mage may only
have one skeleton warrior under his command at a
time, and must always wear the circlet to control
it).
It is believed that Tulsa found the formula for this
spell on a stone tablet he found in an ancient tomb.

Create the Humble Servant


(Alteration/Necromancy)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: One person
Saving Throw: Special
This spell creates a human servant to perform at
the caster's orders. The casting time is a base of
40 days, modified by one day less for each point of
the caster's base wisdom, and the caster must
work for 12 uninterrupted hours each day. At the
end of the spell, the nascent servant must save vs.
spells a t his master's level, and success means he
is born, fully functional. The servant will have 10s
in all but one attribute, which may be as high as
the caster's Intelligence, and which may not be Int.
The servant will be able to speak one language of
the caster's choice (that the caster knows), and may
have one other talent, skill, or knowledge (Nwp) at
the caster's level. The servant will have no
personality traits or direction of its own to begin
with, and will follow orders from anyone who
gives them(even if ordered not to by the caster).
As the spell duration is permanent, the servant
will "grow" mentally as any normal child, and will
age normally (assume a starting age of 20).
Create Undead Legion (Necromancy)

Range : 40 yards
Components : V, S, M
Duration : Istantaneous
Casting Time : From sunset to sunrise
Area of Effect : Special
Saving Throw : None
This spell is a improved Animate Dead spell, the
undeads combined Hd may not exceed one and a
half time the casters level. Each undead created by
this spell will be infused with some negative
energy, giving them a heart of negative energy.
This gives every undead created an extra Hd, 10%
in magic resistance, immunity to non-magical
weapons, they are turned as wraiths, and has low
intelligence. When one of these are destroyed the
negative energy heart explodes inflicting 1d6
points of damage to any good creatures within a 5
feet radius. The heart also gives the undead some
protection against positive energy, any effect from
positive energy is halved (duration, damage etc.).
This spell must be cast at a graveyard, the material

The Ancient Tome of Dark Magic


components is dust from a wraith, and a object
brought from the Negative Plane.
Criogene Life Preservation (Necromancy)

Range : 0
Components : V,S,M
Duration : Until dispelled
Casting Time : 8
Area of Effect : One individual
Saving Throw : Neg.

Damnation of the Lycanthrope


(Alteration, Necromancy)

This powerful spell allows the caster to preserve


one individual of up to L size (less than one foot
up to 12').
It is useful for preserving the bodies of the dead
for long journeys, possibly for revival. It can also
be used to keep a living person in stasis, this
power is most used for those who have strange
diseases of which, at the time, no cure is
known. Those affected by this spell do not age,
and the spreading of any disease is halted. In
combat, the mage may preserve an individual who
is about to die from their wounds, to be brought to
a healer afterwards. Unwilling individuals are
allowed a saving throw vs. spell. Success indicates
that the effects of the spell are negated. The
spell is permanent until the wizard dispels it, as
long as the body is left in climes with an average
temperature of 0 or below. Otherwise the body is
preserved for as many weeks as the wizard has
levels.
The material components are a shard of paraelemental of ice and the body to be preserved.
CyroBane's Blizzard Death (Necromancy)

to fully thaw. If a target moves, then the armor will


be cracked and be useless, unless it's +3 or better.
This spell should be cast with caution, for many
will seek revenge if such a spell is cast on them.

Range: 30 yards
Components: S
Duration: 2 rounds
Casting Time: 5
Area of Effect: 50-feet radius
Saving Throw: None
This causes a blizzard storm to rain upon a 50
feet radius area. All targets in the area suffer 6d10
damage. No saving throw can be made. Creatures
immune to cold are unaffected. Any Cold
Resistance spells won't protect a target either.
Anyone wearing any armor and helm in the area
will not take damage, but rather their armor and
helm will freeze and become useless, unless it's +3
or better, then it will lose 2 pluses to it. If the armor
is frozen, the target can remain still and wait for
someone to come thaw it out, or wait 4 hours for it

Range: 10 feet per level


Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
This spell curses one creature with one of the most
horrible existing curses: the curse of lycanthropy.
The creature has saving throw versus death magic;
if it saves, the spell is negated; if it fails it is
affected as below. The creature is turned into a
lycanthrope of the caster's desires. It might not
even be apparent that the creature has suffered
under the spell - until the next full moon sets in. At
that point the creature will change into the
lycanthrope desired by the caster and it is under
the complete control of the caster who is
immediately notified that one of his creatures has
changed into a lycanthrope. The caster can see
through the creature's eyes, hear through the
creature's ears, and use all other senses of the
creature as the creature can. He can even force the
creature to do his will. If that is tried, the creature
gains a saving throw versus spell to resist the
command. Once it resists one command per level
of the caster, it is free of the caster's control and the
caster cannot use its senses any more nor can he
try to force the creature to do his bidding. Until
this point is reached, the creature has no chance
whatsoever of being cured - unless a full wish is
used. After this point is reached, the normal
chances exist for the creature to be cured by the
normal means. During the time the creature is a
werecreature it has no recollections of what it was
as a human, elf, etc. and vice versa.
The effect of this spell is permanent unless it is
cured somehow. How difficult this is is dependent
on the DM. The duration of the control is
dependent as described above.
The material component is the head of a master
lycanthrope (one who controls at least ten others of
its type) of the type the caster wishes the creature
to be changed into. The head has to somehow have
stayed in its animal shape without changing back
to its normal humanoid shape. This head has to be
treated like a tathlum (a druidic or Celtic weapon,

The Ancient Tome of Dark Magic


described in the Legends and Lore book). It also
has to be hurled at the opponent. The caster has to
make a to-hit roll; if he does not hit the target, the
spell (and the component) is wasted.
Deathgaze (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: Negate
This spell is assumed to have been the last
known spell of Black Marentail's creation. The fate
of Marentail is unknown, but many point to the
death of the mage by his own spells. It is assumed
these stories are merely tales told to warn other
wizards of dealing with evil magic.
Once cast, the caster's eyes become solid black,
and anyone whom the caster gazes at is stricken
dead should they fail their saving throw. The
victim need not gaze at the caster to be slain by
this spell. Reflective devices such as mirrors can
be very deadly to a mage employing this spell, for
if he catches even a glimpse of his own gaze (10%
chance/round), he is slain, and unraisable by even
a Wish spell. The caster can affix up to one gaze
per round, and can end the spell at any time. The
caster cannot slay a person with a casual glance,
and therefore he is not likely to slay his allies with
this spell.
The material components of this spell are the
eyes of a Catelopas which is dusted with the
crushed remains of a Scarab of Death. The caster
must keep the eye firmly grasped in his hand for
the duration of the spell, or it ends instantly.
Defy (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell allows the caster to impose a penalty to
turning equal to half his level, so a 20th-level
necromancer would totally nullify the turning
attempts of a 10th-level priest. The spell affects all
evil extraplanar creatures that can see the caster.
The material component of this spell is a holy
symbol of some evil god (not necessarily the

caster's own). It is consumed in the casting.


Degeneration (Necromancy)

Range: 30 yards
Components: V
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: None
The victim of this spell is immediately stricken
with a horrible, rotting disease. In the first round
of infection, strength, dexterity, constitution and
charisma are reduced by 2. The character is
attacked by excrutiating, stabbing pains,
decreasing AC by 3 and making spellcasting
impossible. He becomes feverish and disoriented,
causing a -3 to attack and damage rolls. The
victims bones become embrittled, reducing
movement by a sixth each round, to a minimum of
1. For every round after the first, the
aforementioned attributes decrease by 2 until they
reach 0. Vision is lost on the third round as the
eyes dry up and rot away. Speech is lost on the
fourth round when the toungue shrivels, and vocal
cords snap. On the fifth round, all feeling is lost
when the nerves die, and the nervous system is
basically destroyed. When dexterity reaches 0, the
bones of the poor soul have become mush, making
any movement whatsoever impossible. At 0
strenght, the victims heart stops pumping blood,
as all muscle in the body decays to useless flesh,
also stooping the function of the lungs. All this
leads to a painful death when the characters
constitution reaches 0. Only Wish can stop the
complete deacying of the victim, but the damage
already done is irreparable, unless another Wish or
a Heal spell is used. Creature immune to disease
are still affected by this spell, but creatures
immune to rot and disease are immune.
Demons Breath (Evocation, Necromancy)

Range: 100 yards + 10 yards/level


Components: V, S
Duration: Istantaneous
Casting Time: 3
Area of Effect: 20-feet-radius
Saving Throw: None
This spell is similar in many ways to a fireball. It is
essentially a black fireball. It inflicts 10d6 points of
damage with no saving throw. The bad part is that
damage from the spell can only be healed through

The Ancient Tome of Dark Magic


natural means. Any healing other than the body's
natural processes will fail. If you are killed by this
spell you can only be raised by a wish or a
ressurection spell.
Demon Slime (Necromancy)

Range: 20 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.
This spell creates a glob of slime in the hands of
the caster. He can then hurl the glob at any one
creature he chooses. If the glob succesfully
hits, the creature must save vs spells or be
dissolved into a pile of slime. No ressurection is
possible. The material component of this spell
is a piece of green slime that is dead.
Diona's Boneshatter (Necromancy)

Range: 60 yards
Components: V,S
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Saving Throw: Neg.
When this spell is cast, a black beam of negative
energy bursts forth from the caster's hand, striking
a victim of his choosing within range of the spell.
A creature struck by this beam must make a
successful saving throw versus Death Magic or
have every bone in his body explosively shattered,
killing him instantly and causing anyone within 5
feet of the victim to take 1d4+2 points of damage
from the bloody shrapnel.

Disincorporate (Alteration, Necromancy)


Reversible
Range: Touch or Caster
Components: V, S, M
Duration: Instant or 1 Turn/Level, see below
Casting Time: 4
Area of Effect: One Creature
Saving Throw: Special
This powerful necromantic spell has several
applications. The first of its uses is to turn a
creature into a ghost. This combative use rips the

touched creature's soul from its body so quickly


that before death can claim the creature it has
entered a life of undeath. A successful saving
throw vs. death magic will allow the creature to
escape an eternity of undeath, but still it will suffer
1d4 points of damage per level of the caster of
Disincorporate. These points of damage cannot be
healed magically and will only heal one point per
full day of rest since they represent actual damage
to the victim's soul. Should the creature fail its
saving throw vs. death magic it immediately
becomes a ghost, its former body falling lifelessly
to the floor. Having become a ghost, it must make
a system shock check using the roll required by its
former living state, failure of which indicates that
the caster of the Disincorporate spell has bound
the spirit to his will, forcing the spirit to perform a
task before it is free from its master. A successful
system shock roll permits the ghost to leave
harmlessly, the caster having no control over its
actions. In no circumstance can a ghost created by
this spell harm the mage who made it so.
The second use of this spell allows the caster to
remove his or a willing subject's spirit from their
body temporarily. In this state the target appears
as he did in life and is aware of his surroundings.
The subject of the spell is also aware of the location
of its natural body, even if it is not within sight.
While the subject is in its ghostly condition it may
fly at twice its normal movement rate (class B),
walk through any non-magical barrier, and for
most purposes have all the properties of a ghost.
Should the ghostly subject choose to attack, it has
all the combat abilities of a normal ghost (see
monstrous compendium) except for the Magic Jar
attack.
While in the ghostly form created by the second
version of this spell, all attacks against the subject's
body automatically do full damage, and successful
attacks striking the ghostly form inflict normal
damage to the corporeal body of the subject as
well. Should the subject die while in his ghostly
state he must immediately make a successful
system shock roll. Failure indicates instant death
while success indicates that the subject is now
trapped in his ghostly form. The ghost may be
turned as an undead creature of a number of hit
dice equal to the caster of the Disincorporate spell.
Should the turning succeed, the spirit is forced
back into its body and the subject suffers 1d4
points of damage per level of the cleric which
turned him. Likewise, the subject must return to
his body by the end of this spell or suffer 5d4
points of damage. Damage suffered due to being
turned or due to not returning to one's body in
time is actual damage to the creatures soul which
can not be healed magically and can only be

The Ancient Tome of Dark Magic


regained at a rate of one hit point per day of bed
rest.
The reverse of this spell, Reincorporate, takes the
spirit of a ghost and places it within the nearest,
uninhabited body. The new "being" has all of the
skills and knowledge it did in its former life,
including experience levels and hit dice. The new
"being" starts with one hit point and gains one hit
point per day of full rest (magical healing has no
effect) until he has recovered to having as many hit
points as he did in his prior life. Creatures brought
back to life in this manner permanently lose two
points of constitution.
The material componant of this spell is a small jar
in which some of the essence of a ghost has been
contained or a bottle upon which Enchant an Item,
Wraithform, and Magic Jar have been cast.
Eternal Orb
(Enchantment, Evocation, Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 week
Area of Effect: One orb
Saving Throw: None
This spell gives a gem the ablitity to preserve the
soul of a creature when it dies (old age has no
effect) the creatures soul is released into the body
of who ever touches the orb. the creature that
touches the orb loses its soul to that of the one who
died. This spell is prized by all who owns it.

out (this version acts on the body, on the brain of


the victim, and cut out his senses) and then see all
his life, as a movie.
Evermore's Ultimate Spell
(Necromancy, Evocation, Charm)
Range:
100 feet
Components: V, S
Duration:
Instantaneous
Casting Time: 6
Area of Effect: One person
Saving Throw:
The target is covered with a many layered mass
of stong sticky strands of bluish white eerie goo
(this work like a Web , which only covers the
target). The substance has a strange smell, which
makes the target think about rotting corpses and
quickly overcome him with fear, paralyzing him.
Then the targets soul is hit by the spell and begins
to be twisted and squeezed (takes 5d6 points of
damage; if killed, his life force seems to be
destroyed by the spell), or, at least, this is what the
victim feels. Then the goo begins to absorb victim
life force ( draining 6d6 Hp) and leaving him
weaker and pale like a corpse ( even 3 points of
Strenght, Constitution and Comeliness were
drained; but they come back after 1 round/level of
the caster).
If victim saves, he takes damage and hes not
covered by goo (which misses him and vanishes
after touching the ground).
Final Purity (Necromancy, Alteration)

Evermore's Life Flash


(Necromancy, Illusion/Phantasm)

Range:
50 feet
Components: S
Duration:
3 rounds
Casting Time: 1
Area of Effect: One person
Saving throw: Negates
This spell makes the target's life flash before his
eyes, disabling him in combat for 3 rounds.
The two versions of this spell are different in the
way they achieve this feat :
In the illusionist version, the life flash is a mix of
illusion and phantasm, since it surrounds the
victim, changing very quickly, covering the real
events happening in the present, but its visible
only to target.
In the necromancer version, the victim has a black

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One half-elf
Saving Throw: Negates
This is the ultimate spell for the purist. It will
totally transmute the target into either a full
blooded human or a full blooded elf. A system
shock roll is required or the target dies.
The component needed is the freshly slain corpse
of an elf or human, whichever the half-elf wishes
to purge himself of.

The Ancient Tome of Dark Magic


Ghastly Gain (Necromancy)

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 Turn
Area of Effect: 1 Creature
Saving Throw: Special
The greatest problem of making magic items is the
loss of 1 Constitution point whenever a Permanency
spell is used. The Shadowlord decided to
avoid this loss by making someone else pay the
price. This spell requires 1 creature of the caster's
race and gender, and a blood red ruby worth no
less than 1000 gp.
The victim must be restrained and unconscious for
the spell to work properly. Therefore, the caster
usually ties the victim down and puts her to
sleep, drugs him, or something that achieve the
goal. If the victim is awake during the casting he
recieves a saving throw vs. Death Magic to avoid
the effects of the spell. If the victim manages to get
lose, the spell is wasted.
Once successfully cast, 1 Constitution point is
drained permanently from the victim, and
temporarily stored in the ruby. The point is stored
for 1 day for every two levels of the caster, which
is why this spell is usually cast just before the
permanency spell is needed. The caster then prceeds
normally with the casting of the Permanency spell,
and the stolen Con point is used.
Casting this spell more than once in every year
entails a 2% chance of the spell backfiring and
draing a point from the caster instead of the vicitm.
If cast more than twice in one year, the cance rises
by 1% for each subsequent casting. Undead
spellcasters are immune to this backfire, and
to the spell itself.
Greater Contract
(Enchantment/Charm, Necromancy)

Range: 0
Components: V, S, M
Duration: Special
Casting time: Special
Area of Effect: Special
Saving Throw: None
This spell is like the lower level spell Contract,
except that it enchants a piece of paper that has
one charge on it, when a contract is written upon it
all parties who sign are affected by the lower level
Contract spell. There is no time limit from the time
of enchantment is placed, till it is used as a

contract. If used for any other writing then a


contract, the spell is lost.
The material component for the spell is the paper,
which must come from a tree known for its ability
to resist breakage. (Avendesora, ironwood, teak,
ebony, or other such hardwoods).
Hannible's Black Blight (Necromancy)

Range: 10 feet per level of caster


Casting Time: 8
Duration: Permanent
Components: V, S, M
Area of Effect: One creature
Saving Throw: Special
Disease has always been in the dominion of
Necromancy and as such a lot of spells utilizing
disease have been created. This spell uses a
horrible chain reaction effect that can leave its
targets reeling or dead. This entails destruction of
the original victim, and harming those that attempt
to help them recover.
When casted the necromancer must throw the
dessicated finger of a plague victim at the target
and speak the words of the spell loudly. The
victim must then roll a save vs. Death Magic or be
inflicted with a wasting disease that creates
horrible boils and cysts on the subjects body. Now
if curative magic is attempted on the subject, one
of the cysts on the victim will burst, spraying all
within 10 feet of the diseased individual with a
special acidic substance that causes 2d8 points of
damage per round until washed off. There is also a
25% chance that the magical disease is
spread those who come into contact with the
harmful bodily fluid. A cyst will burst when any
spell is casted on the individual that involves
touching, as well as any magical item that requires
touching to work. The victim of the spell will
expire within 1d6 days after contracting the
disease and can only be cured with a Dispel Magic
from a wizard or priest of higher level than the
original caster, or a Wish spell.
The material component for this spell is the finger
of a plague victim which must be thrown at the
intended target at the time of casting. The finger is
consumed in the casting.
Heartwrench (Necromancy)
Range: 100 yards
Components: V, S
Duration: Instantaneous
Casting Time: 8

The Ancient Tome of Dark Magic


Area of Effect: One creature
Saving Throw: Special
This spell causes the victim's heart to be torn from
his body by unseen forces (and this means
instantaneous death, if you havent fancied).It
causes holes to open in armor and ignores magical
wards under 5th level.Creatures under 6th level
(or Hd) recieve no saving throw, those 6th level (or
Hd) and up are allowed a saving throw versus
death magic to avoid the effects. A succesful save
still results in 3d8 damage and the victim is
stunned for one round.
Improved Animate Dead (Necromancy)

Level:
8
Range: 10 yards
Components: V,S,M
Casting Time: 1 turn
Duration:
Istantaneous
Area of Effect: Special
Saving Throw: None
As normal Animate Dead, but all creatures receive
full Hd (8 Hp per die). Material components for
this spell are a drop of blood, a pinch of bone
powder or a bone shard and a large pot with over
100 litres of black dragon blood. If the following
castings are made within a week or if the blood is
well cooled, the dragon blood can be reused.
Kharasir's Beneficial Aging
(Alteration, Necromancy)
Range: 0
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

V, S, M
Permanent
1 year
Caster
None

With this spell the caster is able to slow down the


effects of aging so that he only ages one year per 10
years that passes. This enables the caster to prevent
aging to a certain degree. The spell is not
completely without risks. The caster must spend
one full year in suspended animation. The he must
make a successful System Shock in order for the
spell to work. If the caster doesn't make the check
he remains suspended and cannot be called back
unless someone uses a full Wish. If the caster
makes the check he will be released from his
suspension and will be able to function normally
after a week of rest. The material components of

this spell are a teardrop of a mermaid, and the


light of a diamond. Both materials are consumed
when the spell is cast.
Kelennor's Flesh To Ash
(Alteration, Necromancy)

Range: 10 yards per level


Components: V, S, M
Duration: 1 turn
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
This spell slowly incinerates a victim from the feet
up turning him into a pile of ash (imagine a
cigarette). Once successfully started, the spell
cannot be stopped short of the use of a Wish. A
bright red-orange ember slowly works its way up
from the feet to the head converting all flesh into
ash. It is a very slow and excruciatingly painful
process. The victim is kept alive until the ember
reaches the level of the brain (to extend the torture
to its maximum). Any fire-resistance or successful
saving throw versus death magic will prevent the
conversion to ash, but the ember still progresses its
way up as normal, inflicting 2d12 damage, and
renders the victim immobile for 1 turn due to the
intense pain. To date, there has been found no
reverse spell to counter the effects of a conversion
to ash. Spell components include one black smoky
quartz, worth 75 gp or more (used up in the spell)
and a strand of webbing from a gargantuan spider
soaked in its venom (not used up).
This spell was created by a drow vampire
(W19/F9) named Kelennor.
Ironically, legend claims the first victim of this
spell was the vampire that changed Kelennor into
his undead state.
Life Leech (Necromancy)
Reversible

Range: Special
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Negates
This spell allows the wizard to steal 2d6 years from
a victim and add them to his own life. The victim
must be human and of a level equal to or greater
than that of the wizard. If the victim is of lower
level, the number of years transferred is multiplied

The Ancient Tome of Dark Magic


by the victim's level and divided by the
necromancer's. Since the victim must be in the
centre of a pentagram at the completion of the
casting, it is useful to have him held or
immobilised in some way. The reverse spell, Give
Life, works in the same fashion, except that the
wizard ages 2d6 years while the recipient becomes
younger, and the recipient must be willing. In
either case, the material components are a black
candle, a white candle, a drop of blood from both
parties, and a specially prepared glass screen.
Mantra of Life Transfer
(Alteration/Necromancy)

Range: Touch
Components: V,S
Duration: 1 hour/level transferred
Casting Time: Special
Area of Effect: One creature
Saving Throw: None
This powerful spell allows the caster to
temporarily transfer life levels (or hit dice in the
case of monsters) to another creature. One life
level may be transferred per 5 levels of the
caster. This spell may only be invoked once. The
spell may be invoked again when the caster
receives his life levels back or when the spell's
duration expires. Once the spell has been cast,
the caster and the recipient must make a successful
system shock roll or be rendered
unconscious for 1-6 turns; in addition, if either the
caster or the recipient fail this roll, the
caster's levels are lost permanently (see Energy
Drain). Furthermore, if the recipient fails a
saving throw vs. death magic, he is forever slain.
Resurrection or the like are impossible! If the
recipient makes the saving throw, he still
temporarily enjoys the caster's transferred life
levels.
In any event, if all die rolls are successful, the
caster will regain his life levels at the end of the
spells duration. A special link is formed between
the caster and the recipient, so the recipient
does not have to touch the caster in order to give
him back his transferred life levels. Also, the
recipient may be virtually anyway (even slain),
and the transferred life levels will return to the
caster. At any time the caster can end the spell
before expiration by silent act of will alone. In
this case, the transfer back will take 1 hour/level
transferred.

Meld Death (Alteration, Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell allows the caster to borrow all the
natural abilities of an undead creature sampled by
the components. This is why you'd see
necromancers packing skeletal shards all the time.
Vampire hands and mummy hands are the most
popular. The caster does not suffer from undead
limitations. Attempting to make this spell
permanent only works 30% of the time, the other
70% of the time, it will transform the caster into
said undead (so be smart and use a lich hand if
you're feeling lucky).
The material component of this spell is an
undead's hand.
Merkit's Negative Dimensional Convergence
(Necromancy, Evocation)

Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Special
This powerful and evil spell opens a vortex to the
Negative Energy Plane directly inside the target.
The effect is devastating: the target must roll a
saving throw versus death or die; even if he
succeeds, he suffers 8d4 damage. If he dies, roll
1d10:
1: nothing happens.
2-3: the target's body is destroyed forever.
4-7: as above, plus the target becomes a wraith
controlled by the wizard.
8-9: as above, and the target becomes a spectre
controlled by the wizard.
10: as above, and the target becomes a ghost. He
must immediately roll Intelligence; if he fails, he is
controlled by the wizard, otherwise he is free.
The material component is a black crystal
enchanted

with negative plane resistance.

Morgwar's Undead Strength


(Alteration, Necromancy)
Range: 10 feet

The Ancient Tome of Dark Magic


Components: V, S, M
Duration: Permanent
Casting Time: 1 hour per Strength point
Area of Effect: One undead
Saving Throw: None

Area of Effect: One creature


Saving Throw: Negates

This spell increases the physical powers of an


undead. This spell can grant an undead creature
physical strengths up to a maximum of the level
of the caster with a maximum of 25. Each point of
Strength increase costs the wizard one Strength
point and one Constitution point each permanently. Once the maximum of Strength for
his level is reached, the wizard can try to boost the
fighting level of the undead by one for every five
Strength and Constitution points he donates. This
can be boosted to the level of a fighter of the
wizard's level. The undead gain all bonuses of a
fighter of that level, including multiple attacks,
weapon proficiency slots, etc. They can even
specialise (even with their claws or in punching,
wrestling, even martial arts).
The material components are a potion of giant
strength (of any kind) and a potion of undead
control of the type of undead to be boosted per
point of increase.
Move Life Core (Necromancy)

Range: 0
Components: V,S,M
Duration: Permanent
Casting time: 5 days
Area of effect: caster
Saving Throw: none
When Move Life Core is cast, the caster displaces his
life force, moving it out of his own body and onto
another object smaller than him. This displacement
of life force renders the caster immune to level
drains (his lifeforce is just too distant.) In addition,
with a moved core, the caster is not so vulnerable
to physical damage, taking only damage from
all attacks. However there is a down side, leaving
your life on another plane results in death, the
caster is aware of this situation however, and can
restore his core at will, though he'll need to cast the
spell again for another effect.
Mystyk's Halflife (Necromancy)
Range: 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8

When this spell is cast, a crackling, black bolt


shoots from the wizard's palm towards its victim.
The wizard must make a successful to-hit roll
(with a +2 bonus) in order to hit the target; if this
roll misses, use the grenade scatter diagram to
determine if anyone else is hit by the bolt. If
anyone is in the area of the miss, a normal to-hit
roll (with no bonus) is used to determine if the
stray bolt hits anyone.
Anyone who is hit by the bolt must make a saving
throw versus spell; if this roll is successful, the
spell has no effect and the bolt dissipates. If the
saving throw fails, the victim immediately loses
half of his current hit points (round fractions
down), and is rendered unconscious by the shock.
These lost hit points may be regained through
normal means.
The material component for this spell is an onyx
gem worth at least 500 gp. The gem is held in the
hand of the wizard, and is consumed when the
spell is cast.
Nathalanthas's Burning Bones (Necromancy)

Range : Special
Components : V,S,M
Duration : 1d4 days+1day/level
Casting Time : 1 day
Area of Effect : An unanimate skeleton
Saving Throw: None
This spell will rip any flesh from an unanimated
skeleton. It will then animate them, with a set
intelligence (1) and constitution (4). It has a Thac0
of 10, an AC of 5, and 40 Hp. The rest of the stats
are rolled by the DM. It attacks as a +1 magical
weapon, but cannot carry items or wield weapons.
It will follow the caster until the spell wears off,
and obey simple commands. It makes no noise. In
combat it will burn magically. The fire adds 1d12
to each hit, and all items that are combustable
must make a saving throw, or be burned. When it
is slain, it explodes with magical fire doing harm
to all but the caster (6d10). The material
components are: a brass brazier filled with insens
worth 50 Gp, blood, burning sulfur and a black
perl.

o
Nebuchzar's Horrible Transformation
(Alteration, Necromancy)
Range: 0

The Ancient Tome of Dark Magic


Components: V,M
Duration: 1 round/3 levels
Casting Time: 8
Area of Effect: The Caster
Saving Throw: Special
This powerful spell was used by the
necromancer Nebuchzar.
With it he could deplete the numbers in a small
army to virtually zero. When the spell is cast, the
face of the caster assumes a most horrible and
bestial form. Any living and sentient creature is
susceptible to the effects of this spell.
Those who gaze upon the face of the caster must
immediately save vs. death. Those who fail are
instantly killed, their faces twisted in horror, and
cannot be resurrected through any means but
divine intervention or a wish spell. Those whose
saves succeed still suffer 3-18 damage. The
maximum range for this spell is the minimum
range which the victim can distinguish detail
visually (see DMG). Those who are killed in this
method can be brought back as ju-ju zombies by
the caster. This is only possible if the victim has
been dead for a maximum of 1 day per three caster
levels. While this spell is in effect the caster may
not cast any spells that require verbal components.
The material components for this spell are an
eye from a catoblepas and some blood from a
greater medusa. They are consumed during the
casting.
Nezrods Dark Channeling
(Divination, Necromancy)

as if it were her own, including any special powers


associated with the undeads body. She could
inhabit a vampire, for example, and use all of the
vampires special undead powers. Whats more,
the caster retains her own intelligence and ability
to cast spells (subject to all normal limitations,
such as components). If unable to do so normally,
the dark channeling empowers the possessed
undead to speak.
The caster cannot move beyond the range limit of
this spell without ending the spell immediately.
She can vacate one undead host in favor of another
within range by concentrating for one round. As
normal, if the new would-be undead host is
intelligent, it is entitled to a saving throw. If the
undead host is destroyed before the caster can
vacate it, she must make a saving throw versus
death magic. Failure means her disembodied
spirit is unable to escape before being destroyed as
well. Success immediately ends the spell and
stuns the caster for 1-10 rounds.
The material components of this spell include a
bronze brazier in which the wizard must burn
1,000 gold pieces worth of incense. She must wear
a cap made from the flesh of a sentient creature
during the casting time.
Nezrod enjoys using monster zombies as hosts in
order to challenge foes while his own body
remains within his magically sealed and protected
safe room.
Noska Trades' Mass Contagion (Necromancy)

Range: 120 yards/level


Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Personal
Saving Throw: Special
With this powerful but risky spell, the caster places
her body in a state of suspension and projects her
psyche into some sort of undead creature within
range. If the undead creature is intelligent, it is
entitled to a saving throw versus spell to resist the
Dark Channeling. If this saving throw is successful,
the spell is automatically ended. The divination
component of this spell acts as Detect Undead in a
radius around of the caster extending out to the
spells maximum range. It also identifies undead
within range by type, enabling the caster to make
the wisest choice for a host.
When the Dark Channeling is successful, the caster
gains control of the undead. She can use its body

Range: 5 yards per level


Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: One creature per level
Saving Throw: Negates
This spell causes a major disease and weakness in
one or more creatures in the same way as the
Contagion spell. Up to one creature per experience
level of the wizard can be affected, provided that
all subject creatures are within the spell range.
The afflicted individual is immediately stricken
with painful and distracting symptoms: boils,
blotches, lesions, seeping abscesses, and so on.
Strength, Dexterity, and Charisma are reduced by
2. Attack rolls are decreased by 2. The effect
persists until the character receives a Cure Disease
or spends 1d3 weeks taking a complete rest to
recover.
Characters ignoring the Mass Contagion for more
than a day or so may be susceptible to worse
diseases at the discretion of the DM.

The Ancient Tome of Dark Magic


Saving throws against the spell suffer a penalty of 1, and if a single creature is to be affected, its
saving throw suffers a -4 penalty.
Nrok's Lethal Weapon III
(Evocation, Necromancy)

Range: 0
Components: S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Negates
Besides the disallowed verbal component of this
spell, it is similar in effect to the Lethal Weapon I
spell. This enhancement allows for activation of
the spell while in confines of the Silence spell or
while in areas where speech may not be the best
idea.
The percentage roll made after the saving throw
vs. death magic, now made with a -1 penalty, must
be made at 55%. Those getting lower then 55%
receive instant death, while getting above 55% on
the percentage roll receives five times of the
normal damage done by the weapon enhanced
with this power.
The material component of this spell is 500 gp
worth of black gem and the crystalline material
found in land urchin, crushed in to a fine mixture.
This material must be dry.
Power Link (Necromancy)

Range: 10 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 10
Area of Effect: One creature
Saving Throw: Negates
This spell creates a link between the wizard and
the victim through which magical energy can flow.
Thus the wizard can cast spells centred on the
recipient, as if he were a projected image. Also, the
wizard can route malevolent spell side-effects,
such as magical ageing, to the victim. The material
components of the spell are a chip of jet, an
herbal tea of spearmint and devil's dung, and a
wooden disc. The recipient must be an intelligent,
living native of the wizard's home plane.
Power Word, Deafen (Necromancy)

Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 15 feet radius sphere
Saving Throw: None

Once cast, this spell causes one or more creatures


to become deafened and unable to hear.
Spellcasting while deafened will be 50% likely to
fail, and deafened victims receive a -2 penalty to be
surprised, and anyone moving silently near the
deafened creatures automatically succeeds.
The spell affects up to 100 hit points of creatures,
and always affects those with the least first. The
table below shows how long the spell lasts,
according to hit points affected.
Hit Points
Duration
1-25
Permanent
26-50
1d4+1 turns
51-100
1d4+1 rounds
No creature can suffer a partial effect. The
deafness can be dispelled with a Heal spell or
Dispel Magic.
Radu's Superior Animation (Necromancy)

Range: 15 yds.
Components: V, S, M
Duration: Permanent
Casting Time: 1 Turn
Area of Effect: Special
Saving Throw: None
This spell is an improved version of the fifth level
Animate Dead spell. The effects are generally the
same; skeletons and zombies are created. The
differences lie in the power of the undead thus
made.
The caster is able to focus more power into his
undead minions using this spell. He may animate
up to half his level in HD (ex. a 20th level mage
could animate 10 HD of undead). These hit dice
can be distributed among the remains. Continuing
the above example, the mage could animate 10 1
HD skeletons, 5 2 HD, 1 6 HD and 1 4 HD, or even
a 10 HD skeleton or zombie up to a maximum total
of half his level.
These superior undead have at least 3 hp per HD,
animal intelligence, and human speed and power
(normal human initiative and weapon damage).
For every HD above 10, the undead receives an
additional point to intelligence. All undead created

The Ancient Tome of Dark Magic


with this spell are lawful evil and are turned as
wraithes regardless of HD.
The spell components are a bone shard, a piece of
human or humanoid brain, and a drop of the
caster's blood on the forehead of the undead-to-be.
Rain of Blood (Alteration, Necromancy)

Range : 120 yards


Components : V,S,M
Duration : 1d4 hours
Casting Time : 8
Area of Effect : One square mile
Saving Throw : None
The spell turns all rain falling within one mile of
the caster at the time of casting into blood. All
those outdoors when the spell is cast take one
point of damage for each turn they are exposed to
the rain, and charisma is effectively lowered to 3
until they can clean up. The area the spell covers
stays constant once the spell is cast, allowing the
caster to move out of the area. It is rumoured that
Sheras, the mage who invented this spell, created
several more like it, including River of Blood and
Rain of Tears. The material component is the heart
of a recently-killed mammal.
Raistlim's Hand of Death
(Necromancy, Alteration)

Range: Touch
Components: V, S, M
Duration: 1 round/ 2 levels
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
This spell makes the caster's touch cause the victim
unspeakable pain and, quite possibly, death. The
creature touched recieves 8d10+X hit points of
damage, X being equal to the caster's level, with a
maximum of 20 extra hit points. This level related
damage may be controlled by the caster, allowing
him/her to make the spell less or more painful to
the victim.
The material component necessary to cast this spell
is a pinch of lich dust.
Rizzen's Drain Life (Necromancy)
Range: Touch
Components: V, S
Duration: Instantaneous

Casting Time: 8
Area of Effect: One target
Saving Throw: Special
This spell drains the life force of a individual target
by 2d6 + 1 per level of the caster. That life is then
added to the casters hit points but can not exceed
his maximum hit points. If the victim saves vs.
spell at 2, then he doesnt take 2d6 points of
damage... just the 1 per level of caster. The caster
must touch the victim.
Saphrael's Matrix
(Divination, Alteration, Evocation, Enchantment,
Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 mile / level
Saving Throw: None
This odd spell can unite and link warding
dweomers of all sorts, even priestly magics cast by
a priest included in the Matrix. The matrix is a
collection of true identities, typically gathered by
interview or magically by spells such as Personal
Reading, see Saphrael's and Heptios' Treatise on
Vexing. In any case, the true names and identies of
individuals to be protected and excluded from the
effects of the warding magics are written and
encased in a area that is the center of the spell. All
warding magics in the area that are placed by
someone included in the Matrix are then linked to
the Matrix. Warding spells include a defensive
magics that are permanent until triggered, such as
the spells Fire Trap, Snare, Glyph of Warding, or
Explosive Runes, or latent, such as the spell
Forbiddence.
If Permanency is cast upon Saphrael's Matrix, all
wards contained therein are made permanent.
This doesn't have much affect on spells such as Fire
Trap, Snare and so forth, but spells from the Priest
Sphere of Wards and Forbiddence become
exceptionally useful.
Skarms Anatomic Analysis
(Necromancy, Divination)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature or corpse

The Ancient Tome of Dark Magic


Saving Throw: Special
This spell was devised by Skarm The Warlock to
gain an utter understanding of anatomy, that he
needed for his works. This spell needs a base
knowledge of anatomy, so caster must have
Anatomy proficiency in order to cast it.
The creature upon which the spell is to be cast
must be either dead or willing (charmed creatures
are considered willing for this spell, but the
scanning dweomer can jam the charm dweomer,
so theyre allowed to save). The body of the
creature (no matter if alive or dead) must be
completely naked for the spell to work. The caster
must be in physical contact (touch, but any body
contact will do) with the body for the complete
duration of the casting and should he lose this
contact, the spell will fail.
At the end of the casting, the caster will gain the
complete, up to the minimal detail, knowledge of
the anatomy of the creature and how the body
works, whats is the chemical composition of the
various parts and he has, if hes casting upon a
corpse, also a chance equal to 2%/level, plus 1%
per point of Int above 17, to guess the usefulness of
the most alien organs (these are organs that a
normal student of Anatomy would not
knowsuch as beholders special flying bag or
other weird monstrous organs). Upon a living
specimen the chance will raise to 5%/level (plus
Int modifier).
After the analysis, all the knowledge is magically
stored in casters mind. Most mortal casters can
hold just a limited amount of this
knowledgethey can memorize up to half their
maximum number of spells allowed per level
(casters with Int of 19 or more dont have this
problem for they have an unlimited memorization
capability). Note that, for memorization purpose,
the analysis of a creature of one species and one
gender take one slot, but the analysis of a
creature of the same species and opposite genderd
take a separate slot (I hope Ive not to tell you
why). Analysis of creatures of same species and
same gender dont overwrite the slot of the
previously analyzedthe caster has to choose to
do this.
If caster has already memorized the analysis of
another creature of the same species and casts this
spell, he can choose to compare the two, in order
to gain knowledge of diseases or nasty things that
the last one could have. The caster has a chance (in
percentage), equal to memorized creatures Con
(which is 9 by default) multiplied for 5, to find out
whats wrong (If the roll failed, the previous
creature had the same illness, another illness that
made impossible the comparison or it was simply

too rotten). Obviously, common sense apply : If


youve memorized a womans anatomy, you can
check a illness that struck a mans lungs (for the
two systems are the same), but not a sickness that
stroke sexual organs!
This spell also gives enough knowledge to allow
the caster the use of a carefully worded Wish to
add a single alien organ to his body (one
organ/Wish).
The material component is a looking glass, which
isnt consumed in the casting.
Skarms Play Chess with Death
(Necromancy, Illusion/Phantasm, Divination)
Range : 10 yards
Components : V, S, M
Casting Time : 8
Duration : Special
Area of Effect : One creature
Saving Throw : None
With this spell, caster allows a dying creature a
second chance.
For this spell work, the target has to have a specific
goal, the caster must know it and target has to
have wounds upon his body (any wounds will do,
but the spell dont work on people killed by death
magic).
After these condition are met, the caster can cast
Skarms Play Chess with Death.
This spell turns creatures wounds into Negative
Energy and draws them away from the body (so
creature has full hps now).
Then, somewhere near the place of casting, this
Negative Energy takes the shape of an humanoid
creature (form is chosen by caster, but thats just a
phantasm its just in targets mind - in truth, it
becomes just a shadowy form which can be seen
only by caster and someone making a Wis Chk - 5).
The Negative Energy creature travels to the victim,
says its the Grim Reaper and asks the target if
wants to play chess (refusal means istantaneous
death, thats obvious). Playing chess is very
important for this spell, for its the targets
concentration needed for this game and the desire
to reach the goal which keep the spell running.
This creature has a great intelligence for playing
chess, andsince its in opponents mindit can
answer to opponents questions (its answers will
be based upon opponents ideas, but they will also
be cryptic and full of ambiguity).
Victim lives as long the chess play lasts (till he
wins, lose or resign) or as soon as he reached his
goal, whichever comes first (should target reach
his goal, Grim Reaperll tell him Ive enjoyed our

The Ancient Tome of Dark Magic


little playbut now your times come. and will
kill him).
Obviously the chess play can have breaks (during
which Grim Reaper will disappear) as long it
keeps on going, but Grim Reaper grows more and
more anxious as time passes.
In truth the chess play is just the gauge of how this
very unstable spell is going, and it can be seen by
people other than target (since its played on a
normal chessboard, with a shadow which moves
black pawns).
The material component of this spell is a normal
(full - scale) chessboard, complete with pawns.
In Ravenloft, this spell has a chance to draw Dark
Powers attention (power check needed).
Then seems that this spell often works in a strange
way here in Ravenloft target must save vs. death
magic or its brought to Necropolis, where hes to
play for his soul with Death itselfhes brought in
Aluk II, but spell will shield him from Negative
Energy till play finishes. Should he win, hed be
brought back to where he came, with just 1 hp and
hell not be able to do anything for a full day.
Should he lose, his sould be drained and nothing
could resurrect him.
Role Playing Hints : This spell should be
roleplayed if its used upon a PCI meanyou
should play a real chess play, during the
adventure, (I mean while youre adventuring, you
also takes moves upon the chessboard) with the
player.
May be its a hard thing to do or youre bad at
chess, thendont use Skarms Play Chess with
Death!
Skarms Undead Life (Necromancy, Alteration)
Range: 10 feet
Components: V, S
Duration: Istantaneous
Casting Time: 2 rounds
Area of Effect: One undead
Saving Throw: None
This spell was devised by Skarm The Warlock to
give an undead created with his spells a more life
like appearance. This spell can be cast only upon a
undead made from a corpse which was the result
of turning into flesh a statue shaped with Skarms
Perfect Statueit wont work on anything else.
In the first round, it opens a gate from Positive
Material Plane and uses a spark (in truth, more
than that) of the energy to power the spell
matrix built by Skarms Perfect Statue. This means
that all the systems that the spell matrix created
and that Stone to Flesh (or another transmuting spell)

turned into real organs, fluids, etc... start to work.


So the undead wont be distinguishable from
living in any way (in the case of a human undead :
heart will beat, skin will be soft and warm to touch, itll
breath air, it can speak if Intelligence allows, blood
will flood in its veins so itll bleed if cut and anything
that would happen in a living human of the same gender
will) , but, if female, the creature will be barren.
Obviously, during this part of the process the spell
shields the undead Negative Energy from the
Positive one, to avoid the destruction of the
undead. In the second round, with a very strange
process, the gate from Positive Energy Plane will
be shut down, the Negative Energy and the
Positive Energy within the body will be merged in
a non destuctive way (which means the undead will
go on living and its newly powered systems will keep
on working) and, last, the now useless shielding
magic will disappear. After the casting of the spell,
Dispel Magic no longer works upon the spell
recipient (I mean for purpose of turning it back to stone
or for stopping it or for having the two working
energies merge with a deadly result).
This spell has many consequences :
The creature wont be detected by Detect Undead
nor by Detect Life. It wont be detected by Detect
Magic too. The creature becomes more susceptible
than a standard undead to death magic (which will
act as Feign Death upon them) . Deadly gases and
water, in a situation which would kill a living
creature (in the case of water or of deadly natural
gases, should the creature drown for it has to
roll a Con check* to
avoid it ), but not a undead creature will act as a
Slow spell upon them. The creature is no longer
affected by spells that affect undead only and
theyre more difficult to turn (they are turned as
Special), but is still affected by holy water. They
keep the undead natural immunity to Charm
and Sleep spells for, even though theyve a brain
and they can sleep, if taught to (for the system can
simulate thisthey dont need it), their body and
their mind are too alien to be dealt with these
spells. After the casting of this spell the recipient
begins to feel pleasure and pain, though its pain
threashod is very high for human and demihuman
standards (if you use Pain Threashod rule, theyve a
Con of 20 in their race column , for Pain Threashod
purpose only!). If female the creature is barren for,
even if its genital system is fully working, the mix
of merged Negative and Positive energy that run
its body would not be able to deal with the surplus
of energy needed to bear a child. Male creatures
made semi-living with this spell are fertile and
they can have a female (of a similar race) pregnant
in the same way if they were true living creatures

The Ancient Tome of Dark Magic


(the child will look like a mix of their and mothers
traits).

Spiderburst (Summoning, Necromancy)

Range: 10 yards/level
Duration: Instantaneous
Components: V, S, M
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Upon completing this spell, the caster summons a
venomous spider into the heart of a living creature.
The victim must roll a saving throw vs. spells, with
a penalty of -1 per 3 levels of the caster. If the save
succeeds, then the spider forms within the chest
cavity of the victim, but not the heart. The creature
takes 6d6 damage from the eruption of the spider.
If the save fails, then the spider forms directly
within the creature's heart. The sudden eruption of
the spider from the victim's chest causes instant
death.
The spider that is formed exists solely for the
purpose of consuming the remains of its target, to
the extent of ignoring all other creatures.
Following the consumption of the victim, or the
death of the spider, the arachnid disappears. Roll
randomly on the table below to determine which
spider appears.
Spider Type
Large Spider
Huge Spider
Giant Spider
Gargantuan Spider
Soul Stalker (Necromancy)

Roll (on d20)


1-10
11-15
16-18
19-20

The first is as a scout. In this form nothing can


block its progress except for an antimagic shell or
similar spell. It has a movement rate of 60. This
form has hp equal to that of the caster. If the scout
is attacked it can attack back by hitting the target
with a spiritual slap. The damage is 1 hp/ 2 levels
of the caster. These hps are given to the soul in
order to heal it wounds.
The other form is that of a possessor. The soul goes
only after its intended victim (distinguished by the
componets used) unless there is no way but to go
through something else. As it tries to possess the
victim get a saving throw at the level of the caster
subtracted by the level of the victim. (exe. If a 19th
level caster tried to possess a 15th level victim the
save would be at -4). If the possession is successful
the the caster assume the form of the victim until
he willingly lets go or is forced out by a pshycic
contest (explained in the psionic handbook). Its hp
are the same as the casters plus 2 per level of the
caster. In this form it can attack by using the same
attack as the scout or by casting spells at half of the
casters level, They both require a plus 1 or better
weapon to hit.
Material components for scout version are a
rangers bone, and the blood of a quickling mixed
in a 2/3rds soultion of vampires blood.
Material components for possessor version are a
bone from a still animated lich, and blood from the
person to be possessed mixed in a 2/3rds solution
of blood from a psionicist.
Summon Wraith (Conjuration/Summoning,
Necromancy)

Range: Special
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: Special
With this spell the casterform his mind into a
shadelike soul. He removes himself from his
material body and must spend a round preparing
for this removal. He must spend 1 day preparing
his body through relaxing meditation. The soul
created is controled by the caster as if it where an
extension of himself.
The soul is a noncorpreal creatured that can be
used in one of 2 ways.

Range: 10 yards
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 5
Area of Effect: 10 foot high cube
Saving Throw: None
This spell is identical to the 5th-level Summon
Shadow, except that it conjures up one wraith for
every three levels the wizard has attained.
These monsters are under the control of the wizard
until they are slain or the spell expires. If the
wraiths are turned, they continue to serve in any
capacity which does not require them to confront
the priest who resisted them. The material
component of this spell is a piece of black jet.

The Ancient Tome of Dark Magic


Sunshadow's Exploding Assassin
(Necromancy, Invocation/Evocation)

Undead Gate (Conjuration/Summoning,


Enchantment/Charm, Necromancy)

Range: Touch
Components: V,S,M
Duration: Permanent (until detonation)
Casting Time: 1 hour
Area of Effect: 100' radius
Saving Throw:

Range: Special
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: One portal
Saving Throw: None

Like the eighth level wizard spell Clone, this spell


creates a duplicate of a human, demihuman, or
humanoid creature. The chief difference (together
with the fact that nor the clone nor the cloned
person go insane) however is that the clone created
can be programmed by the caster to explode
violently when certain conditions the caster named
are met.
Generally, this spell is used to make a duplicate of
someone who can get close to an assassination
target easily (such as an advisor to a king) and
then assassinate the individual by detonation. The
caster may name up to five seperate conditions
which can cause the assassin to explode, and
choose whether any one, a combination of the five,
or all five conditions must be met before
detonation occurs.
When the assassin explodes, it is in a giant fireball
of 100 foot radius, which causes 10d10 points of
damage plus 1 point per caster level to all within
range. A saving throw versus spells may be
attempted to receive only half damage.
The material components of this spell is a small
piece of the flesh from the person to be cloned, as
well as a pinch of sulphur and a dash of bat guano.

By means of this spell, the wizard can enchant any


normal portal (doorway, archway, window, et
cetera) to act as a gate for undead monsters. The
portal need not be large enough to allow the
undead to pass through it, as the magic of the spell
causes the undead to appear in the vicinity of the
portal.
Once the Undead Gate has been placed, it cannot be
moved. Furthermore, no more than one undead
gate can exist in any given square mile area. Any
attempt to create more than one Undead Gate
within the same square mile area negates both
undead gates. An Undead Gate remains enchanted
indefinitely, but can only be used one time per
level of the caster. Thus, a 16th level wizard could
use her undead gate sixteen times, after which the
enchantment would vanish. An undead gate
registers to Detect Magic, although this may not
reveal the portals nature. A successful Dispel
Magic rids the portal of its enchantment.
The initial range for this spell is touch, but this
only applies to its casting. Once the undead gate is
in place, the caster can use it so long as she is
within 120 feet of the portal. Upon command, the
undead gate will summon a random number of a
random type of undead monster. Summoned
undead appear anywhere within 120 feet of the
portal, as designated by the caster. They behave in
a manner consistent with creatures called forth by
the various Monster Summoning spells, remaining
until destroyed or for one round per level of the
caster, at which point the undead vanish. The
magic of this spell imbues the undead with the
ability to understand the casters spoken
commands. To determine the number and type of
undead summoned, consult the following table:

Undead Conduit (Alteration, Necromancy)

Range: 1 mile per level


Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: One undead and one creature
Saving Throw: Negates
This spell allows a necromancer to link the life of a
living being to an undead creature. The undead
can now draw on the hit points of the victim
for combat purposes. The victim suffers the
injuries that the undead normally would. This of
course makes taking prisoners much more useful.
There is a limit of one linked victim per undead.
The link is broken by a dispel magic or when the
affected living creature dies. The material
component of this spell is an iron claw.

d8+d12
2
3
4
5
6
7
8
9
10

Type of Undead
1 Ghost
1 Banshee
1-6 Spectres
2-12 Wraiths
1-6 Monster Skeletons
1-6 Monster Zombies
1-10 Heucuvae
2-24 Ghouls
1-8 Poltergeists

The Ancient Tome of Dark Magic


11
12
13
14
15
16
17
18
19
20

2-20 Animal Skeletons


3-24 Zombies
3-30 Skeletons
2-20 Shadows
1-4 Ju-ju Zombies
2-8 Giant Skeletons
1-4 Ghasts
2-16 Wights
2-8 Mummies
1-4 Vampires

Undead summoned via an Undead Gate are


standard representatives of their type. They have
all the normal strengths and weaknesses,
conforming to their entries in the Monstrous
Manual. The Undead Gate does, however, summon
only specimens that have a minimum of 5 hit
points per hit die.
The material component for this spell is a mortar
and pestle made from human bone. In this grisly
container, the wizard, while chanting words of
power, crushes nineteen teeth extracted from a
fresh human corpse (no more than a week old).
The resulting powder is blown at the frame of the
portal, thus completing the spell.
Undead Spellcaster (Necromancy)
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 1 day
Area of Effect: 1 Corpse
Saving Throw: None
By means of this spell the caster, who can only be a
necromancer specialist, animates a corpse to form
it into a vile, undead, spellcasting being that can
cast necromancy spells. Just as the normal letssacrifice-somebody, arche-typal/undead master
specialist necromancer enjoys so much. For this
spell the caster needs a corpse of a mage that was
dead for no longer then a week. The mage can be
of any level, but must have been able to cast
necromancy spells. (So no specialist enchanter or
illusionist could be usefull). This spellcaster would
look like a zombie, but is much more powerfull,
and a lot weaker in various parts. These are the
Spellcaster's statistics:
UNDEAD SPELLCASTER
Frequency: Very rare
No. Appearing: 1
Armour Class: 6
Move: 12

Hit Dice: 1d4/level


% in Lair: 0%
Treasure Type: special
No. of Attacks: 1
Damage/attack: 1d8 or by weapon
Special Attacks: See below
Special Defences: See below
Magic Resistance: None
Intelligence: 15-16
Alignment: Chaotic Evil
Size: Medium
Psionic Ability: Nil
This zombie can gain experience and levels as a
normal human necromancer can, it also gains a +1
on it's saves versus necromancy and it's enemies
save at -1 to it's necromantic spells. The spellcaster
has the usual immunities Juju-zombies have (Half
damage from Fire, Immume to cold based spells,
Immume to death magic, Immume to electricity,
Immume to illusions, Immume to Magic Missile,
Immume to mind afflicting spells, Imumme to
poisons, Immume to psionics, Immume to Charm,
Sleep & Hold spells), and due to it's evil actions
and it's high intelligence and wisdom, it is also
vunerable to the extra powers and curses that
normal (N)Pc necromancers can gain (check the
Complete Necromancer's Handbook). The
spellcaster from that moment on "lives" it's own
undead "life". It has it's own oppinion, and it's own
ways of doing things. In game terms, it becomes an
Npc wizard who is bound to the caster. The
Undead Spellcaster will serve it's creator until it dies.
If the creator dies before the Undead Spellcaster is
dead, it will become a full Npc and will start it's
own life. (Nice for a campaign). The first plan that
always comes to the mind of the Undead
Spellcasters is to avenge it's creator. After that is
done (if that is possible) then the Undead Spellcaster
is free to do what it wants. The Undead Spellcaster
can cast spells just like a normal necromancer, and
control the same amount of undead a normal
necromancer could. It can also control undead like
an evil cleric does, of half it's level. The casting
necromancer can have one of these creatures in
service for every 13 levels (2 at 26).
Unlife (Necromancy)
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
This spell enables the caster to transform a single

The Ancient Tome of Dark Magic


victim into an undead creature under his or her
control. The caster touches the subject, who must
then save vs. death magic. If the save fails, the
subject instantly dies and is transformed into an
undead creature under the control of the caster.
The exact type of undead depends upon the level
of the victim. Individuals of levels 1-3 become
skeletons (50%) or zombies (50%). Those of levels
4-6 become ghouls, those of levels 7-8 become
wights, and those of level 9 or higher become
wraiths.
Using this spell, the caster can control a number
of undead creatures equal to his or her level.
The material component of this spell is dirt from a
freshly dug grave.
Vandaern's 'Carnation Missile (Necromancy)

Range : Line of sight


Components : V, S
Duration : Instantaneous
Casting Time : 3
Area of Effect : One creature
Saving Throw : Special
This spell is extremely powerful. Vandaern was
the worlds most powerful mage at one time,
unfortounately after the creation and use of this
spell he went insane (this means caster must make
a save vs. spell - or a Sanity Check with a 5
penality, whichever is more hard to save - or go
insane with a Dms chosen insanity).
It is belived the chaotic energies released in this
spell cannot be controlled enough for a caster to
keep his sanity.
What this spell does is creates a missile of energy
tht will slay one target and then reincarnate it into
a random creture. Use any monster summoning
table to determine which.
The spell negates any attempt to resurect or raise
the creature (see spell description for Reincarnate).
A successful saving throw vs death magic will
cause a character to loose their normal hit
points, but, if this brings them down to zero, then
the character is reincarnated.
This spell will not reincarnate an already dead
character and cannot harm undead.
Wall of Flesh (Necromancy)
Range: 15 yards
Components: V, S
Duration: 1 hour/level
Casting Time: 2 rounds
Area of Effect: 10 feet thick by 50 feet tall by

40 feet long
Saving Throw: Neg
This spell creates a wall of stacked pieces of flesh.
A strong odor permeates from this flesh and any
creature that smells this odor passes out for the
duration of the spell unless they make their save vs
spells.
The wall of flesh cannot be cut through except by
weapons of +3 enchantment or higher.
Whisper's Dicey Healing Gate (Necromancy)

Range: 20 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
This powerful spell opens a small gate to the
positive material plane inside the target creature. If
the creature wishes, he could attempt to resist the
spell by successfully making a saving throw versus
spell, in which case the opening of the gate fails.
The caster must upon casting the spell decide for
how long the gate should remain open. The caster
can attempt to maintain the gate for up to 1 round
per three caster levels. However, such a gate is not
completely stable, and the actual effect will be 1 to
2 rounds longer or shorter (roll 1d4: 1 = 2 rounds
less, 2 = 1 round less, 3 = 1 round longer, 4 = 2
rounds longer). The effect of such a concentrated
gate inside the target's body is the following. The
positive radiance will add 2d10 HP to the creature
per round of exposure. However, if the total
amount of hit points is exceeded (the creature is
fully healed, but the gate remains in effect),
the hit points will temporarily be added, but with
the cumulative chance of 20% per round of
"overloading" that the creature's body receives a
surge of radiance, causing the body to explode. If
the body explodes in this manner, there is no way
to bring the creature back to life.
If hit points are gained beyond maximum, without
exploding, those hit points will remain for 20
rounds and then recede by one point per round
until regular maximum hit points are reached. An
exploding body will not hurt bystanders, other
than bowling them over, and thus maybe causing
1d6 HP falling damage or something like that, but
it will definitely smear the area around the
exploded creature with the creature's blood
and itty bitty pieces. This spell should only be used
in dire emergencies, or can be used as an attack
spell on an as yet unharmed creature.

The Ancient Tome of Dark Magic


Only living creatures are affected by the healing
process. If the spell is utilized on undead, the
effects will be spectacular. The undead will
be allowed a saving throw, but if the saving throw
fails, it will explode in a brilliant explosion,
shattering the physical body, if any is possessed,
into tiny shards, and causing the psyche to be
utterly annihilated.
Xander's Charm Undead (Necromancy)

Range: Touch
Components: V,S,M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: One free-willed undead
Saving Throw: Negates
This spell is a very complex version of Charm
Person, which is only effective with higher undead
that are usually immune to charm spells, such as
vampires and the like. It works just like Charm
Person but cuts right through the undead's
immunity to the spell, yet still allowing them their
base saving throw.
The material component is a pinch of dirt from a
grave.
Xarians Demonic Bodypart
(Necromancy, Summoning)

Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 4 days
Area of Effect: Special
Saving Throw: None
Xarians Demonic Bodypart was develloped by, yes,
Xarian the Accursed after he lost his arm. This
spell somewhat regenerates a destroyed or severed
bodypart of the caster and/or any other that is
willing to have the spell cast at him/her. The spell
sents down to the Abyss a message to a minor
demon witch is then connected to the target by
psychic brainwaves. The caster will not regain his
arm just like that. The demon must be handed
something so that it will allow the target to "lend"
it's severed limb for a moment. This means that the
demon will loose for example an arm and on the
target the lost arm will be replaced with that of the
demon for 2d10 hours. This may be shorter if the
demon wishes his arm back. This will happen if
the demon is not paid enough. What the demon
wants depends on the demon (D.M.'s choice). The

arm itself will have a strenght of 18/00 and does


1d8+5 damage when attacking. If the target's
intelligence is lower then that of the demon there is
a cumulitiv chance of 5% each time the bodypart is
called for that the demon will completely take over
the entire body and that the target's soul will end
up in the Abyss, but only if he extends the 2d10
hours agreed on. The material components for this
spell are: The eyes of a nightmare, an example of
the bodypart missing (any arm or leg will do), a
payment for the demon, and a pen and paper to
sign the contract. The contract must be copied and
one half goes to the demon.
If the target dies while this spell is one him, he/she
can never be ressurected from the dead, and his
soul will dwell in the Abyss for the rest of eternity.
Xarian found that when he got into this plane of
existence, his arm does not return to it's owner
anymore. I seem to have taken complete control of
the arm. I'll soon test to see what happens when I
summon the one who lend me this arm to this
plane...
Xerions Immortality (Necromancy, Alteration)
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
This spell is the one that saved the day to
some high level War Wizards in recent times, and
personally to Xerion at least once during the last
two years. It is a superior spell, and one that can
make the difference between losing a magical fight
and winning it.
When completed, the spell transforms the
body of the caster in living mercury. The result is
that the caster can assume any form that he wishes,
as long as his new corporeal form does not exceed
his total body volume when he is in normal state;
he can then liquify himself, passing under a door
and reforming after he has passed it; he can sneak
through fissures, no matter how small, to enter in a
room prevented to him, and so on. The most
important thing, however, is that in this form the
caster is immune to physical attacks from normal
and magical weapons (except artifacts and relics,
which deal their normal damage), and from spells
which physically affect the body, such as normal
attack spells; they hit the caster normally, but are
either absorbed by him, or can perforate him,
leaving a hole that will be readily reabsorbed, or
can even seem to destroy him. No matter what the

The Ancient Tome of Dark Magic


power of the spell, the body of the wizard suffers
no damage, and even if he is dispersed on the
ground or in the air by the raw and destructive
power of the attack spell, he can reform his body
with a conscious effort in but a single round,
during which he cant do anything else, however.
If a part of the body is severed from the main part
of it, (for example an arm or a leg, or even the
head), it can be reattached with a will effort also in
a single round. Only spells which afflict the mind
seem to be useful against this spell, and then only
those of 8th and 9th-level. Another way is that of
casting a wish, desiring the caster to be back to his
normal form. No other magical means are said to
be effective.
Upon assuming this form, the caster can
continue to use spells, albeit limited to those who
need only vocal, or vocal and somatic components.
Also, the caster can choose to attack with his bare
hands, dealing the normal damage he can do with
them. Thus, a careful choosing of spells can permit
to the caster of this spell of winning a duel or fight
that he is losing at the moment of casting it,
permitting him to ignore even the passing of a
meteor swarm. The preferred use of this spell is in
couple with mind blank, for those powerful enough
to cast it or, alternatively, with Vangerdahasts war
wizardry and/or Vangerdahasts high wizardry.
The material components of this spell are a
vial of mercury, that must be imbibed by the caster
at the completion of the casting, and a powdered
diamond of no less than 5000 gp, which must be
mixed with the mercury before casting the spell.

energy from them to power the spell for the


necromancer. The victim gets an initial saving
throw vs. magic at whatever modifier the caster
gets. If the victim passes the save, the spell fizzles
and is lost, however if they fail they instantly
began aging at a rate of one year per round and the
caster instantly becomes Black Hasted. This process
however can be stopped with a Dispel Magic casted
on either the necromancer or the aging victim. If it
is casted on the victim, the necromancer must roll
a saving throw vs. spell himself or age 1d4 years
himself. If the dispel is casted on the caster, the
spell ends normally and no one else is affected.
Aging can be reversed the normal magical ways
such as with a restore or Wish spell. If the victim
dies of old age during this spell, the caster must
concentrate the next round to change the target for
the spell.
The target of the draining effects of the spell
cannot be undead or creatures normally immune
to unnatural aging and draining effects.
The material components for this spell is a drop of
unholy water and a well oiled wheel.

Zanatose's Black Haste


(Necromancy, Alteration)

This bit of magic is purely offensive. The caster,


after completeing the exausting somantic gestures
for the spell, opens his hands and crys a
unearthly howl. This howl summons destructive
Tomb Spirits from the Negative Energy Plane for
several seconds at which time they fly at the
intended target, smashing into them with thier
negative essence. The target must save vs. Death
Magic at his point to stave off the negative
effects of the attack. If they pass the save they are
merely paralyzed for 1d4 rounds and take 5d6
points of damage. Those that fail the save are
permanently paralyzed, which can only be
reversed with a Wish spell or similar high-level
magic. Victims also take 10d6 points of damage
and lose 1d4 points from all ability scores for 1d8
turns. This spell does not go without its
consequences, the gigantic skull-like Tomb Spirits
are extremely chaotic and drain 1d10 HPs from the
necromancer for every creature he wishes the
Tomb Spirits to attack. The material components

Range: 20 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Special
Saving Throw: Neg.
This spell is a severely altered version of the
popular spell known as Haste.
This spell, when casted, allows the caster to triple
his movement rate, triple his attacks and to go first
in any given round of combat, just like the
Improved Haste spell.
However, this spell, if casted normally, would
severely weaken the caster and age him beyond his
youthful years, possibly doing him more harm
then good. So to complete this spell, the caster
must target a specific person or creature within
range and have the spell literally draw the life

Zanatose's Skull Barrage


(Necromancy, Evocation)

Range: 10 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30 feet radius
Saving Throw: Special

The Ancient Tome of Dark Magic


for this spell are four skulls which must be juggled
during the casting.

9TH LEVEL SPELLS


Abkar's Spellblock (Charm, Necromancy)

Range: Touch
Components: V,S,M
Casting Time: 1 turn
Duration: 1 day/level
Area of Effect: One spellcaster
Saving Throw: Neg.
This spell allows a spellcaster to block another
spellcaster's ability to cast spells. When the caster
casts this spell upon another wizard, that wizard
must make a saving throw v. death magic or lose
his capability to cast spells for the duration of the
spell. If the save is made, the spell has no effect.
For every 5 levels of the target lower than the
caster, the target receives a -1 to his save. The
opposite is true for higher levels. The target does
not lose his memory of being able to cast spells,
but just cannot cast them.
The material components for this spell are
a vial of ink and a small globe of glass.
Accelerated Healing (Necromancy)

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: One creature
Saving Throw: None
This spell was devised millenia ago to allow a
wizard to heal damage much as a cleric. Since a
clerics healing come from the Gods however, this
was proven impossible. This spell was the best the
wizards could come up with. The spell allows the
caster to enter a dimensional pocket in time with
the target creature, accelerating the metabolism of
of them both to multiple speed. The target is
placed in a special stasis by the spell, thus the
target does not die from the wounds. While in this
time field, the caster and the target experience each
hour in "real time" as one full day although neither
one of them needs food or drink during the time.
This means that every hour spent in the field heals
one hit point for the target creature (should the
Skills& Powers be in effect and the target has the
"Fast Healer" trait, each hour counts for two hit
points). The caster must however spend the entire
time in deep trance and this becomes very hard
after a few hours. After having spent the casters

Con in hours in the field, the caster must roll a Con


check for each successive hour or fail to uphold the
trance. Breaking the trance breaks the spell
instantly with no ill effects for either one of the
involved. Each hour spent after the first eight, the
caster must roll for Con. The rolls are penalised by
-1 for each successive hour although a roll of "1" is
always considered a success. The target creature
will have healed the amount of damage equal to
the number of hours spent in stasis. After having
used this spell, both the caster and the target will
be much weakened. They have after all spent
several days (eight at least) without neither food
nor water. The must replentish their energies by
eating and drinking three times as much as normal
each day for an amount of time equal to one third
of the amount of hours spent in the field. If they do
not, they will suffer the effects of starvation very
soon (effects left to the DM to decide). Both caster
and target are very tired and exhausted after the
spell and will have penalties to all rolls equal 20Con (0 or higher counts as no penalty) for 1d4+1
days after the spell. They must spend most of these
days resting or (preferrably) sleeping (even if they
have no penalty).
Animate Dead III (Necromancy)

Range: 10 yards per level


Components: V, S, M
Duration: Permanent
Casting Time: 1 round per level
Area of Effect: Special
Saving Throw: None
This more powerful version of Animate Dead II
allows the wizard to create undead up to 1/3 of his
level in Hit Dice. Otherwise it is identical to
Animate Dead II (but allows to create creatures with
draining attack).
Animate Graveyard (Necromancy)
Range : 0
Components : V, S, M
Duration : Istantaneous
Casting Time : 5 hours
Area of Effect: 20 feet x 20 feet/level
Saving Throw: None

The Ancient Tome of Dark Magic


When cast this spell enables 20 feet x 20 feet per
level of caster of a graveyard to awaken all
skeletons in the targetted area. A powerful spell
for necromancers, it must be cast under the light of
the moon and must have a casting time of five
hours. All this time the caster will continue to
chant words and use up the components. When
the five hours are up (no distractions must take the
caster away from cncentration or spell is ruined)
all skeletons in the area of effect will rise and
follow the mage's commands. The place must be a
consecrated graveyard with holy ground
otherwise the spell won't work. Skeletons must be
buried on the ground at the least 15 feet deep.
Deeper skeletons won't rise. The material
components for this spell are 1 gem at least worth
5,000 (must be turned to dust then sprinkled on the
area of effect. one gem per 20x20 area) 1 chalk (to
draw a pentagram on floor) 1 altar (to light 5 black
candles) 5 black candles 1 skull (placed on center
of pentagram) extra: if ground is not holy
necromancer can try to turn it holy but it will add
two more hours to the spell and extra components:
1 gem of at least 5,000 (same as above) 1 cross
(placed on center of pentagram) 5 white candles.
Balicores Boiling Blood (Necromancy)

Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This is a very powerful spell that was created by
Chuck Balicore, the most powerful evil Archmage
on my world of Mythonia, at the height of his
power. It causes all of the blood in the victim's
body to boil if they fail a save vs. death at -2. The
spell takes three round to kill. The first round, the
victim's skin begins to grow red. The second
round, they drop all weapons, spell components,
ect. and their skin begins to bubble and blister. The
third round, all of their hair catches on fire, and
they die very painfully. Note: in order to Resurrect
a victim of this spell, first Regeneration must be
cast on the body by a cleric of no less than 15th
level, in order to restore the boiled (and
evaporated) blood to the body, followed by
Resurrection. Raise Dead will not work on a being
slain by this spell.

Blackthorn's Black Bolt (Necromancy)

Range: 9 feet
Components: V,S
Duration: 1 round
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This bolt of strange black energy seeks out its
target unerringly, doing 2 hit points per level of
the caster in permanent damage(i.e. the damage
that is done becomes the victims new hit point
maximum).
Brew Contagion (Necromancy)
Range:
Components:
Duration:
Casting Time:
Area of effect:
Saving Throw:

Nil
V,S,M
Special
Variable
Special
Special

This vile spell has no means of being put to


good use. It allows the necromancer to brew a vile
Contagion. These diseases spread quickly through
a number of different means. The modifiers and
effects are dealt with below:
Effect
Requirements

Time
to
Create

Cost
Modifier

Level
Require
ments

+1 days

10 gp

+2 days
+3 days

100 gp
1000 gp

10
11

+1 days
+1 days
+1 days
+2 days
+2 days
+4 days

+0 gp
+5 gp
+50 gp
+1000 gp
+1500 gp
+4000 gp

+0
+1
+1
+3
+4
+5

+4 days

+10000 gp

+6

+2 days

+1000 gp

+4

Plague Type
Fevers and
Delirium
Insanity
Death
Carrier
Method
Water / Food
Vermin
Body Fluids
Contact
Breathing
Air Currents
Special
Features
Immunity to
Healing Spells
Animates
victims as
zombies upon

The Ancient Tome of Dark Magic


death
Causes 1d6
points of stat
loss

+2 days

+1500 gp

+4

The mage determines the effects of the


plague, be it similar to The Red Death, or the black
plague. Upon completion of the spell, the mage
has created a vial of liquid which they may use to
infect the chosen carrier. For example, if they chose
air currents, they must smash it nearby where they
want the plague to take effect. The mage is never
affected by his own plague.
Cures are always determined by the DM.
A wish will always cure someone who is afflicted.
The material components of this spell
include a mandrake root, a mummy's bandage,
liquefied gas extracted from a Ghast's abdominal
cavities and one component determined by the
DM that reflects the nature of the spell (for
example, a spell similar to Red Death would need
a drop of blood from a person who had died of a
similar disease). There are other components
which must be purchased. The cost is totalled
above.
Celestarion's Barrier of Blackwhite (Abjuration,
Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2 rounds
Area of Effect: 10-foot radius sphere
Saving Throw: Special
This spell was created by Celestarion to be his
ultimate form of protection. Whether it is or is not
is left up to the individual wizard, but nonetheless
it is a powerful spell.
When cast, a sphere of swirling black and white
light appears to surround the wizard and all those
close to him. The barrier has all of the following
effects:
* It prevents any spells going through it. What
happens is that the spell energy is drawn into the
top of the sphere.
* The lighting effects of the sphere prevent
anyone from seeing through it, although those on
the inside can see out. This results in a 4 to-hit
penalty.
* All magic within the sphere is unaffected. Spells
cannot be cast out of it, but can be cast within it.
* No living being can pass through the sphere
unless a saving throw versus spell is made with a 6 penalty. If they fail their saving throw, they are
simply unable to pass through.

* No magic items of any sort can pass through.


* Normal physical objects can pass through, as
can psionic attacks.
* If the barrier is not hit by a spell or a magic item
or any psionic discipline, then the barrier needs
energy. It draws 2d4 of the wizard's hit points for
every round that it isn't hit. Should the wizard's hit
points go below 10% of their maximum, he starts
to lose one level per round. The spell continues for
as long as his initial level in rounds.
When he has lost half his levels, then he starts to
lose 1 Intelligence point per round until the spell
ends.
* The wizard cannot voluntarily end the spell.
Hit point and level losses are temporary and
return at the rate of one per turn each, but
Intelligence losses are permanent. These effects can
be avoided if the wizard himself casts a spell at the
barrier. He cannot dispel it when he wishes,
however.
The material components of this spell are one star
sapphire, and one black star opal of at least 20,000
gp value each. Both are lost in the
casting.
Celestarion's Total Blast (Evocation,
Necromancy)

Range: 240 yards + 10 yards per level


Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One creature per object
Saving Throw: Special
This spell was designed as a last line of defense by
Celestarion for use when all else failed. It is
nothing less than a 9th-level blast of totally
destructive energy. Upon casting, the following
things happen, in the sequence given.
1. A blast of scintillating energy erupts from the
wizard's hands and strikes the target.
2. The target has to make a saving throw versus
spell at -6. This spell also causes magic resistance
rolls to be made at -30%.
3. Failure of the saving throw totally disintegrates
the target.
4. Success of the saving throw means the target
takes 10d20 points of damage and, if still alive, is
stunned for 1d4 turns.
5. The wizard, regardless of spell effects,
automatically loses one level permanently, and
must make a saving throw versus spell. Failure
indicates instant death, with only a Wish being able
to bring him back.

The Ancient Tome of Dark Magic


Crossbreed (Necromancy, Alteration)

Success results in losing 1d100 of his remaining


spell levels, randomly chosen, and being
unconscious for 1d4 rounds.
The material component of this spell is an ioun
stone, which is lost in the casting.
Crafting the Lordly Knight
(Alteration, Necromancy)

Range: foot
Components: V,S,M
Duration: Permanent
Casting Time: 1 week
Area of Effect: Special
Saving Throw: None

Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: One person
Saving Throw: Special
This spell creates a human warrior to perform at
the caster's orders, much like Create the
Humble Servant. The casting time is a base 60 days,
modified by one day less for each point of the
caster's base wisdom, and the caster must work for
12 uninterrupted hours each day. The warrior will
be exactly as the servant, but with no ability score
below 12, and two attributes equal to his creator's
intelligence (neither of which may be Int.)
Furthermore, the knight will have a starting
THAC0 equal to that of the caster, but will
thereafter advance as a warrior, speaks two
languages of the caster's choice, and has two nonweapon proficiencies' at levels equal to that of the
caster. As with Create the Humble Servant, the
knight will "grow" mentally as any normal child,
and will age normally (assume a starting
age of 20).
Create Ghost (Necromancy)

Range: 10 feet per level


Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Neg.
When this spell is cast. the life force of a human or
humanoid is virtually ripped from its body. This
life force is then stored in a gem, and a ghost - a
servant of the caster - is created. The saving throw
is as follows: save vs. paralyzation with a +1 bonus
for each point of Constitution over 16.
The material component of the spell is a 10,000 gp
gem that has been treated on the Ethereal Plane for
one week of subjective time. If the ghost is allowed
access to - and destroys - the gem, he dies in peace.

By use of this spell the spellcaster may create a


totally new life form. During the week of casting
the spellcaster must concentrate 12 hours per day
on this spell, pausing to rest and eat only. Any
other action will cause this spell to fail. The caster
must have the two parent creatures under his
control before casting this spell. The magic draws
a portion of the life essence from the two parent
creatures, mingling it and consequentially
producing a physical manifestation in the form of
the new creation.
No apparent harm is caused to the parent
creatures. The new creation must be checked for
each characteristic to see which parent it takes after
(hit dice, magic resistance, etc.) The new creature
is 90% likely to be sterile.
Otherwise, it will be male (45%), female (45%), or
asexual (10%). The caster has no control over the
new creature through the spell and there is a 15%
chance that it will go berserk and attack the caster.
Crossbreeds can be crossbred more than once.
The material component are two entwined rings of
platinum (100 gp) and powdered ruby.
Curse of Undeath (Necromancy)

Range: 10 feet per level


Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This spell causes a creature which fails a saving
throw versus death magic to be under a horrible
curse. The creature will live a normal life until it
dies (whether of natural causes or unnaturally
does not matter). Then, the creature is transformed
into an undead creature of the caster's
specifications (within special limits). This does not
happen until the night after the creature's death.
The creature can be a creature having up to the
maximum of half the caster's Hit Dice and it
may be any kind of undead up to and including a
ghost (note: it is not possible to create a lich or
special undead via this spell). The creature is
completely under the caster's control if it fails a

The Ancient Tome of Dark Magic


saving throw versus spell against each and every
one of his controlling attempts. Once the creature
has succeeded at one saving throw per caster
level, it is completely free from the caster's control
and it knows who tried to control it and it bears an
everlasting hatred against the caster. The caster
can make use of its senses even if he is on another
plane (note: this is not possible if the caster is
feebleminded, disminded or otherwise not in
control of his body or mind). The creature
can be cured with a remove curse, an atonement,
and a heal before it dies, all cast with the explicit
purpose to remove this spell. Once the spell is in
effect, and the creature dies, only the immediate
blessing of the slain body can prevent the
transformation to undeath. A Resurrection is
possible, but if it is not done before the next
nightfall, the creature will transform into an
undead being. Once the creature is transformed, it
cannot be saved, unless a god reverses the
situation directly (not by sending an avatar but by
being there personally and laying on hands).
The material components are a pinch of bone or a
drop of the essence of each type of undead that
exists on that planet (or in that sphere if used offplanet). The caster has to have an additional full
pound of bone or essence of the type of undead
creature he wants to create. Thus, it will take lots
of ghost ichor to create the fleeting substance
known as ghost's essence in the required amounts.
How to get the stuff is the wizard's problem, not
mine...
Cursed Fire of Hell (Necromancy)

Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 week
Area of Effect: One person
Saving Throw: Negates
This is the ultimate revenge spell. The caster
prepares for this spell in a quiet and safe place and
spends the next week casting the spell.
After this week the spell takes effect and the caster
slips into a heavy sleep for one month. The effects
are well worth the lost time though.
The victim of hellfire immediately bursts into
flames. The flames not only consume the body of
the victim, they also consume the soul. After
24 hours all that is left of the victim is a crusty,
burnt out corpse.
This person can never be brought back to life by
any means. The victim's soul is being eternally
burned, never to be healed. The only way to save

the victim is as follows: before the 24 hours is up


the victim must have cast upon him Limited Wish,
Cure Disease, Remove Curse, and Bless all at
the same time. If this is done, the victim
permanently loses half of his hit points
(recoverable by a wish only) and 4 Constitution
points. The caster loses a quarter of his hit points
and 1 Constitution point. Note that
if during the one week of casting the caster is
interrupted he suffers the effects of the hellfire in a
backlash type effect.
The material components are a belonging of the
victim, a 500 gp ruby and a magic weapon of +3
enchantment or greater.
Dariastren's Shadow Blight
(Evocation, Necromancy)

Range: 5 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Neg.
This spell is a variation of Energy Drain, created
by Dariastren while researching the transition
from human to shade. Upon casting this spell, the
caster points a finger at an opponent, releasing a
ray of darting shadows. The victim must make a
successful saving throw vs. spell or permanently
lose 1 level or Hit Die. If the victim has only 1 level
or Hit Die, the victim transforms and disappears,
as detailed below.
Those who fail the saving throw and survive the
transformation effect of the spell lose another level
or Hit Die for each week that passes. As this
process proceeds, victims gradually weaken and
pale. They are unable to do anything except rest
during the final week of the blight.
A victim whose levels or Hit Dice reach zero is
transformed into a creature of the Demiplane of
Shadow and imme diately transported to that
dreary place. Victims remember the tlme before
their transformation with puzzlement and desire
only to live out their lives in the shadow realm.
They fight to the death if any attempt is made to
take them from their new home.
The transformation can be halted by few
methods. A Wish spell can save a victim, as can a
Remove Curse spell cast by a good-aligned priest of
12th level or greater who worships a god of light.
Other options, at the DM's discretion, are possible.
Levels, except for the one lost initially, can be
regained at the rate of one per week once the
spell's effects are countered, provided that the

The Ancient Tome of Dark Magic


character has total bed rest. Undead and natives of
the Demiplane of Shadow are not affected by this
spell.
The material components of this spell are a leech,
living or dead, and a handful of earth from the
Demiplane of Shadow. All spell components are
consumed in the casting.
Darius's Skeletonization (Necromancy)

Range: 10 feet + 10 feet per level


Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
The Skeleton, while animated outside the body
they are little more than cannon fodder used to
keep the necromancer from getting killed in a
battle where he is out gunned. While useful for
overwhelming opponents they die easily when
struck with a blunt instrument.
Now what if the wizard could animate the
skeleton of a living person and have it destroy
them while ripping itself out? Plus having the
added benefit of another skeleton to control
afterwards.
This spell is among the most horrifying and
gruesome spells created by the demi god of
necromancy when he was still mortal. When this
spell is cast the intended target must make a save
vs death magic at a -2 or have it's skeleton
violently and instantly animated and forcefully
ripped itself out of the victim's body. If the target
makes it's saving throw he suffers 5d10 damage as
his skeleton moves about inside of his body (but
not being ripped out). If the target fails it's save
then it's instantly slain as its skeleton is ripped out.
The victim's skeleton is completely under the
control of the caster, however it loses all abilities
that is former form had and retains only 1 HD.
The material components for this spell are a finger
bone of a lich, a sample of black dragon blood and
a broken marrionet puppet. All are consumed in
the casting. If this spell is cast in Ravenloft then the
caster must make a power check and all those
watching must make a fear, Horror and Madness
check.
Dead Zone (Necromancy)
Range: 60 yards
Components: V, S, M
Duration: Special

Casting Time: 1 round


Area of Effect: 5' square per level
Saving Throw: None
When the wizard casts this spell, he creates a
powerful area tied to death. Anyone thereafter
who enters the area of effect must save vs. death
magic or be slain. Undead and extra-planear
creatures are unaffected by the spell, but creatures
who enter the area invisible, astral, ethereal, or
even fly over the area, within 10 feet of the ground
must save vs. spells or be slain. The spell lasts
until it has slain 2d100 hit dice of creatures, and
can even affect the caster. The spell cannot be
dispelled short of a Dispel Magic or Wish. Those
slain in the area of effect cannot be raised short of a
Wish spell.
The material component for the spell is the dust
of a vampire, wraith and a lich that is sprinkled
over the area of effect. The spell can be detected
by thieves as if it were a magical trap (i.e., find
traps at normal chances).
Death's Door (Necromancy)

Range : Touch
Components : V, S
Duration : Permanent
Casting Time : 9
Area of Effect : One portal
Saving Throw : Special
Anyone who walks through the portal must make
a saving throw verses Breath Weapon. If it fails
then the person is totally anhillated.If he saves,
nothing happens. The caster is immune.
Death Drain (Necromancy)

Range : Touch
Components : V, S, M
Duration : One round
Casting Time : 9
Area of Effect : One person
Saving Throw : Special
When this spell is cast the casters hand glows with
a green glow. The caster must then touch a subject.
If the subject is over 10 hit dice they recieve a
saving throw versus death at -4, otherwise they
recieve none. Once the target is touched they age
as if they were touched by a ghost (40 years). The
caster then ages backward 20 years but the casters
rate of aging is then increased by one third. If the
subject dies there is a 50% chance that they will

The Ancient Tome of Dark Magic


arise as a ghost. If they do arise as a ghost there is a
50% chance that they will be under the control of
the mage otherwise they are freewilled. Note
undead and other creatures which do not age are
not affected by this spell.
The material component is an hair of a titan.
Death Mutation (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 5-feet-radius + 5 feet/2 levels
Saving Throw: None
This spell enables the caster to drain the "life force"
out of undead within the area of affect, and do one
of two things with it. First, you can channel the
energy in a lightning bolt fashion (except that this
is invisible). This does 1d4+1 points of damage per
level. Or, you may choose to use the reverse of the
first option ad give someone 1d4 h.p. per level.
Any additional h.p. goes away after one hour. This
does, however have a nasty side affect. The
recipient of this spell is afflicted with a horrible
stomach sickness 1d6 hours later. They are
reduced to one h.p. and are unable to do anything
but sit in bed for two weeks.
The material component of this spell is a black
onyx prism worth at least 10,000 gp.
Death Sentence (Necromancy)

Range: 0
Components: V
Duration: Permanent
Casting Time: 1 round
Area of Effect: 240 feet diameter sphere around
caster
Saving Throw: None
This deadly spell has been banned from many
magic academies, even in several Necromancy
circles. The spell allows the caster to speak a
sentence that is spoken a word at time, which will
slay all living individuals within 240' feet of the
caster when the sentence is completed. Each word
the caster speaks causes wracking pains to the
victims, causing them to fight at a -2 penalty to hit
and suffer an AC penalty of +2. The pain disrupts
spellcasting and ruins concentration to control
spells or psionics. Those who fail a saving throw
vs. spells are totally stunned, and cannot move out
of the area of effect under their own power, can

make no attacks, and are utterly defenseless (+4


bonus to be hit, no dexterity or shield bonuses are
gained by victim). The spell affects friend or foe,
plant, animal or humanoid, everyone except the
caster himself. The only hope the victims of the
spell have is to escape the area of effect before the
spell is completed or to disrupt the mage's spell
before it is completed. The spell slays regardless of
level, Hit Dice or status, but can be foiled by magic
resistance or stopped by an anti-magic shell or antimagic wall. Silencing the wizard is also effective,
though merely being within a silence 15' radius area
is not enough.
The spell is extremely taxing to the wizard,
dropping his Constitution by , and unless the
caster succeeds a saving throw vs. spells, this loss
is permanent.
Death Warmed Over (Necromancy)

Range: Touch
Components: V
Duration: Permanent
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
Causes the victim to die, if it fails a saving throw
vs. spell at 2, although the victim is unaware of
their own death and becomes a free willed zombie.
Type of zombie is dependent on the victim's level.
Victim level Type of Zombie
1-3
Regular zombie - Will blindly follow
their company and take orders from
friends
4-7
Ju Ju zombie - Mildly aware, will follow
orders, will take initiative
8+
Zombie Lord - Retains power of speech
and awareness, spell abilities, probable
alignment change
Effects
Immediate loss of all tactile sensations- Dexterity
drops to 10 minus an additional 1d6
Loss of Charisma- drops to 10 and -1/day till 0,
victim believes they've contracted some strange
rotting disease.
Loss of intelligence based on zombie status.
Power of speech is lost in 10 days-speak to dead
needed (except for zombie lord)
Cure
Wish or, victim is killed as undead, purified,
atoned, Healed, and resurrected.

The Ancient Tome of Dark Magic


Components
Having a greater god of the undead allow its name
to be used in the invocation without killing the
caster (good luck).
Death Wind (Conjuration/Summoning,
Necromancy)

material components are completely destroyed


during the casting. In the first round of casting the
lich (whose phylactery is used) knows with a 100%
certainty where, by whom, and for what the
phylactery is used and, if possible, it will most
certainly jump in to prevent the destruction of its
phylactery.

Range: 20 yards per level


Components: V, S, M
Duration: 1 round + 1 round per 3 levels
Casting Time: 1 turn (no reduction possible)
Area of Effect: 20 feet per level per side cube
Saving Throw: Special
This spell causes a magical black-greyish wind in
the area of effect.
This wind has a range of 20 yards per level. It has a
direct connection to the negative energy plane. For
every round in the wind a character has to save
twice versus death magic. If they succeed twice,
they don't suffer any spell effects; if they save only
once, they suffer "only" a 1d3+1 level loss; if they
fail twice, they lose 1d6+1 levels. For every level
lost, the character suffers 5d4 hit points additional
damage (due to the excruciating pain with which
these levels are lost), with a saving throw versus
spell for half damage.
The order in which they lose their hit points is the
following: first, you lose any applicable level hit
points lost due to energy level loss, then you lose
hit points due to the damage accrued by energy
level loss.
Any people killed by the energy level loss change
into juju zombies; those killed by the damage (after
they lost their levels) are changed into
half-powered juju zombies. Anyone who survives
this spell will regain the lost levels slowly (one per
hour until the previous maximum is reattained).
The damage stays the same, as this was additional
to the energy level loss.
Negative Plane Protection or a similar spell or item
effect offers full protection against this spell.
Anyone within the full effect of Dispel Evil or a
Protection From Evil, 10-Foot Radius cast by a priest
of fourteenth level or higher is also protected.
As the caster needs direct access to the negative
energy plane, he is not able to have any protection
or other permanent spells going on his person at
the time of casting, as this would disrupt the frail
link. The only spell he requires is Negative Plane
Protection or an item which helps him offset the
drain of the negative energy plane.
The material component is a sacrificed baby (less
than 6 months old), an active phylactery of a lich,
and the full dust from a 500 year old vampire. The

Decay of the Demio (Necromancy)

Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One limb of a demi-human or
human
Saving Throw: None
This insidious spell's somatic component is a
finger touching the base of the limb to be affected.
The limb so affected becomes, in a matter of
seconds, wracked with pain as it shrivels and
becomes black with rot. The damage is minor, only
10% of the target's total hit points, but it gets
worse. The limb will still be normally attached to
the target, and it must be hacked off, causing more
damage as the DM sees fit. The limb lost can be
as large as the entire leg, or as small as the pinky
finger. The limb cannot be recovered except via a
wish, in which case the wisher must wish to give
the target his limb, which is immediately stricken
as if having this spell just cast on it, and the target's
limb quickly grows back.
The material component is the cloth from a wight's
clothing and a specially crafted blue sapphire with
the words "Decay of the Demio" etched into it,
worth no less than 2000gp.
This spell is also known as the Wicked Harlot's
Curse, as a wiley female disjoiner disguised as a
prostitute, about 200 years back, frequently used
this spell to releive several of her male customers
of the rather important limb they had below their
waist.
Desmonds Dart of Black Death (Necromancy) o
Range: 50 yards
Components: S, M
Duration: 1 round + 1 round/5 levels
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
When Desmond's Dart of Black Death is cast, an oily
black globe of liquid several inches in diameter

The Ancient Tome of Dark Magic


shoots from the caster's hand and streaks towards
the target, automatically hitting. The target must
then make a saving throw vs poison at -4 penalty.
If they fail the throw, then they are completely
enveloped by the black globe, then they are killed
and it leaves them a blackened withered husk. If
they successfully save, the globe has struck one of
their limbs, doing 1d6 per level of the caster (up to
10), in damage and instantly withering that limb to
a useless appendage. Each round the spell exists
after the first, the recipient must make two saving
throws against poison. If the first is failed, the
globe attaches to another limb, doing the same
amount of damage(i.e. 10d6) and withering it, and
if the second is failed then the globe splits itself
and attaches to the next person within 50 yds of
the recipient. This person must then roll a save vs.
poison at -4 like at the beginning of the spell and
they are affected in the ways described above if
they make the save or fail it.
Destiny Doll (Necromancy)

Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 Turn
Area of Effect: One creature
Saving Throw:Special
Destiny Doll is used to avenge a perceived wrong.
Whether the caster actually was wronged is
immaterial, so long as he believes he was. The
casting of this spell requires a piece of the intended
victim's body (hair, nails, blood, urine etc.), a
personal item of importance to the victim (this
can be anything from a favorite weapon, to a holy
symbol to a favorite cloak).
The caster makes a doll fashioned to resemble the
victim with the material components. He then
'hurts' the doll in the manner he wishes the victim
to be hurt. Common methods include needles and
pins stuck into the doll.
The victim will then feel an appropriate pain. The
wracking pain is so great that the victim cannot
cast spells or use psionics, and gets a -5 penalty to
all skill rolls for the duration of the spell. If the
victim fails a saving throw vs. Death Magic, the
damage done to the doll also happens to him. The
victim is allowed one Saving Throw for every part
of the body that is damaged, e.g.
if a Doll had three pins stuck in the head, the
victim receives three saving throws vs. Death
Magic or dies.
E.g. if John the Barbarian has insulted the
Shadowlord. In a vindictive mood, the

Shadowlord casts Destiny Doll, after having


obtained a lock of John's hair, and his favorite
sword. The Shadowlord then starts breaking
the limbs off the doll. John immediately feels the
pain as if he really was having his arms broken. He
fails his Saving Throw and all his limbs are now
broken, each causing 15% of his total HP in
damage.
The victim receives no saving throw from the pain.
The pain lasts as long as the Doll exists. If the
victim survives the destruction of the Doll or if the
spell lasts longer than 1 day per level of the caster,
the spell ends.
A Restoration spell cast by a priest of greater than
20th level cancels the Destiny Doll spell. Dispel
Magic will not be effective unless cast on the
Doll itself.
Destroy Undead (Necromancy)

Range: 5 yards/level
Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell destroys one Hit Die of undead per level
of the caster. The material component of the spell
is a priest's holy symbol, which is not consumed in
the spell.
Ditan's Nullify (Alteration, Necromancy)

Range: 30 feet + 10 feet per level


Components: V, S, M
Duration: 1 week
Casting Time: 9
Area of Effect: One creature with his magic items
Saving Throw: Negates
This spell is a more powerful version of the 7thlevel Ditan's Minor Nullify. This spell stops the
wizard or priest from using their abilities for a
week, as well as temporarily disabling any carried
magic items to function. Items get a saving throw
versus crushing blow, while artifacts are not
affected at all. The wizard has a 30% chance of
being affected, but if he is affected, he is affected as
by minor nullify.
The material components for this spell are a 1000
gp worth ball of obsidian and a 1000 gp diamond,
that are both consumed in the casting. The victim's
saving throw is at -8.

The Ancient Tome of Dark Magic


Ditan's Power Stripping
(Alteration, Necromancy)

Range: 100 feet + 10 feet per level


Components: V, S, M
Duration: Permanent, until dispelled
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Special

Echo of the Body (Alteration, Necromancy)

When this spell is cast the wizard calls into being


two spheres of negative energy, one from the
realm of negative magic energy, and one from the
quasi-negative material plane. The spheres are
then hurled at the victim, and the character gets a
saving throw at -6, to avoid being affected. If
affected, the character loses all the abilities of his
class or classes. Spells will not work, specialisation
is lost, and skills are forgotten. The only way to
dispel this effect is through a Wish or divine
intervention. A Limited Wish will temporarily (1d20
turns) restore abilities.
The material component for this spell is a 1-foot
cube of obsidian, the eye of a black dragon, and a
trapped soul of a demon of at least 16 HD.
All spell components are consumed in the casting.
There is a 50% chance of the soul of the demon
being released, and trying to take over the
wizard. If taken over, the wizard is drained of all
spell abilities for 1d4 years.
Dragon's Head (Necromancy)
Reversible

after 100 years with a -1 penalty per 100 years


beyond the first century or go insane.

Range: 30 feet
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None
With Dragon's Head a chosen human, demihuman
or humanioid is turned into a pile of bluish-grey
dust, which has a habit of not sticking to anything,
but stays in one pile. It can be contained, however,
in jars, bottles, waterskins etc. The victim of the
spell is not aware of anything when he/she is a
powder. There is no known limit to how long they
can be kept in this form. This state can not be
reversed by anything except the revers of this
spell,Dragon's Tail. Dragon's Tail reverts a powder
to a person. They seem to be aware of the amount
of time that has passed if it exceeds 100 years. They
have nightmares for the rest of their "lives" from
this experience. They must roll a Madness check

Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: One person
Saving Throw: Special
This spell, an improved version of Clone, creates a
duplicate of the caster, identical in all ways
except that it is mindless. The caster can control it,
moving it about by concentrating. While
concentrating, he can sense what the Echo hears,
feels, and sees, but only in an abstract way, as if he
were remembering it, so he is not affected by the
hunger or fatigue of the Echo (though if the Echo
goes unconscious or is incapacitated, the caster
cannot do more through the Echo than he could if
he wereincapacitated or unconscious.) When not
concentrating on the Echo, he will not be aware of
what the Echo senses and the Echo will fall
unconscious until the caster again concentrates.
The Echo can die normally, through wounds or
hunger or thirst, but mind-affecting spells have no
effect on it. The caster can use the body to perform
any spells he knows, but this fatigues the caster
normally. The casting time is 120 days, modified
by one day less for each point of the caster's base
wisdom, and the caster must work for 12
uninterrupted hours each day.
Empathic Revenge (Necromancy)

Range: Touch
Components: V,S
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
When the recipient of the spell is attacked, the
attacker receives damage equal to one-half that
taken be the spell recipient. This refers to hit point
damage only, not such things as statistic drains. If
attacker has a magic (item or spell) which allow
him to save even if its not allowed, this save
indicates that the attacker receives damage
taken by the spell recipient.

The Ancient Tome of Dark Magic


Enslave Lifeform (Necromancy)

Range: 10 yards/level
Components: V, S, M
Duration: Life
Casting Time: 9
Area of Effect: 1 Life/10 levels
Saving Throw: Neg.
This spell allows the caster to enslave a being that
is mortal and comes from the same plane of
exsistence as the caster. The trapped being become
a complete replicate of the caster all except the
feelings and memories. The being has no memories
and feel nothing except pain. The being will listen
to the caster under all costs. The material
components for this spell are a hand of a ghoul
and two onces of fire water.
Fenzill's Phantasmal Fingers (Necromancy)

Range: 40 yards + 5 yards per level


Components: V, S, M
Duration: 2 rounds per level
Casting Time: 9
Area of Effect: One target
Saving Throw: None
This spell is an enhanced version of the 2nd-level
Spectral Hand; it differs from that spell in the
following ways: it can be used to deliver a touch
spell of any level and it gives a +3 to the attack roll.
It has an Armour Class of -4, but it cannot be
destroyed by any attack (it may only be dispelled).
Instead, any hit on the hand inflicts full damage on
the wizard (although a successful saving throw
versus spell reduces this damage by half). The
wizard may end the spell with a single word. The
material component for this spell is a glove.
Force Burn -- Netheril
(Evocation, Necromancy)

Range: 30 yards + 30 yards/level


Components: V
Casting Time: 1
Duration: Instantaneous
Saving Throw: Special
Area of Effect: One creature
This spell unleashes a glowing cylindrical bolt
about six feet in diameter and 12-20 feet long, that
bursts forth from the caster to strike at a single foe,
at Thac0 2. If it misses, it fades away at the limits

of spell range and is wasted, though it may well


strike an unintended target along the way.
A "Force Burn" bolt is a magic specifically
crafted to harm phaerimm; such creatures aren't
magic resistant to it and can't reflect it. Any
phaerimm struck by a "Force Burn" suffers the
following damage; its strike disintegrates flesh
and tissue for 4d6 hp damage and forces four
saving throws vs. spell on the phaerimm, For each
save failed, the phaerimm forgets one (randomlychosen) spell.
Against all non-phaerimm (including humans),
a force burn strike eats away at the target's body
for olly 2d6 hp damage unless the target creature is
flying, levitating, or operating in a form different
than its normal one (not just cloaked by illusions,
but physically different or augmented due to
magic): in this latter case the "Force Burn" causes
its full 4d6 hp damage. Regardless of which
damage it deals, a "Force Burn" strike forces nonphaerimm victims to make only two saving throws
vs. spell (each one failed means a spell lost). It
causes no harm to non-spell-using beings or to
spellcasters who have no spells memorized (a
human sorceress with one spell left who fails both
saving throws against a Force Burn would lose that
one spell but not suffer any additional damage
because she lacked a second spell to lose).
A Force Burn spell has no effect on non-living
things, but does harm undead just as it does living
targets.
Gaze of Night (Necromancy)

Range: 30 feet
Components: V, S
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
This is the most powerful spell created by Slithtrin.
When casted, the wizard need only to look at his
chosen prey, which can be as many creatures as
the caster's level. All those creatures over 7th level
must roll a saving throw verse spell with a -4
penalty, while those of 12th level or higher roll an
unmodified saving throw. Those below 7th level
get no saving throw. Those who succeed their rolls
receive 5d6 points of damage and are stunned for
1d4 rounds, but otherwise unharmed. Those who
fail, or those below 7th level will have their
alignment immediately switched to chaotic
evil, their bodies turned into a Wight in 1d6
rounds, and attack the nearest creature (other than
the caster). The hunger and hatred of these newly

The Ancient Tome of Dark Magic


undead will be insatiable, and the creatures
continue to attack until all unaffected creatures are
dead, or until the caster commands them to
halt.The caster of the spell has limited control over
the Wights, and can give them simple commands.
The Wights stay with the caster until their
destruction, or until the caster dies. If the latter
case happens, the Wights will usually stay in the
caster's home or near to it to lair.
The Wights are in all respects normal Wights who
are loyal to the wizard that created them. When in
his presence, they have no fear, cannot be
turned, and cannot be controlled by another (even
if that wizard is using a control undead spell).
They also cannot be destroyed by a dispel evil or
holy word spell while in their master's presence.
Nothing short of a Wish casted by a wizard of 16th
level of higher can bring them back to their
normal selves, but they must roll a system shock
roll or die from the transformation. When casting
the spell,the wizard can affect any creature
with the parameters above, but someone
surrounded by a Negative Plane Protection spell
gains a +4 bonus, and any creature from the Upper
Planes is immune.This is the most powerful spell
created by Slithtrin. When casted, the wizard need
only to look at his chosen prey, which can be as
many creatures as the caster's level. All those
creatures over 7th level must roll a saving throw
verse spell with a -4 penalty, while those of 12th
level or higher roll an unmodified saving throw.
Those below 7th level get no saving throw. Those
who succeed their rolls receive 5d6 points of
damage and are stunned for 1d4 rounds, but
otherwise unharmed. Those who fail, or those
below 7th level will have their alignment
immediately switched to chaotic evil, their bodies
turned into a Wight in 1d6 rounds, and attack the
nearest creature (other than the caster). The hunger
and hatred of these newly undead will be
insatiable, and the creatures continue to attack
until all unaffected creatures are dead, or until the
caster commands them to halt.The caster of the
spell has limited control over the Wights, and can
give them simple commands. The Wights stay
with the caster until their destruction, or until the
caster dies. If the latter case happens, the Wights
will usually stay in the caster's home or near to it
to lair.
The Wights are in all respects normal Wights who
are loyal to the wizard that created them. When in
his presence, they have no fear, cannot be turned,
and cannot be controlled by another (even if that
wizard is using a Control Undead spell).

Genocide (Evocation, Necromancy)

Range: 5 yards per level


Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: 20-foot radius sphere
Saving Throw: Special
This spell allows the wizard to kill one or more
creatures of the same species: the wizard chooses a
creature as the initial target for the spell, and after
the incantations are complete, a black bolt shoots
forth from the wizard's finger towards the chosen
target. If this creature makes its saving throw
versus spell at -2 (or if it has 15 or more Hit Dice)
there is no effect and the spell terminates.
If the saving throw of the initial target fails, the
creature dies, and the spell continues as follows: if
there are no more creatures of the same species
within the area of effect, the spell ends at this
point.
Otherwise, the bolt will continue jumping to other
targets. The bolt jumps randomly from one target
to the next; range is not a consideration - as long as
the target is in the area of effect, and it is of the
appropriate race, it may be hit by the bolt. Each
creature that is hit with the bolt must make a
successful saving throw versus spell (with no
modifiers) or die.
This spell will affect a number of Hit Dice equal to:
10 HD + 1 HD per level of the wizard (the number
of creatures is not a factor). The spell will
terminate when one or more of the following
occurs: the Hit Dice limit is exceeded, there are no
more potential targets in the area of effect, or the
bolt strikes a target with more than 15 HD (such a
creature is unaffected by this spell). Each target hit
with the bolt counts towards the Hit Dice limit,
whether its saving throw was successful or not.
The bolt will never jump to a creature of a different
species, or to one that has already been hit
(whether living or dead). Any creature with
more Hit Dice than the original target will not be
affected by the bolt, but its number of Hit Dice is
still counted towards the Hit Dice limit of the spell.
If a target's Hit Dice would exceed the limit of the
spell, it is not affected (and the spell terminates).
The bolt will never jump back to the wizard; in
addition, the wizard may choose individuals to be
unaffected by the spell simply by naming them
as part of the incantations (usually used to avoid
killing friends or allies).
Note that some races are closely related, but are
not considered identical species for purposes of
this spell (i.e. goblinkind).

The Ancient Tome of Dark Magic


"Half-breeds" will be affected by this spell if either
of their parent-race is targeted, as well as when the
cross-breed is specifically targeted. However, if a
parent-race is named as the target, a half-breed
of that race earns a +2 to its saving throw. For
example, a half-elf is affected normally if half-elves
are named as the target of this spell.
They would also be affected if either humans or
elves were targeted, although they would gain a
+2 to their saving throws in the latter two cases.
After this spell is cast, the wizard must make a
successful system shock roll or fall unconscious for
1d10 rounds. Note that the DM may wish to inflict
other penalties on the wizard due to loss of blood
(see material components below), especially if the
spell is cast more than once is a short period of
time.
The material components of this spell are a pint of
the wizard's blood and a figurine or statuette of the
race to be targeted. The blood is consumed at the
time of the casting, and the figurine is also
destroyed, unless the wizard makes a successful
saving throw versus spell.
Golem (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One statue
Saving Throw: None
This spell animates a statue as a particular type of
golem with standard golem statistics. An iron
statue becomes an Iron Golem, a stone statue
becomes a Stone Golem etc. Statue types which do
not have accompanying golem types (Gold,
Platinum etc.) leaves the DM plenty of Leeway
with regard to the golem's capabilities.
The material component is rainwater from a
thunderstorm and dust from a Manual of Golems
( Ravenloft version will work as well ). The
Manual of Golems had to be never be used (the
caster must have burned it or be sure it was never
used). If it was used and burned as a result of this,
the golem will be free willed and itll try to kill
the caster at once.
Hellfire (Necromancy)
Range: 300 miles
Components: V, S
Duration: Special
Casting Time: 9

Area of Effect: One person


Saving Throw: None
The victim of a hellfire spell bursts into flame.
Damage from the spell is 2d4 per round until the
victim falls to 0 HP. At that point, the damage
becomes even more severe, being 1 energy level
per round. If all energy levels are drained, then the
victim becomes a half-Strength wraith under the
control of the caster. There are several ways to stop
or extinguish a hellfire: Wish, Limited Wish, and
Remove Curse; Limited Wish and Bless; or Remove
Curse, Bless, and any cold- or ice-related
spell or attack capable of inflicting 6d6 or more HP
of cold damage.
Note that resistance or immunity to fire reduces
hellfire damage to 1d4 per round but does not
slow the energy drain once it begins. Victims take
no cold damage while under the effect of a hellfire
spell.
Hollitt's Enslaving Spirit Entrapment
(Conjuration/Summoning, Necromancy)

Range: Special
Components: V, S, M
Duration: Permanent until broken
Casting Time: Special
Area of Effect: One human or demi-human
Saving Throw: Negates
This evil spell is a variation of the Trap the Soul
spell. It forces the soul of the victim (not the body)
into a previously prepared gemstone. The victim
loses all of his self-will. He will follow the
commands of the last person to touch the
gemstone.
The victim is not dead, but neither is he alive. As
long as his soul is in the gem, his body will not
age. He will continue to function until completely
dismembered. In effect, he has double the normal
amount of hit points. However, the damage must
actually harm to body (i.e. electricity could burn
and blow the body apart, but cold could only slow
it down). Piercing weapons cause only half
damage, and no magic affecting the life force or the
mind will work on such a victim. The spell's
recipient keeps his combat skills as in "life" (i.e.
THAC0, specializations, Backstab, etc.). However,
he cannot use any psionics or magic. He no longer
eats, sleeps, breathes, or even heals (only a Wish
can recover lost hit points). He can still speak in
any language known.
To cast this spell, the wizard must have a gem
worth 1,000 gp per level or HD of the victim. The
gem must be enchanted with an Enchant an Item

The Ancient Tome of Dark Magic


spell, followed by an Energy Drain spell, and then a
Limited or Full Wish. The intended victim's name
must be engraved upon the gem as well. The spell
must be cast on the night of the victim's birthday
and the gem must be soaking in the blood of the
caster and the victim. The actual ritual takes a full
hour to complete and cannot be interupted or both
caster and victim die (save vs. death). At the end of
the hour, the victim must make a System Shock
roll. If it fails, he dies with no chance of
resurrection. If it succeeds, the soul is sucked into
the gemstone.
To return a character's life force, the gem must be
powdered and consumed by the victim. When this
occurs, he must make a second System Shock roll.
If successful, his soul returns to his body. If not, he
dies. If his body has taken more damage than he
normally has hit points, he dies as well.
There is no limit to the number of slaves a
character may have at any one time, but there is no
telepathic link between master and slave. A slave
retains full Wisdom and Intelligence, just no will.
He will do as instructed to the best of his abilities.
Original ideas and plans must come from the
master.
Horrid Hand Of Chaos (Necromancy)

Range: 100 feet


Components: V
Duration: 1 round
Casting Time: 5
Area of Effect: 1 creature
Saving Throw:
This spell creates severe abdominal pain to the
victim suddenly. Then a pale white hand with long
black razor sharp fingernails appears inside their
stomach and rips its way up and out of their
mouth causing d100 points of damage, or half if
victim saves vs. death with a 5 penality. A
system shock roll must be made to any surviving
or they instantly black out from the pain.
Implant Object (Alteration, Necromancy)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One creature
Saving Throw: Negates
This spell allows the caster to implant one magical
device into another being or himself for full effect.

Weapons cannot be implanted, and there must be


space in the body for the item. Gloves can be
sunken under the skin, rings placed around ribs,
etc. Only one item per 5 Constitution points can be
implanted.
Jalakala
(Necromancy, Abjuration, Alteration)

Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 day
Area of Effect: 10 feet radius sphere/level
Saving Throw: None
This spell, sadly, readily accepts Permanency. The
area affected by this spell becomes disjoined to the
extent that one demi-human race, or one species
of animal (magical or not) cannot enter the area, or
die. The creatures so affected will sense that the
area is "not all right" and will seek to avoid
it. If approached cautiously, the spell delivers 4d10
points of damage to the creature that it wards
against. If the internal warnings go unheeded, or
the creature cannot prevent itself from entering the
area, it is killed out-right. There cannot be any
living examples of the race or species to be
warded from in the area when the spell is cast, or it
fails. Only one Jalakala spell can be operating in
one area at a time. A second jalakala attempt
simply fails. Charmed creatures told to go into a
dangerous Jalakala are immediately dies-charmed
due to the opposition felt in the core of their
beings.
The spell can be keyed very specifically or very
broadly, though not extremely broadly. For
example, an Elf Jalkala would turn away Drow
and Grey Elves, but a Sylvan Elf Jalakala would
turn away and affect neither. An All Undead
Jalakala is acceptable, as is an All Wolf Jalakala,
but an All Canine Jalakala transcends species
boundaries too much to be used. Hybrids are only
affected by Jalakala's aimed specifically at them.
Hence, a Half-Sylvan Elf would not fear the Sylvan
Elf Jalakala spoke of above.
The land known as Jalakala in the south half of
the Wyrld, on the northern edge of Naiif was
created by a coallition of Demio Wizards, and its
ability to keep out all the major sentient races has
turned it into a bleak moorish land full of evil
creatures and nature run amok. The way in which
several Jalakala spells were simultaneously cast
and proved effective has been lost, thank god, and
even the wisest of the darker sages cannot glean
any information on its dark creation.

The Ancient Tome of Dark Magic


The material component is a specially crafted gem
worth no less than 5000gp engraved with the name
of the race or species that will be affected and a
dead corpse of the race or species.
Jasmins Boiling Hell (Necromancy)

Range: Touch
Components: V, S
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
Jasmin Boiling Hell, is a horrible spell. Once cast
victim starts to feel very hot, and feverish. What
they do not know is that their blood is rapidly
nearing boiling point. The victaim suffers 1d10 per
round. After 9 rounds of pain the blood starts to
return to the normal temperature. Any rounds
following the ninth round the victaim suffers only
1d6 points of damage. The saving throw is nil. Best
advice to let your self be touched by her.
Jorami's Dance of the Dead (Necromancy)

Range : 1 mile
Components : V,S
Duration : Permanent
Casting Time : 1 day
Area of Effect : 1 square mile
Saving Throw : None
Jorami's Dance of the Dead is a powerful
necromantic spell, the true necromantic spell.
Accomplishing things that the school was founded
for, the spell requires 1 day to cast and
permanently remove 1d4 constituion points from
the caster. The spell allows the caster to give
undead status to anything which died within the
year, raising them as skeletons which have their hit
dice, abilities, and powers they wielded in life.
Also, after the spell is cast all undead created
charge toward's their master and bow down before
them. The caster then can cast up to three
Necromantic spells under eighth level within the
night. If these spells are cast one-tenth of all the
undead are granted the ability to deliver the spells
power by touch, once a "day" per level.

Jordacs Cataclysm (Necromancy)

Range : Special
Components : V, S
Duration : Instantaneous
Casting Time : 1
Area of Effect : 1000' radius
Saving Throw : None

This spell is possiply one of the most powerful in


Jordac's arsenal. It centers upon the caster and
spreads outward like a vast sphere of unlight. The
raw magical blast from this spell destroys all life
within the area of effect (a sphere 2000' in
diameter)! No saving throw is possible for any
creature on the Prime Material plane, though
creatures of demigod or higher status simply get
blown back into their own plane. On alternate
planes, creature of demigod or higher status
receive a save vs. death to see if they survive the
spell. If so, they suffer no damage.
All non-magical solid or liquid material within the
area of effect is immediately and irrevocably
destroyed. Magical devices receive a save vs.
disintegration to see if they are destroyed. Artifacts
and relics are not harmed.
When this spell is cast, all the caster's possessions
are subject to the effects of the spell, the caster ages
a year instantly upon casting, and the force of the
powerful magicks reduces him or her to 1 hit
point. As such, it is usually a spell of last resort. It
is impractical for warfare because the large area
covered would most certainly destroy allies as well
as foes.
Kalli's Dark Oblivion
(Invocation/Evocation, Necromancy)

Range: 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 5 feet radius
Saving Throw: Negate
It is doubted by many that Kalli Bloodblade is
the creator of this spell. Many argue she does not
possess the knowledge to create such a spell, and
reason she has stolen this from a more powerful
necromancer she defeated. Others argue if she was
powerful enough to beat this necromancer, she
surely is powerful enough to wield this spell
herself.
When this spell is cast, the wizard calls upon the
hungry souls of those surrounding an enemy.
These souls take material form, breaking from the
earth as rotting cadavers with long claws and
sharp fangs. They appear so fast there is little

The Ancient Tome of Dark Magic


chance of attacking the corpes assailing the victim.
The area affected is roughly five feet across, and
will usually affect only one person. However,
characters close together or back to back may find
themselves dragged down together.
The victim must immediately save vs. spells as
these cadavers attacks. Failure means the victim is
pulled into the earth, and into the realms beyond
from where these souls come (many argue Hades)
where the victim is devoured. This leaves the
victim unable to be regained short of a wish spell for without the body, not even resurrection can
bring the victim back.
The material component for the spell is a scroll
made of crushed papyrus with "written
permission" for the souls to come and claim its
victims. The scroll bursts into flames when the
spell is spoken, and some deaders whisper they
have seen the scrolls posted to impaled, flayed
corpses dangling from cages or posts in the Gray
Wastes (Hades).
Kereptis's Touchdeath (Necromancy)

Range: Touch
Components: V,S
Duration: 1d4 turns per victim
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
When this spell is cast, the wizard gains the
power that whomever he touches in the next 1d4
turns must save vs. death or die. Those who
succeed merely lapse into a state resembling feign
death for 1d4 turns (though it can affect even
unwilling foes and cannot be ended by the victim
prematurely). However, this insidious spell does
not stop there. Anyone who touches the
slain/sleeping victim in the next 1d4 turns must
make a saving throw vs. death or die. Success
means nothing happens, though subsequently
touching the victim while the spell is still in effect
requires another saving throw. This process
repeats in turn until no one contacts the dead body
in 1d4 turns. (ex. A mage casts this spell on a victim
who makes his saving throw. The victim falls into a
feign death-like coma because the save was successful.
The DM rolls a 4-sided dice, coming up 3. The initial
victim is a carrier for 3 turns. A party member
attempts to move the character out of combat, and upon
grasping him, is forced to save vs. death. The poor soul
fails, dying. The DM again rolls 1d4 for the new
victim. His body will carry the touchdeath for 2 turns.
Despairing, another character attempts to drag the new
victim out of combat's way. This character succeeds his

saving throw, and is unaffected. Had he failed, the


character would have been slain as well. Instead, he
moves the dead character to safety. Next round, the
character attempts to move the original character. The
touchdeath is still in effect on this first character, and
the character must make a saving throw to avoid being
slain. This time, the character fails, and drops dead.
The DM again rolls 1d4, this time scoring a 4 - the
newly slain character will cause anyone who touches
him in the next four turns to save vs. death or be
stricken dead, and carry the touchdeath!) The
wizard is immune to this effect he causes, no
matter how many bodies it may travel through.
Implements such as body slings, mancatchers and
the like can be used to move and manipulate the
dead or feigning character without activating it
against the manipulator. Gloves are not sufficient
protection to stop the effects of the touchdeath.
A dispel magic will not reverse the effects of this
spell, though they will negate the residual killing
effect in a victim affected by this spell. Victims
slain by this spell can be resurrected normally.
Kiri's Soul Transfer (Necromancy)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: The caster and one other person
touched
Saving Throw: Negates
This morally questionable spell causes two beings
or the caster and another being to completely
switch bodies. All skills, class abilities, hit points,
Intelligence, Wisdom and Charisma stay the same
as they were in the original body. The physical
statistics (Strength, Dexterity, Constitution) are
now those of the new body (note that the hit points
may have to be adjusted according to the new
Constitution). The same occurs to the second
person involved in the spell.
Unwilling participants are allowed a saving throw
versus spell. If Trap The Soul is cast at the same
time, Kiri's Soul Transfer is saved against at -4.
The material components of the spell amount to
7000 gp worth of preparations taking 2 days.
Krilus "Says Your Soul Is Mine" (Necromancy) o
Range : 1 foot/level
Components : V
Duration : 5 rounds +1 round/level
Casting Time : 1

The Ancient Tome of Dark Magic


Area of Effect : One creature
Saving Throw : None
The victim of this spell has had the soul sucked
from his body to the casters body which utterly
destroys the victim even a wish will not restore the
victim. The caster will receive a boost of +1 to +3
on all ability scores and caster adds the victims full
hit point total to his own. The victim will be
trapped forever after in the 666th layer of the abyss
after the spell ends.
Kyrell's Corrupt Irritation (Necromancy )

Range : Touch
Components : S, M
Duration : Special
Casting Time : 5
Area of Effect : Creature Touched
Saving Throw : Neg.
This spell renders the recipients skin under a small
rash that quickly spreads to cover the entire body.
The recipient has an uncontrollable urge to scratch.
He will remove all clothes/armor to scratch
his/her whole body. They person will scratch
him/herself until either death occurs or a Remove
Curse cast by a 10th level cleric is cast. If anyone
touches the recipient, there is a 75% chance that
they to will get the scratching. When cast, the
recipient must save vs. polymorph or fall subject to
this spell.
The material components of this spell are poison
ivy leaf and a piece of casters flesh.
Lich (Necromancy/Alteration)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3 days
Area of Effect: The Caster
Saving Throw: None
When this spell is cast, the caster enters lichdom.
If the character is neutral or evil, see lich in the
Monstrous Compendium. If the character is of
good alignment, see the archlich in the
Spelljammer accessory "Lost Ships". The caster
must have a phylactery (or other magic item if of
good alignment) which is the material component
of the spell. This obtains the same effect as enter
lichdom the standard way except that the character
has no chance of dying in the process. This spell
may only be reversed by a Wish Spell.

Lichdom (Alteration, Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: caster
Saving Throw: Special
This spell allows the character to transform
himself into either a lich or arch-lich (according to
alignment) to continue his studies of magic beyond
the normal span of his lifetime. To perform the
spell, the caster must undergo a ritual to prepare
himself, and concoct a special brew to drink to
effect the change to Lich. The ritual takes a week
to complete, and the brew requires but 4d6 hours
to make. The brew contains vampire dust, the
blood of three different immortal creatures and
five hairs of a spell-casting werewolf. Once the
ritual has been completed, the spell is cast and
broth is consumed. The caster immediately must
make a system shock, resurrection survival roll
and a succeed a saving throw vs. spells to effect
the transformation. If any of the three above rolls
is failed, the character is slain. If the resurrection
survival roll fails, the caster cannot be raised from
the dead.
Transformation into lich or arch-lich generally
renders the character an NPC, unless the DM rules
otherwise.
Lifestorm (Necromancy)

Range: Touch
Components: V,S,M
Duration: 1 round
Casting time: 9
Area of effect: 50-feet-radius
Saving Throw: None
Lifestorm opens a temporary rift to the positive
plane, allowing said energies to radiate out into
the surroundings, all living creatures gain d4 hit
points per level of the wizard, undead take like
damage, those mortals at -hp also benefit from the
spell, though it will not bring the dead back to life.
(useful if a load of party members fall to -hp... or
you run into a load of wights.).

Life's Thread (Necromancy)

The Ancient Tome of Dark Magic


Range: 0
Components: V,S
Duration: Instantaneous
Casting Time: 9 rounds
Area of Effect: Creatures within 50 feet
Saving Throw: Negates

unconsciousness). Reversal of this spell is difficult,


and requires a High Priest to cast Restoration, Heal
and Resurrection. The head will retain all
memories and knowledge acquired during its
separation from the body.

This spell actually lets the caster remove the soul


from from another person and use it to power
spells. If the victim fails thier saving throw versus
spell they are offcially remove from thier own
body and absorbed into the caster's, he can then
use thier spiritual energy to tap into the weave
more conductively, allowing the instant casting of
all necromancy spells. One spell casted per 3
points Con absorbed from the victim's spirit. This
allows the wizard to cast 2 spells per combat
round. The victim gets a saving throw vs death
magic every time the wizard cast the spell. If they
pass they are freed from the wizard's power and
can once again take up resident in thier own body.
However they lose all the Con used by the
necromancer permanently,until restored by a
Restoration spell by a wizard atleast 3 levels higher
than the necromancer. Which is going to be hard to
find

Lunitaris' Tortured Lands


(Necromancy,Alteration)

Lucifer's Advisor
(Enchantment/Charm, Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One person
Saving Throw: None
This spell turns the head of a person (separated
from the body) into a magical reservoir, allowing
the caster to draw knowledge from it. The
caster, when touching the head, may use the
memories and knowledge of the head as though
they were the caster's own (and if the head is that
of a wizard, the caster will be able to cast the
head's spells in addition to his/her own!). The
caster may use the head's knowledge directly, and
may use half (determined randomly) the
Int/Wis-based abilities the head had in life.
Finally, whenever a spell is cast at the head or the
owner of the head, the spell must overcome the
resistance of *both* to succeed, and it will then
affect both the head and it's owner. The
component is a magically-enchanted crystal
dagger, which must be used to kill the body
belonging to the head, and then remove the head
in the round immediately following death (or

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: One hour per 10'x10' area of land
affected
Area of Effect: 10 feet x10 feet area of land per
level of caster
Saving Throw: None
This spell causes an area of land to wither and die.
Trees and all other vegetation become blackened
and mishapen...as do all creatures in the land.
Creatures in the land cannot leave the land or be
taken from it. Further within 2 days of the spells
casting 6d6 hd of undead creatures are attracted to
the land per level of the caster. These undead are
totally under the control of the caster. The effects
of this spell are permanent and the only way they
can be cancelled is a wish spell.
Material component is lich dirt from a gravyard
Maggots (Necromancy, Conjuration)

Range: 50 yards
Components: V, S
Duration: 2 rounds
Casting Time: 9
Area of Effect: Targets mouth
Saving Throw: Neg.
The sphere of maggots is shot out of the hand of
the caster. When it enters the target maggots
begain to multiply at a rate of 10,000 per second.
The maggots then procede to eat the victim from
the inside out. Death is within 1 to 2 rounds.
Malifnae's Howl of the Demi-Lich
(Necromancy)
Range: 0
Components: V,S,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20-foot-radius sphere
Saving Throw: Neg.

The Ancient Tome of Dark Magic

When invoking this powerful spell, the


necromancer howls like a demi-lich emitting a
death ray that slays all creatures within the spells
area of effect. A creature failing its saving throw
vs. death magic is instantly and irrevocably slain!
Resurrection or the like are impossible. The
material component for this spell is a piece of bone
that was once part of a demi-lich's remains.
Malifnae's Word of Death (Necromancy)

Range: 10 feet/level
Components: V,S,M
Duration: Special
Casting Time: 1
Area of Effect: 1 creature/level within a 30' radius
sphere
Saving Throw: Special
When this dark spell is uttered, all creatures
(intended or not) within the area of effect
must save vs. death magic or be slain. Even if the
save is successful, all creatures (intended or
not) within the area of effect are smited by black
crackling bolt of energy (see Enervation). The
material components for this spell are a piece of
bone from a Lich or demi-lich, or the blood of a
greater or guardian Tanar'ri. Material components
are consumed during the casting of this spell.
If the wizard does not have the Spellcraft
proficiency, she must somehow acquire it in order
to successfully cast this spell.
Mass Death (Necromancy)

Range: 50 feet plus 10 feet per level


Components: V, S
Duration: Instantaneous
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates
Mass Death is a modified version of Power Word,
Kill. After one round of verbal and somatic
preparations, the wizard is ready to utter the word
of death. This word can be uttered any time within
one turn per level of the wizard, provided no other
spells except shout or ventriloquism, are
cast in the intervening time.
All creatures (besides the wizard) within the range
of the spell, including allies, having one third of
the wizard's level or less, must save versus death
magic or be instantly slain. A shout will double the

range, while ventriloquism will allow the wizard


to move the centre of effect. Use of either spell
grants the victims a +4 bonus on their saving
throw due to the magical synergy.
It should be noted that the final word must be
heard by its victims. The deaf are therefore totally
immune to this spell. Magical silence can negate
the spell's effect, while loud noises and ear plugs
will offer partial protection, i.e. saving throw
bonuses, at the DM's digression.
This spell does not affect undead or creatures
without functioning auditory organs.
Metamorphosis (Alteration, Necromancy)

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Negate
This spell is a more powerful and sinister
version of Polymorph Other. However, unlike
Polymorph Other, Metamorphosis is intended as a
permanent change, and affects more than the
outward appearance.
If the victim fails his saving throw (and even a
willing victim of this spell will not willingly forgo
a saving throw), he is transformed into the form
the caster desires. This transformation is painful
and mind-wracking, so if the victim fails a System
Shock roll, he is reduced to a hideous, twisted
mockery of the intended form, with little or no
mind to speak of. Thankfully, such aberrations do
not last long.
Upon completion of the transformation, the
victim gains all inherent abilities of the new form including special abilities such as breath weapons,
gaze abilities, inherent resistances and magical
abilities and the like. Purely mental abilities (such
as wizard spells, psionics or mentally controlled
magical abilities) or learned abilities (such as
proficiencies) cannot be utilized by the character if
he does not already possess them. Though a
character can be transformed into the likeness of a
specific person, and have all the physical abilities
of that person, the character's mind remains that of
the original character.
Note that spells such as force shapechange, dispel
magic, true seeing and the like will have no effect on
this spell. The spell can be used to lock
lycanthropes or other shape-changing creatures
into a single form - even a totally alien one - but
reversal of the process is not possible short of
another metamorphosis spell or the use of a wish.

The Ancient Tome of Dark Magic


The material component of the spell is a bit hide
from the person or creature to be transformed into.
It must be dipped in a cup of lycanthrope blood,
and touched to the victim while the spell is
spoken. The hide then becomes part of the
transforming victim, and the blood in the cup
becomes worthless.
Mystical's Fortification
(Abjuration, Alteration, Necromancy)

Range: 0
Components: V,S,M
Duration: 1 day
Casting Time: 1 hour
Area of Effect: The Caster
Saving Throw: None
This spell transforms one suit of full plate mail
armor into a magical full plate mail with + 1 per
level of the caster. The caster can "wear" this full
plate mentally still allowing the wearer to cast
spells normally. The "new" magical suit of armor
has no weight or mass. In effect it affects Armor
Class and saving throws as normal magical full
plate. When the duration of this spell expires the
suit of armor vanishes being consumed in the
casting as the material component required for the
successful casting of this spell. In addition when
this spell is cast it grants the caster the eigth level
spell Ironskin and grants the wearer the ability to
Heal once per day at will, also the armor protects
the wearer as a Globe Of Invulnerability and grants
the wearer 2% magic resistance per level. The
magic resistance granted by the armor is at a
radius of 5 feet from the caster.
Misty Assassin (Alteration/Necromancy)

Range: Special
Spell Componets: V,M
Duration: 1 Year
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
In order to be able to perform this particular spell,
the caster must have first performed Prison of
Mists. Next, the caster must find an individual that
is loyal and willing to undergo this spell in order
to become a superior assassin (and does not know
the end-result of misty assassin), or an enemy that
one wishes to torment with an inevitable, horrible
fate. The target must be places inside a pentagram
drawn with the blood of a Lawful Good

individual. The caster must then use a knife of


silver to cut away all clothing from the target, and
use the same knife to shave away all hair, while
reciting spells that serve to separate the individual
from the world around him in an arcane sense, as
the knife cuts away all signs of status, humanity,
descent and soforth. The target may not yet
perform a Save vs. magic-roll during the first 3
rounds, and must s u ffer the effects. If the spell is
disrupted during these first 3 rounds by an outside
source, the target suffers no damage or effects
other than perhaps a few small nicks from the
shaving - subtract half a Hit Point, for damages
and lost pride. During the 4th round, the caster
places the flat side of the knife on the targets
forehead and speaks the words that separate the
person from the body. The target may roll versus
magic now, but with a penalty of 5. Should this roll
be successful, then the target escapes from the
pentagram, but with loss of memory - the targets
experience of the last ten years will be erased, and
the target will probably run away, rather than
fight. Comrades must then attempt to restore the
targets memory by sorcerous or clerical means. If
this roll is unsuccessful, then anyone trying to save
the target in a later round must roll versus magic
with a penalty of 10 to their roll. If this part of the
spell is performed successfully, then the target will
observe the rest of the ritual as if from afar, and
have no control over his or her body. The target
may no longer perform save versus magic rolls
from this point on, but any would-be rescuer must
do so if intending to save the target. Rescuing the
ta r get can only occur through pushing the target
out of the pentagram. If the saving roll is
successful and the rescuers act during the 4th
round, then the target escapes the spell,
reintegrates with their body and suffers no
penalties. If the attempt is made during the 5th
round and saving roll is unsuccessful, then the
target is freed, but may still suffer any one of the
following debilities - roll a die to decide which one.
1: Complete loss of memory; target reverts to a
childlike state.
2: Complete loss of memory; target reverts to a
completely animalistic state, alignment Chaotic,
and is concerned only by animal drives, such as
food, shelter and procreation. Total lack of
morality and sense.
3: Reintegration with body, but all skills with
weapons and tools are lost and must be relearned.
4: Reintegration with body, but loss of all
magical/clerical abilities. These must be relearned.
5: The spirit turns into a level 1 Ghost, with all
abilities of same, alignment Chaotic Good, and all
spells or prayers that it possessed during life. The
body reverts to a mindless state, like a living

The Ancient Tome of Dark Magic


zombie, but with all of the abilities that the person
possessed. The caster may try to use the body
through a Charm spell - if comrades of the target
can beat him to it, they may control the body and
invite the wailing Ghost to come with them. A
level 3 Dark Cleric or level 5 Good Cleric can
reunite body and spirit. Until then, PCs must keep
the body alive, performing a Dexterity-check every
day to see how successful they are. They must also
roll for Dexterity for keeping the mournful Ghost
confident of the opportunity to put things back to
rights. If either of these fails, the body will die a n
d the Ghost will become Chaotic Evil - and likely
to attack.
6: Target is released from the spell without
damage. If the saving roll for the rescuers is
successful, then the target is also released, but with
2 Hit Points worth of damage. In the 5th round, the
caster presents the Glass Orb of Mists from the
Prison of Mists spell. The caster must perform a
dexterity check while opening the Orb - if
unsuccessful, the Mists swell and surge and will
carry both caster and target away to a remote and
dangerous area within Ravenloft. If the dexterityroll is successful, the Mists are bound by the magic
and form a circle around the target, reacting to
new spells uttered by the caster. The 6th round
marks the completion of the spell, as the caster
uses the silver knife to cut himself and spill a drp
of blood into the pentagram. The Mists become
tinged red and are absorbed into the target. There
is no option to rescue the target during the 6th
round. So youve completed the spell! What
happens? All scores for the target are doubled or if caster performs another successful dexteritycheck - tripled, save for dexterity; this is
automatically tripled, and may not be magnified
by a greater factor even if the casters dexterity roll
for improvement is successful. The target gains the
ability to summon the Mists wherever they are,
possessing the ability to command the Mists to
carry the target into any location within Ravenloft.
The targets alignment changes into Lawful Evil,
and it becomes completely subservient to the
caster. In the
true spirit of Ravenloft, however, a formerly Good
or Neutral character will remain completely aware
of what has happened from the back of their head,
and will be shrieking in horror at what has
happened. Hair growth no longer occurs in the
new Misty being. It no longer wears clothes, no
longer suffers from cold or heat, is immune to any
Charm, Holding or Hypnotic spells, and can
become immaterial in o rder to pass through
material walls. The targets nails become sharp,
silver claws, and its main weapons, which may
deal 5 points worth of damage in a successful

attack. Secundary weapon are the targets teeth,


which may deal 3 points worth of damage.
Tertiary weapon is a cold body-shock, which will
only be used once during combat, and then only to
gain time for Misty escape; deals 10 points worth
of damage unless victim performs save vs. death
magic successfully, and always grants the targ e t a
1 round reprieve - 1 round is al it takes for the
Misty Assasin to summon the Mists and escape.
Immersion in the Mists restores all the targets
powers if it rests there for 4 days. The Misty
Assassin is brutally effective, and may kill any
being save for a Darklord. In any combat, it always
surprises its victims through its ability to appear
and disappear. Also, the appearance of a
completely hairless, naked individual tends to
catch people off guard. Beautiful women tend to
make the most dangerous Misty Assassins, gaining
a bonus of 2 on every attack roll. Misty Assassin
does not give up until it is either destroyed, or its
target lies dead at its feet. But it inevitabl y
destructs; after a year, the spells power wastes
away, and the Mists imprisoned/mingled with the
body of the Assassin return home. The body
dissolves, and all that is left is a Shrieking Spirit half the scores of the original, magically altered
being, but with special weapon Wailing, half the
strength of a Banshees Wail. This Shrieking Spirit
is Alignment Chaotic Evil, and will always turn on
the one that originally changed it into a Misty
Assassin. Unfortunately, Shrieking Spirits are no t
difficult to defeat for a 10th level magic-user, and
the Shrieking Spirits second target of choice are its
former companions or kin... Any PC confronting a
Shrieking Spirit must perform a Fear-check upon
confrontation. If unsuccessful, this means the Spirit
gains a bonus of 1 on its attack-roll. Shrieking
Spirits may no more enter the Mists than a
Darklord, so these might be seen as a safe refuge
from the evil undead. Of course, there may be
worse waiting on the other side...
Morganna's Ghostwind
(Conjuration/Summoning, Geometry,
Necromancy)

Range: 10 yards
Components: V,S,M
Duration: Permanent until broken
Casting Time: Special + 1
Area of Effect: One creature
Saving Throw: Special
This spell is essentially the same as 8th
level wizard spell, trap the soul except that the
witch can tap into the victim's life force and enjoy

The Ancient Tome of Dark Magic


one of the following abilities at any one time :
magic resistance or hit points. The wizard may
only have one Morganna's ghostwind in effect at a
time. Hit points gained by the witch are added to
her existing hit point total, and all damage inflicted
on the witch is taken off the excess hit points first.
If in the event that all of the excess hit points are
lost, the victim dies. The victim will feel tortured
when any damage is inflicted on the witch in this
manner. If the victim's magic resistance is chosen
by the witch then each time the witch uses the
victim's magic resistance, he/she gets a
percentage chance equal to its magic resistance to
escape the "ghostwind". Clearly, the victim will
want to get revenge on the witch if the "ghostwind"
is ever broken. Note: only a witch may cast this
spell.
Morganna's Soulwrack (Necromancy)

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: Special
This spell is essentially the same as the 7th level
Priest spell, Destruction.
Morgwar's Undead Spellpower
(Alteration, Necromancy)

Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 day per spell level imbued
Area of Effect: One undead
Saving Throw: None
This spell is an improved version of Imbue Undead
With Spell Ability. It gives one undead creature
which is not normally able to cast spells or
use spell-like abilities like energy drain the ability
to cast up to one spell. This spell can be used
multiple times on these undead until they
have the power to cast one spell per Hit Die they
possess, maximum. For undead which can already
use spells or spell-like effects (see above), it gives
them the ability to cast one spell for every level of
the caster plus one per Hit Die, maximum. These
spells it regains at the stroke of midnight, whether
cast or not. The spells given and implanted in the
undead are given by the caster of the spell. These
spells are permanently removed from his memory

until they relearn this spell as if they had never


heard of it (roll their chance to learn a new spell).
The spells have to be cast during the ritual
imbuing the undead with their spell abilities. For
these spells, the undead don't need any kind
of components (neither verbal, nor somatic, nor
material components) but the material components
have to be provided during the ritual in addition
to those noted below.
The material component for this spell is one potion
of undead control of the type of undead which is
imbued with the spell plus one scroll of with the
spell to be imbued - and only that spell must be
written on that scroll.
Nezrods Baleful Bloodletting
(Conjuration/Summoning, Necromancy)

Range: 10 yards
Components: V
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This is a most evil and horrible spell. Speaking a
single word of power, the caster can strike dead
any living, sentient creature within range whose
current hit points do not exceed 45. The helpless
victim dies in one round, during which time she
can do nothing but vomit forth every drop of
blood in her body. A Heal spell cast at this time
will save the victim and negate the spell.
Then, as if this werent bad enough, at the end of
the next round, the victims blood takes on life as
an 8 hit dice Blood Elemental with 45 hit points. It
is fully under the control of the caster, and remains
at her service until destroyed or until one turn
passes.
If the victims blood is blessed or mixed with holy
water before the Blood Elemental forms, the
monster will not rise to serve the caster. The
victim remains dead. She can, however, be
restored to life through all the normal means.
Nezrod believes the horrified expressions of his
enemies as they witness this spells effects are
quite amusing.
Night Child (Necromancy)
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: Creature Touched

The Ancient Tome of Dark Magic


Saving Throw: None
When this spell is cast, the wizard causes the
touched area (usually the stomach) to begin to
grow into a clone of the touched victim. Over the
period of the next few nights, a wart appears in the
affected area. As time progresses, this wart slowly
begins to enlarge and take the shape of miniature
caricature of the wizard protruding from the skin.
The caricature grows for five months and enlarges
to one foot in size. It is Ac 10 and can withstand
up to 1 hit dice of damage. These hit points are
seperate from the caster, but if the caster is slain,
the caricature dies as well.
After five months, the caricature drops off the
victim. It has all of the memories of the victim, but
is considered to have 1 hit dice and be of first level
of experience. It has the same ability scores and
proficiencies as the victim, save that Strength,
Dexterity and Constitution are six points lower on
the clone. Over the intervening months, the clone
grows in height and experience, growing one foot
per month and gaining one experience level per
week. It gains one point in Strength, Dexterity and
Constitution per month until it reaches par with
the victim, though Constitution will be one less
than the victim's. It continues to grow until it
reaches the victim's height, and gain experience
levels until it matches the current experience level
of the victim (thus, an adventuring victim could
keep the clone growing indefinately, while a level
drain attack may cause it to prematurely "catch
up").
The clone does not "grow" magical items or other
possessions held by the original, nor can it
automatically memorize spells available to the
caster, though it will certainly be able to learn the
same spells the victim does (and be unable to cast
the same spells the victim cannot). The clone will
know command words, secrets and be privy to the
other thoughts of the victim. The victim is dimly
aware at all times of the clone's condition, position
and point of progression. Neither the clone nor
the victim is driven insane by the knowledge of the
other, but should the clone catch up to the
experience level of the victim, the victim has one
month to gain a new level. If the victim does not,
the victim melts into nothingness, and the clone
becomes the character in all respects (note
however, that this could cause a victim who was
adventuring to increase his level short some magic
items, as the items are not transported with the
mental faculties). The clone cannot gain
experience points while the victim is alive, and any
experience points the clone does gain goes
immediately to the victim, though half are lost in
the conversion.

If the victim dies at any time, the mental faculties


of the victim are immediately transferred to the
clone, preventing ressurection of the dead body. If
the clone was seperate from the caster, but still in
the growing stage (even if it reached maximum
height but not level), the clone continues to grow
until it catches up to match the character at the
time of his death. Experience points can be
accumilated during this time, but will probably be
outadvanced by the rise in levels.
The material component of the spell is a vial of
the victim's blood, which is smeared on the area
the clone is to grow from.
Nondeath (Abjuration, Necromancy)

Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Creature/Item Touched
Saving Throw: None
The most powerful of the abjuration spells, this
spell makes a being totally incapable of being slain,
regardless of what is done to it. For the duration
of the spell, the recipient cannot be brought below
his current hit points, and cannot be affected by
any attack form that causes instant death or
destruction of the recipient. Spells such as Death
Spell, Disinitigrate, and the even the destructive
power of a Wish cannot harm the being. The
recipient could be left in a vacuum, dropped into a
volcano, or survive on the negative material plane
without fear of being harmed. The spell can be
dispelled by a Dispel Magic, Destroy Magic, coming
into the area of effect of a Anti-Magic Shell, or if
other such magic is used against it. Until the spell
is negated or expired, the recipient cannot be
physically harmed, though he could be entrapped,
pinned, or teleported anywhere (even if teleported
into solid earth would not kill the recipient unless
the victim is not extracted before the spell expires).
The victim's possessions can be affected normally,
unless this spell is cast directly on an item, in
which case the item is indestructible until the spell
expires. This spell cannot be made Permanent on a
living being.
The material component of this spell is a small
vial of the recipient's blood kept in a glass vial
worth no less than 1000 gp in value. If cast on an
object, a splinter from the item must be placed in
the vial. Though the contents vanish at the end of
the spell, the glass vial is not destroyed in the
casting of the spell.

The Ancient Tome of Dark Magic

Noska Trades' Selective Death Spell


(Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 6 hours
Area of Effect: mile per level
Saving Throw: None
This spell will slay a selected type of creature in
the designated area of effect with the effectiveness
of a double-strength death spell (with respect to
numbers of creatures slain). For example, all the
first born of a specific race could be slain in the
area of effect.
During the 6 hour casting time, black storm clouds
form over the wizard's location and slowly pillar
to the ground. Upon completion of the casting the
cloud touches the ground and vanishes and the
selected group of creatures slowly dies over a oneround period.
The first material component is a blade of grass
from the grave of a creature of the type to be
selected. The single blade of grass must be
picked in the direct light of a full moon. The
second material component is 5,000 gp worth of
powdered diamond.
Nrok's Lethal Weapon IV
(Evocation, Necromancy)

Range: 0
Components: S,M
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Negates
The magic is identical to the ever-powerful Lethal
Weapon I spell, but this enhanced version of the
spell also allows for the silence introduced with
the Lethal Weapon III spell.
This version of the spell allows the saving throw
vs. death magic to be made with a -2 penalty to the
victim. Strongly enhanced also is the percentage
roll, which is done at 70%. If the percentage roll is
made below 70% the victim automatically dies,
while getting above 70% means the weapon does
six times its normal damage.
This version of the spell also has special duration
amounts. The magic won't go away unless the
bladed weapon hits an enemy, rather then when
the weapon is swung or used. However, if the
weapon isn't used or hits an enemy within 2 turns,

the power is lost. This shortened pass time


disallows for some ideas allowed for other lower
versions of the spell.
The material component of this version of the spell
is 700 gp worth of black gem, crystalline material
from both the silver and yellow urchin, and a small
amount of sulfur. This material must be kept
absolutely dry.
Nrok's Nova Item
(Evocation, Enchantment/Charm, Necromancy) o
Range: 50 feet + 10 feet/2 level (max of 200 feet)
Components: V, S
Duration: Instantaneous
Casting Time: 3 rounds
Area of Effect: 1 item
Saving Throw: Negates
Any item (that can fit with a 5 feet long cylinder
that is 2 feet in diameter) can be effected by this
spell. The item naturally gets a saving throw vs.
spell (if the item is touched then it gets a -4 penalty
to save, special) to negate the Nova Item spell
effects.
If the saving throw is failed, then the item goes
super-nova (kind of like when a star goes supernova, but on a smaller scale and similar in effect to
certain detonate skills) and the items explodes in to
flames. The item will be destroyed beyond repair,
but the danger comes in the flames that shoot forth
from the item. The explosion covers a 6 feet sphere
in all directions around the item causing 2d4
points of damage to anything within the
explosion's area (save vs. spell for half damage).
Pilpin's Nightmare
(Enchantment/Charm, Necromancy)

Range: Plane of casting


Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
This spell allows the wizard to enter a creature's
dream and attempt to control it, but the spell can
backfire and destroy the wizard. Creatures that do
not dream are not affected by this spell (i.e.,
undead, non-intelligent monsters, etc.). The
creature must have been asleep for at least one
hour before the spell will work.

The Ancient Tome of Dark Magic


The wizard goes into a deep trance for the
duration of the spell and is totally oblivious to the
surrounding environment. If the wizard is
disturbed, the spell ends.
The wizard projects from the trance into the
creature's dream. The wizard will appear in the
dream as an observer, unable to influence the
dream or say anything. There is a 5% chance that
the dream projected into is hostile to the wizard
(see below for the effects of a dream hostile to the
wizard).
Once in the dream, the wizard attempts to take
control of the dream. The target creature is allowed
a saving throw at -4 to resist the wizard's attempt.
If this first saving throw is successful, the wizard
does not take control of the dream and cannot try
again for a week. At this point, the wizard can
leave, or remain as an observer. If the wizard
chooses to remain, there is a 5% chance per round
that the dream turns hostile to the wizard. If the
creature fails the saving throw, the wizard takes
control of the dream and can make anything
happen in that dream. If the wizard causes the
dream to become hostile to the creature
(i.e.: turning it into a nightmare), the target
creature must make a saving throw versus death
magic or die in its sleep. If the creature's saving
throw is successful, the wizard loses control of the
dream, but the target creature still takes physical
damage equal to 25% of its maximum hit points.
The target creature will not awaken due to the
physical damage caused by the nightmare, but
may be awaken by another, who witnesses the
damage suddenly appearing on the creature.
After the first attempt at turning the dream to a
nightmare there is a 50% chance that the dream
turns hostile to the wizard. The wizard can
again attempt to take control of the dream or leave.
If the wizard regains control of the dream, he can
again attempt to kill the target.
If the target saves versus death magic again, the
wizard loses control of the dream and the target
takes another 25% of its maximum hit points
in damage. The dream now automatically turns
hostile to the wizard.
The wizard can continue to go through this, each
time the creature can either fail its saving throw
and die, or successfully save and take 25%
of its hit points in damage. If the target creature
saves and takes damage four times, it dies from
physical damage.
If at any time the dream turns hostile to the
wizard, the wizard can attempt to control the
dream in the usual manner, or attempt to leave
the dream. If the wizard chooses to leave, a
successful saving throw versus spell is required
(leaving a non-hostile dream does not require

a saving throw), if the saving throw fails, the


wizard is trapped. If the wizard unsuccessfully
attempts to control the dream (i.e., the target saves
against the attempt), the wizard is trapped.
A wizard trapped in a dream hostile to himself
cannot make the dream hostile to the target again
and must make a successful saving throw
versus death magic or die for each round trapped.
If the saving throw is successful, the wizard loses
25% of his hit points due to physical damage (a
wise wizard will have somebody watching in case
this starts to happen). If the wizard is not awoke
by another, he must regain control of the dream
before he can attempt escape. If unsuccessful in
gaining control of the dream, the wizard will die in
four rounds from physical damage, if not sooner
from a failed saving throw versus death magic.
The material components are a personal
possession from the target creature and a lock of
hair from a night hag.
Pilpin's Soul Exchange (Alteration, Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent until wizard reverses
Casting Time: 1 turn
Area of Effect: Two creatures touched
Saving Throw: Special
This spell causes the life forces of two creatures to
exchange. The wizard must touch both creatures
simultaneously at the end of casting without
having to make a to-hit roll. Any two creatures
with a soul or spirit (eg., humans, elves, animals,
birds, dragons, fish, etc.) can be affected. Examples
of creatures that do not have souls or spirits (as we
understand them) are: undead, demons, devils,
automatons such as golems, and extra-planar
creatures in general. The saving throw against
Pilpin's soul exchange depends on whether both,
one, or neither of the recipients are willing to
undergo the exchange.
Treat indifferent as unwilling. If both recipients are
willing, no saving throw is required. If one
recipient is willing but the other is not, then the
unwilling target is allowed a saving throw with
a 2 penalty. If both are unwilling, then they are
both allowed a normal saving throw. A successful
saving throw by any one of the recipients negates
the spell.
This spell is much more powerful when used in
combination with the 8th-level Trap The Soul.
Unwilling creatures that are trapped within a
gem prison have an additional -6 penalty on their
saving throw. So if one recipient is willing and the

The Ancient Tome of Dark Magic


other not, and the unwilling recipient is first
imprisoned by Trap The Soul, the unwilling
creature saves with a -8 penalty. If both recipients
are unwilling and trapped in gem prisons, they
both save with a -6 penalty. The spell does not
release them from the gem prisons, only exchanges
their souls.
A creature's soul in a different body has that
body's hit points or Hit Dice, Strength, Dexterity,
Constitution, and Comeliness, but the soul's
Intelligence, Wisdom, Charisma (modified by the
body's new Comeliness), memories, and
Intelligence based skills (languages, nonweapon
proficiencies, spellcasting ability, etc.). The nonphysical abilities can be used only if the body has
the required physical attributes. If the body has
extraordinary Strength, it can only be used if a
warrior's soul enters the body. The body will not
radiate magic. The alignment will be that of the
soul. True seeing will reveal to a person that
previously knew the recipient of the soul exchange
that it is no longer the same person.
The spell can only be reversed by a carefully
worded and executed Wish (creatures must be
touching each other), another Soul Exchange, or the
will of the original wizard. If a creature dies while
in another's body, it can only be brought back with
its own body, so if both creatures died this could
be a reckless way to reverse the spell. The material
components are a diamond worth 1000 gp and a
bit of fresh brain tissue from a mind flayer (not
necessarily freshly acquired, possibly magically
preserved).
Phoenix (Necromancy, Alteration)

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
This is a very powerful spell that activates only
upon the death of the caster. One round after
death, the remains of the body become extremely
hot igniting any nearby combustibles. The spell
will not function if less than 50% of the remains
exist, whatever shape they may be in, or if body
parts are spread out over a 10-foot radius. During
the next nine rounds, the remains will continue to
magically burn. At the end of one turn, the flames
will erupt bursting into a huge fireball. The size of
which is " radius sphere per level of the caster.
The blast will cause d6 damage per level to anyone
or anything - damage if a saving throw is made.

Any remaining possessions of the caster or objects


within 20 feet are totally destroyed in the blast.
From the flames, the spell enables the soul of the
deceased to create a firebird - a flaming roc-like
bird described below. The main objective is to fly
home to a specially prepared nest to be reborn.
However, the caster can use her new form to attack
her enemies. She has a potent new body to fight
with, but there is a price for quick revenge. Every
round that is not spent flying towards the nest will
reduce the chance of rebirth by 5%. (See example
below)
The nest is usually located in some secret place
known only to the caster. The location is usually
stockpiled with water, clothes and a spare spell
book, and is carefully warded against intruders.
The nest is composed of chunks of jet (at least 10%)
and stones from the caster's homeland stacked
together in an oval shape. The size of which is
about 5-6 feet long and 2-3 feet wide. The nest's
bottom is sprinkled with 10,000gp worth of
diamond dust and one pint of the caster's dried
blood. When the firebird arrives at this nest, it
immolates itself.
Within the ashes, an egg is formed and lies
incubating. The egg incubates and grows a
number of days equal to the number of levels the
caster had. Note that the caster's egg is very
vulnerable to attack during this time. At the end
of the last day, the caster must make a system
shock survival roll. Example: the recently
deceased caster had a 12 constitution and spent 8
rounds fighting before flying away. Thus she
needs to roll (80 - 40 = 40) 40% or less to live again.
If she flew directly to the nest and didn't fight, her
chance of making the system shock roll is 80%.
In addition, the spell must be renewed with ritual
utterances every new moon. The spell is cast into a
golden amulet shaped like a phoenix with deep
blood red ruby eyes. The minimum value of
which is 15,000gp. It must be worn singly (other
magical amulets, medallions or necklaces will
negate its effects) at the time of death for the spell
to take effect.
Firebird
Activity Cycle: Any
Intelligence: Same as the caster
Treasure: None
Armor Class: 2
Movement: 3"/36" class B
Hit Dice: Same as the caster
THAC0: Attacks as a monster equal to caster's
level
No. of Attacks: 2 claws or 1 bite
Damage/Attack: 2-12/2-12 or 3-18

The Ancient Tome of Dark Magic


Special Attacks: Excess heat causes all within 10' to
take 1-6 points of damage/round.
Special Defenses: Ethereal at will, homing instinct
for nest, hit only by +2 or better weapons.
Magic Resistance: Same as the caster
Size: Wingspan is 2' per every level of the caster
Power Drain (Evocation, Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: Negates
This spell can be used to drain someone else's
Constitution permanently and use this energy for
certain spells such as permanency. To do this,
the wizard casts the spell and touches the subject,
who gets a saving throw versus spell. If the saving
throw fails, 1 point of Constitution of the subject is
drained and stored in the material component: a
1000 gp black opal. This energy must then be used
within the spell's duration or it is lost forever.
When the point is used or the spell ends, the opal
disintegrates. Casting this spell is very tiring for
the wizard, causing him to lose 1d6 points of
Constitution that can be regained by having 3
hours of rest for every point lost.
Power Word, Undeath (Necromancy)

Range: 5 yards/ 2 levels


Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None

Range: 20 yards per level


Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: One dragon
Saving Throw: Negates
This spell launches a bolt of killing energy
specifically tuned to slay dragons. Any dragon
struck by this spell must save versus death magic
or die. If the saving throw succeeded, it suffers
1d10 HP of damage per level of the wizard.
Against any other creature, the spell inflicts 1d6
per level, save for half damage. The material
component is the tooth of a wyrm or greater
dragon slain by the wizard without using this
spell.
Ray of Death (Necromancy)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 10' wide path 60' long
Saving Throw: None
This spell is one that has seen many uses by evil
wizards as a tool of assassination. It slays
anything in its 10 feet wide, 60 feet long path.
Those of lesser level than the spellcaster die
without a saving throw, but those of equal level or
greater than the spellcaster gain a saving throw vs.
spells to avoid the effect. Those slain by the spell
cannot be raised short of a Wish spell.
The material component of this spell is the eyes
of a necromancer of no less than 21st level. The
eyes are not destroyed in the casting of the spell.

When the Power Word, Undeath is uttered, one or


more creatures of any type are instantly slain if the
fall in the area of effect of the spell. The spell slays
one creature with up to 40 hit points, or it kills two
or more creatures with less than 10 hit points, up
to a maximum of 100 hit points of creatures. Those
slain by the spell are instantly raised up under the
caster's control as zombies. The option to slay a
single individual, or multiple individuals, must be
stated before the spell is cast. The current hit
points of the victim(s) is used to determine if the
spell is effective.

Ray of Repeating Summoning (Necromancy)

Ralorn's Bolt of Dragon Slaying (Necromancy) o

Re-Animate (Necromancy)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 10
Area of Effect: 50-feet radius
Saving Throw: None
Ray of Repeated Summoning turns all dead
creatures within 50 feet of caster to zombies. If
these are killed, they return to their undead state in
5 days, chasing after some major wizard.

The Ancient Tome of Dark Magic

Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 15 feet radius
Saving Throw: None
This spell restores 5-10 undead within the radius to
full strength, even if they have been destroyed by a
high level cleric.
The material component is the head or the skull of
a priest (it can be from any priest, even an evil
one).
Red Bomb (Invocation/Necromancy)

Range: 30 feet
Components: V,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 200 ft per level of caster
Saving Throw:
Red Bomb is a spell for the magic-user who knows
he or she is likely to lose a comming conflict, and
wishes to take a few precautions. In the privacy of
the casters favorite hidey-hole, the caster must
draw a circle from the kidneys of puppies born in
the fall, and within that draw runes with the livers
of roosters hatched in the fall. Within the
pentagram, the caster must write down the runes
that will open a portal to the Plane of Fire. (Al
drawing of runes must be performed wi t h the
arm-bone of a 7th level Paladin.) In the spaces
between pentagram and circle, the caster must
draw the runes to open a portal to the Plane of
Water. Now the caster must dig a trench around
the circle, pouring in the blood of at least 20
plague-ridden beings, preferably sapients, and add
any number of magical poisons to increase the
strength of the mix. Caster must be careful to
isolate themselves against infection during this
part of the spell, which takes part in the 3d to 4th
round. Ar o und this trench, the caster must write
down runes to open a special portal to the Plane of
Air, and open it in such a way that a Bloodspout is
caused; as the streams of Air whirl up the
contaminated blood, this liquid is forced into the
shape of a massive globe, which hovers above the
center of the pentagram. At the start of the 5th
round, the caster must open the portal to the Plane
of Fire, causing dangerous energies to be infused
into the Red Bomb-Orb. In the 7th round, the
caster must cast spells on the Red Bomb to make
sure it will not explode of its own accord at some

time. In the 7th round, the caster must sprinkle a


mixture of their own blood and black dust on the
runes of the Plane of Water, enabling the caster to
open this wherever they happen to be. Now, using
the arm-bone of a level 6 Dark Cleric, the caster
must scratch runes into the earth outside the circle
of runes already enclosing the empty blood-trench,
while reciting the proper words of power. If this is
successf u l, then the caster may at any time
teleport to the exact center of the pentagram,
wherever they happen to be at the time. 8 rounds
have now passed and, after an appropriate resting
period, the caster must seek out their enemies. If
the battle goes as badly as the caster had expected,
then the caster need only perform a 1-round ritual
to be translocated to the absolute center of the
pentagram, in their favorite hidey-hole. The Red
Bomb, however, takes their place. During the 1
round that the ca s ter performed its escaemeasure, by the way, the portal to the Plane of
Water was opened, and showered the Red Bomb
with icecold fluid. Add to this the energy-surge
that occurs during the sudden transport, and the
Red Bomb is extremely volatile when it arrives. It
will explode, causing all beings within a circle with
a 30 ft. radius 4 Hit Points worth of damage from
the explosion, and showering them with blood.
Temporarily reduce Charisma to 2, until the
characters may wash themselves and thei r
possessions clean. But the temporary loss of
charisma is not the worst of it; these characters are
now infected with virulent plague, and the only
means to be rid of it, is to approach a level 3 Good
Cleric, who may heal only one individual of this
magical plague per day. And all the while, the
caster may be spying on their enemies, laughing
their head off at the devastation wrought...

Reinvest Unholy Soul (Necromancy)

Range: Touch
Duration: Permanent
Components: V, S
Casting Time: 1 turn
Area of Effect: One undead
Saving Throw: None
This spell is the equivalent of Resurrection for the
undead. When this spell is cast upon an undead's
remains, the creature's soul is reinvested into the
body, which reforms into its original whole. The
undead must make his/her Resurrection Survival
in order to survive the transformation, and a
system shock check or lose one point of
constitution.

The Ancient Tome of Dark Magic

Relive (Necromancy)

Range: 1 foot/level
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
This is a very powerful spell that deals with life
and death, literally. This spells main purpose is to
make an intelligent, undead creature become a
normal, living, being. It will make the undead
become the way they were before they became
undead, but their minds will stay the same. The
age and type of the undead determines its saving
throw. First, consult the priest turning table and
treat undead as if being turned by a 20th level
priest. Then, if successful, roll above the undeads
level, if any, with a 1d100. Add 1 to the undeads
number for every 100 years of existence. If this roll
is successful, the undead will be turned to a
normal person.
Another use of this spell is to turn undead
like a priest of the same level of the caster up to
level 20.
The last use, and least known, is to bring a
body back to life that is normally dead. The body
must be in condition to live. So it must be in
practically perfect condition. Poison, spell victims,
and heart-attacks are some ways of dying that will
leave the body fit to live, but not without help
from this spell. If cast on an Immortal, it will slow
their healing for 1 day to of normal. The reason
for this is unknown. If cast on an Immortal that
has never returned, it will slay them, effectively
making them Immortal. Note that this spell is
extremely rare and is only known by a handful of
wizards.
Remembrance
(Enchantment/Charm, Divination, Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting time: 5 Rounds + special
Area of Effect: 1 creature
Saving Throw: None
This spell allows the wizard to plant a memory
into a person so that they can remember it days,
years, or even lifetimes later with perfect clarity.
The person on which the spell is cast must be

willing or the spell will fail. The subject must be


given a symbol or phrase which will activate the
memories, otherwise they simply are never
activated and thus go unused. The amount of
memories storied is up to the casters level, with
the caster being able to get about five words, or a
single image per level. The caster may repeat this
spell several times, setto go off one after another to
get a continuos stream of dialogue or images. The
memories are normally copied from the casters
mind, or from what the caster is currently
describing, with the words spoken by the
memories being the casters own or whoever was
the designated speaker. This memory voice is
always the speakers true voice and cannot be
copied by another, nor can it impersonate
anothers voice. The time period for which the is
set off depends on the material components.
To be set off, the spell requires something dear of
the person it is to be cast on. If a symbol (or
condition) is to set off it must have a symbolic
representation of that symbol or condition present
as well. If the memory is to be set off in less than a
year the material component is a feather from a
owl. If the memory is to be set off in the same
lifetime the material component is a piece of ivory
from a elephants tusk. If the memory is to be set
off in another lifetime, then the material is a piece
of horn from a dragon, Ki-rin, or feather from
either a Gynosphinx or a Couatl.
Restore (Necromancy)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: 15 feet radius
Saving Throw: None
This spell restores D% hit points to all undead and
2d20 hit points to all living creatures within the
area of effect.
The material component are a vial of holy water
and a vial of unholy water which must be mixed
during casting.

Return (Necromancy)
Range: 0
Components: V
Duration: Until triggered
Casting Time: 1 day

The Ancient Tome of Dark Magic


Area of Effect: The caster
Saving Throw: None

wisdom of 18 they become a Ghost. If they have a


19+ Wisdom they are immune to the spell. The
undead creature must obey all commands given by
the spell caster for 1 day per level of caster. If the
casters wisdom ever becomes lower than that of
the undead, the undead will disobey him, but If
the undead is a ghost and the caster makes a save
vs spell at -4 the ghost is under his control until the
caster betrays him, thus he could set him gaurd
somewhere, or trap him in a grove or such. The
target can save vs death magic at -4 to negate the
whole effect of the spell.

This spell will remove 5 Hp from the caster's


maximum permanently, but allows the caster to
defy death once per casting. Once he dies from
grievous wounds (dying from old age isn't
affected), he will arise fully healed by the return
spell. This spell is jealously guarded by those
that know it.
Rip Life (Necromancy)

o
Shadowflame (Necromancy/Evocation)

Range: 0
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: Negates
This spell affects only creatures up to 1.75 the
caster's level or Hit Dice. The victim of the spell
must make a saving throw versus death magic
(with a -4 modifier to the saving throw). Failing
this saving throw results in the victims death,
utterly, with no hope of resurrection unless a
divine being raises him. The caster can use this
stolen life to do one of 5 things:
* Waste it, soul is destroyed, a great howling is
heard.
* Use to heal self for 1d6 per level of victim.
* Use to hurt another for 1d8 per level victim.
* Pervert it, changes victim into an equal Hit Dice
undead, determined at random.
* Destroy an equal number of Hit Dice of undead
with no saving throw.
Rizzen's Syphon Soul (Necromancy)

Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One living creature
Saving Throw: Special
This truly evil spell can suck the soul right out of a
person. The caster must touch the person he wants
to syphon from. This syphons the targets soul out
and he becomes undead. Depending on the
wisdom of the target depends on what kind of
undead he becomes. If his wisdom is 10 or less he
becomes a zombie. If he has a wisdom of 11-13 he
becomes a Ghoul. Wisdom of 14-15 he becomes a
Wraith. Wisdom of 16-17 becomes a Spectre. A

Range: 50 yards
Spell Componets: V,S,M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 100 sq ft
Saving Throw :
The Shadowflame spell leaves the casters hand like
a small ball of energy, but instead of being made of
fire it is made of up combined material from the
Negative Energy Plane and the plane of Shadow.
When the necromantic fireball hits its targets it
causes 1d8 damage per level of caster and ages the
victim 2d20 years (this could be deadly for a
human) and drains everyone hit for 1d6 points of
Str. If a Paladin is hit with the spell he/she must
roll a save vs. death magic at -3 or die instantly,
raising the next round as a ju- ju zombie under
control of the caster. Not even the holy avenger
they carry is immune to this powerful necromancy
spell. It gets no Mr against the spell and must roll a
save vs spell or become a mundane weapon.
Undead hit with this spell get 2 extra Hd for 1d12
turns. The material componets for this spell are a
piece of coal, a bone and a drop of stagnant water.
Shadow Life (Alteration, Necromancy)

Range: 0
Components: V,S,M
Duration: Special
Casting Time: 1 hour
Area of Effect: caster
Saving Throw: None
When this spell is cast, the wizard's life force is
transferred into his shadow. This makes the body
practically immune to physical damage, with
weapons and other direct attacks harmlessly
passing through the mage's body as if he were a
shadow. In dim light, the wizard's body seems to

The Ancient Tome of Dark Magic


become transparent, though full sunlight or
continual light will make his body appear totally
solid. However, only area effect spells, magical
weapons or weapons made of cold-wrought iron
brought to bear against the caster's shadow have
any effect on the mage.
The mage continues to control his body as if it
were now his shadow. The face appears
emotionless and the eyes seem glazed, but the
caster's motions are not slowed nor stilted. Spells
seem to eminate from the body, magical items can
be picked up and activated and so forth, but the
physical body and possessions of the mage cannot
be harmed, held or enspelled. Attacks against the
caster's shadow are effective if magic or coldwrought iron is used. Light attacks cause no harm
to the wizard.
However, due to the shadowy nature of the
caster and his body, the wizard is capable of
hiding in dim light as if a theif of equal level of
experience (use Table 19 in the DMG for chances).
In total darkness, the wizard's body is invisible to
all sight, including infravision, detect invisible and
true sight, and his shadow form enjoys 50%
resistance to these spells.
The spell lasts until the wizard's shadow is
reduced to the total hit points of the wizard.
The wizard's life force is then immediately
returned to the body, and the spell ends. An AntiMagic Shell will return the life force of the caster to
the body as long as the wizard is within the AntiMagic Shell, and a Limited Wish, Wish, Revoke
Lifeproof or Mordenkainen's Disjuction negates the
spell. Dispel magic has no effect, though destroy
magic will work if cast on the shadow of the
wizard. A Protection From Evil spell can hedge the
wizard and his shadowy body from others.
The material component of the spell is a
blackened hardwood staff carved with pictures of
beings from the plane of shadows. It must be
topped with a blood-red ruby worth no less than
5000 gp. When the spell is functioning, the ruby
gives off a slight magical glow and if detect magic
is used, reveals that alteration magic is at work.
The staff crumbles to dust and the ruby explodes
harmlessly in a brilliant shower of light whenever
the spell is negated. If the wizard willingly
negates the spell, the staff is not destroyed, and
can be used again.
Shalla's Parasitic Soul Splice (Necromancy)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn

Area of Effect: One creature


Saving Throws: Negates
Using this spell, a mage may link another's soul to
his own. This lasts until the wizard casts a spell
that drains soul or life energy (such as Permanency,
Wish, etc.). The victim loses the energy instead of
the wizard. This enchantment only works for one
drain, and the mage must cast the draining spell
while touching the victim. Note that the spell does
not have to be cast right away. It could be cast
days or even years later. A wizard may have only
one such spell active at any one time. Furthermore,
if the mage casts a spell which drains energy while
under the effects of this spell, and he is not
touching the victim, he loses twice the normal
amount of energy or life.
The spell can only be cast on a being of the same
race as the caster unless the mage is a half-breed.
In this case, he may cast it on either one of his
parent races. The victim must be of good
alignment and cannot be higher than 6th level. The
casting of this spell is an extremely evil act.
Anyone using it must make a Ravenloft powers
check with twice the normal chance of being
noticed. If outside of Ravenloft, the caster has a 1%
chance of being drawn into it.
The material components of this spell are vampire
dust, ether from a ghost, and the blood of an
innocent of the caster's race (cannot ever have
drawn blood; must be of good alignment). This
spell can affect a given individual only once. If the
victim saves against the spell, it can be recast on
him. Harming the caster or victim does not harm
the other. Death of either will, of course, cancel the
spell.
Shatterbones (Necromancy)

Range: Line of Sight


Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One creature
Saving Throw:
This spell, created by Lord DarkStar of Blataau
Keep on the 666th level of the Abyss, is a especially
nasty spell. It destroys all of a single persons bones
and does 10d6 points of damage during thee
process. The person must roll a saving throw with
a - 2 penalty. It also detroys all bone like
substances within 10 feet of the person. The
material components are blood of major god, two
unicorn's horns, and a light feather.

The Ancient Tome of Dark Magic

Skarms Perfect Statue


(Necromancy, Alteration)

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One statue
Saving Throw: Special
This spell was devised by Skarm The Warlock to
make anatomically perfect statues.
The spell must be cast upon a statue (material isnt
important), which must be naked and complete.
The statue has to be made with Artistic Ability
(Sculpting) proficiency (Caster could have used
Stone Shape spellbut he still must have made a
successful roll of proficiency check, with a 4
penality), and must have been made a successful
proficiency check (with a 4 penality) in order just
for the spell to recognize the statue as the target of
the casting. Note that the result of the check must
be recorded and its the difference between the
ability score (with penality) and result are the so
called Shape Points.Then the caster must have
memorized (and have it still in memory) the
anatomy of a creature of the same species and
gender the statue should be made of by casting of
Skarms Anatomic Analysis.
If these prerequisite are achieved, the spell will
copy in all details of the anatomy of the said
creature (with statues features,
obviouslygeneral anatomical details are copied)
and will paste to the statue a spell matrix, which
details, for a spell which trasmute the material the
statue is made of in flesh, the chemical
composition of the various body parts (so a Stone
to Flesh wont turn the statue in a boneless flesh
bodybut in a body with bones, blood, organs in
itand in the right places!a perfectly correct
body, just without a life-force in it!). At this point a
certain margin of choice is given to the caster, who
can choose to put in the spell matrix the
following traits :
Eye color (can detail one could be different
from other).
Hair color (can detail specific areas of different
colors).
Skin color (can detail specific areas of different
colors).
Voice tone (this is based upon how vocal
chords are madethis doesnt automatically
bestow speech).
Imperfections (any kindlack of simmetry,
any kind of handicap or illness).
Teeth whiteness and shape.

Size of various organs or body parts.


Should these details be not looked upon by the
caster, the creature the memorized analysis was
made upon is used for default setting.
The matrix also lies about the past condition of
the statue, that, at any test or to any spell, will look
as if it was once living (soshould a spell allow
it to regain speech after being animatedsee
below , itll be able to speak!).
The real usefulness of this spell is evident if a Stone
to Flesh, then an Animate Dead is cast upon it. The
spell allow to create zombies, if used for purpose
of animation, whose physical stats (Str, Dex, Con,
Cha, Com, Per) can be chosen by caster (if not
chosen, its just a normal undead), by taking Shape
Points, multiplying them for 6 and dividing
between the stats as he chooses. Note that, with
exception of Charisma (which is just good looks
and useless, if the zombies kept mindless), the
zombie gets appropriate bonuses for his stats and
any zombie with Dexterity above 12 uses standard
initiative (doesnt attack last in a round). Also,
should have the maker of the statue rolled a 1,
the caster can choose one (non-optional) stat to have
it expecially enhanced :
Str : If strength score allows it, the zombie can
throw boulders as a giant of the right kind (Str 19 =
Hill Giant, Str 20 = Stone Giant, etc).
Dex : The zombie, not only doesnt attack last, acts
as if under the effect of a permanent Haste.
Con : The zombie gets warriors hp adjustment to
their hps and starts with 8 hp/die.
Cha : Anyone, of opposite gender, looking the
zombie must save vs. spells or be charmed (as per
Charm Person). Note that, if the zombie is kept
mindless, no order can be given by it and the
charmed opponents are just fascinated by it (theyll
not attack it, theyll try to take it for themselves,
etc).
If the body isnt Embalmed (with Embalm spell) or
preserved via spells, itll rot as any corpse and so
will stats, at rate of 1 point/day (all stats at the
same time)till they dont reach Cha 0, Dex 1, Con
10, Str 10at which point they turn in normal
zombies.
Should the body be embalmed via spell (with
Embalm spell or with another preserving spell), the
stats will stay the same forever (and so stat
enhancements).
The material component of this spell is the statue
upon which the spell will be cast, which,
obviously, isnt consumed by the spell.
Soul Diffusion (Necromantcy)
Range: Touch

The Ancient Tome of Dark Magic


Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: One person
Saving Throw: Neg.

using. Hoever it can become a missle weapon. but


once it hits its target the spell ends. The material
componet for this spell is s small bent needle and a
piece of black satin soaked in elf's blood.

This necromantic spell destroys the immortal soul


of a being. No resurrection, raise dead or
reincarnation is possible after this spell has
been successfully cast. In addition the body will
not raise as an undead being. In addition, peak
with the dead and other such spells will not work
for the soul no longer exists. The soul does not go
to the outer planes, instead it is utterly destroyed.
The only positive effect of the spell is
that the body cannot be raised as an undead being
- even as a simple zombie or skeleton.
The spell was originally created by the archmage
Terzcal in his last defiance of the gods. It has been
used since by some who dabble in demonology
who do not wish their soul to get into the hands of
fiends after their death. Others have used it to
utterly eliminate powerful people so that their is
no chance of them coming back.
This spell must be cast within 1 turn of a beings
death for it to have an effect. A save is allowed vs
death magic at -4 at the level of the being
when he was alive. Strangely enough the very
nature of the spell allows itself to be used with the
Contingency or Chain Contingency spells.

Spectre (Necromancy)

SoulRipper (Necromancy)

Range: Special
Componets: V,S,M
Duration: 10 rounds
Casting Time : 9
Area of Effect: None
Saving Throw: Special
This spell calls into being a weapon of the
characters choice. It seems to be made out of total
darkness, absorbing all light within a 30ft radius,
including Continual Light which is normally
permanent. The weapon itself is formed of
Negative Energy, and seems to exude black smoke.
This weapon is powerful. It inflicts the loss of 1d6
Str points upon each hit. The character gets only
one saving throw at first, if they fail the first they
no longer get another one. However if they pass it
they get another the next round of combat when
the wizard strikes at them with the weapon once
again. Otherwise they are at the mercy of the
necromantic spell. Most of the time the weapon
appears as a smoky transparent staff or dagger,
depending on which weapon the wizard is used to

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One body
Saving Throw: None
This spell animates a single body as a spectre,
under casters control.
The material component are six topazs ( at least
500 gp each), which must be put in corpses
mouth.
Sphere of Violent Death (Necromancy)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5 rounds
Area of Effect: 20 feet + 2 feet/level sphere
Saving Throw: Negates
This spell allows the caster to bend their magic in
such a way that causes a magical sphere to form
around the caster quickly and it disbursts quickly
as well. Every being within the sphere that has 8
hit dice or less rolls a saving throw vs. spell or
suffers the effects of this magic. The effects will rip
apart the internal structure of any being (with less
then 10 hit dice) and make them explode violently.
This is an instant Death spell! Anyone within a 6'
radius of a being who is effected and explodes take
2d4 points of damage from bones and other body
parts hitting them.
The material component of this spell is a black gem
worth more then 100,000 gp.

Spiritual Flame (Necromancy, Summoning)


Range : 100 feet
Components : V, S
Duration : 1 round/level
Casting Time : 9
Area of Effect : One creature
Saving Throw :

The Ancient Tome of Dark Magic

The caster summons a spirit who shoots a


scorching flame. The flame does 2d4 damage every
round.
Stanza's Kiss of Immortal Despair (Alteration,
Necromancy)
o
Range: 0
Components: S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell inflicts the victim with the sexual disease
or sexual insanity of the caster's choice, until cured
by a Cure Disease performed by a priest of a good
aligned god and of higher level than the wizard
who inflicted the disease. While the victim suffers
from the disease, the spell prevents him from
being killed by it, or in fact by anything, be it a
sword, a fire, another disease, or a blow to the
head. Should the victim drop below 0 hit points, he
will become immobile but remain conscious.
He will be incapable of performing any actions
until he is healed above 0 hit points. Dropping
below -10 hit points will not kill him. He regains
no hit points from resting if he is below 0, his body
is too battered to heal itself and only magical or
herbal healing will help him. The material
component of this spell is a corpse that has rotted
for at least a week.
Summon Death
(Necromancy, Conjuration/Summoning)

Range : 0
Components : V, S
Duration : Instantaneous
Casting Time : 1 turn
Area of Effect : 10 feet radius
Saving Throw : Special
This spell summons Death itself temporarily. It
may not be cast by anyone below 25th Level.
Anyone within 10 feet of death and below 10th
Level/Hit Dice die immediately. Above 10th
Level, A saving throw is allowed, but even if
successful it will take off half of the creature's total
Hp (round up.) The caster is unaffected.
Each time Death is summoned, there is a 10%
(non-cumulative) chance that the caster will also be
affected. This spell cannot be duplicated by a Wish

spell, nor can it be stored in magical items or


artifacts.
Tengu (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting time: 1 day
Area of Effect: The corpse
Saving Throw: None
This spell can create one of the most powerful
undead. In order to create a Tengu, the caster must
kill someone and cast the first incantation(there is
two incantation). Then, he must inflict the most
powerful pain to the corpse(like peircing it with
100 dagger) and cast the second incantation that
will call the demon.In order to control the Tengu,
the caster must inflict constant pain to the corpse.
The dm should decide of the stats of the Tengu,
but he must know that the Tengu is very powerful
and immune to pain.
The material component is one corpse and a
10000 gp worth black pearl.
The Plague (Necromancy)

Range: 30 feet
Components: V, S, M
Duration: Special
Casting time: 3 turns
Area of effect: Special
Saving throw: None
This spell causes 1d6 target creatures to
automactically contract the Nik Plague. Any
creature that passes within 30' feet has a 30%
chance of contracting the disease. Any creature
touching an affected creature has a 90% chance of
contracting the Plague per round. This may
cause problems curing the creature, as the curer to
be would have to pass close to the creature. It
causes the sufferer to lose 1 hit point from the max
allowed until death, and this loss may only be
cured by a Wish or 3 consecutive Heal. The disease
itself can be cured by a Limited Wish, Cure Disease,
Dispel Magic (only on one of the original
targets) or Wish. The caster is immune to his own
plague, but may suffer from any other plague
generated by this spell. A palidin IS immune to
this spell, and is very useful in stopping it.
Touch of Death (Necromancy)

The Ancient Tome of Dark Magic


Casting Time : 6
Area of Effect : Creature touched
Saving Throw : Special

Range: Touch
Components: V,S,M
Duration: Permanent
Casting time: 4 turns
Area of Effect: special
Saving Throw: None
By casting this spell any creature that is at the
same level or lower who touches the caster dies.
After 1d4 creatures/every 3 levels (up to 9d4)
touch him the spell wears off. The spell can be
turned off when ever the caster desires, and back
on again. The creatures that are touched by the
wizard may be resurrected or raised, but if the
creature touched the caster for threatening reasons
than their is no chance of being raised or
resurrected.
The material components are a dead firefly and a
dead scorpion.
Trade Life (Necromancy)

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One weapon
Saving Throw: Negates
This spell can be used to enchant a weapon. This
weapon must be used within one day after the
casting. The caster must kill a victim with not
more than one blow from this blade, where upon
the enchantment of the spell on the blade will suck
the life into the blade. The weapon may then be
plunged into the breast of a dead creature to
restore life to that one. A maximum of 5 levels or
Hit Dice will be transferred from the victim to the
beneficiary. The victim's dead body then either
rots away (when he still would have had one or
more levels left), or explodes. The material
component of this spell is a dagger of at least +3
enchantment.

Transmute Blood To Dust


(Alteration, Necromancy)
Reversible
Range : Touch
Components : V, S, M
Duration : Instantaneous

When this spell is cast and a successful attack roll


is made (using the wizards unadjusted Thac0), the
victim's blood is immediately turned into a
powder as all moisture is drained from it. This
transformation results in the death of the victim by
dehydration in one round unless rehydrated by
the spell's reverse or a heal or equivalent spell is
cast (anything less than a heal will not suffice). If
the victim dies, he can be raised in the usual
manner, however, he must be rehydrated first.
The spell is effective on victims of 10 Hd or less (no
save). Creatures with 11-20 Hd recieve a saving
throw vs. death magic to avoid the effect. Even if
the saving throw is made, the victim still takes 3 30 hp (3d10) of dehydration damage, have their
movement rate reduced by half, attack rolls suffer
a -2 penalty and they lose all dexterity bonuses to
AC due to the pain inflicted. Ceatures with >21HD
will not die but will suffer the 3d10 hp of damage
unless a sucessful saving throw is made.
The material component for this version is a drop
of blood.
The reverse of this spell, Transmute Dust To Blood,
can be used in the same way as other spells of its
type (eg: transmute dust to water).
The material component for this version is a pinch
of dust.
Note that this spell does not affect creatures that
do not have blood like gelatenous cubes,
elementals, slimes and oozes etc.
Tulsa's Dark Bargain (Necromancy)

Range: 0
Components: V, S, M
Duration: Until triggered
Casting Time: One day
Area of Effect: The caster
Saving Throw: None
This spell is a complicated ritual, devised to
provide a mage with protection from death. The
spell requires an amulet of life protection, an elixir
of life and a pint of troll's blood. The caster
prepares the latter two into a special distillate,
usually requiring the services of a skilled alchemist
(1000 GP). He then intones the ceremony. At the
end of casting, he imbibes the special potion, and
the Grim Reaper appears in a puff of sulphurous
smoke (or other death figure, depending on the
DM's campaign). The caster then offers the figure a
portion of his own life (1 level, as if drained by a

The Ancient Tome of Dark Magic


wight). The base chance of success is 50%,
modified as follows:
Per level above 18th: +5%
Caster is a necromancer: +15%
Caster previously
raised/resurrected/reincarnated: -10 % per
occurrence
Caster has already sold or pledged his soul to
another being: automatic failure
If the spell fails, the caster loses the level. But
nothing else occurs. If successful, the amulet is
drained of its power, and the caster gains the full
benefit of the spell. The next time the caster is
slain, he is automatically resurrected and healed,
both as per the priest spells of the same name.
(Note, if the caster died in a pool of lava or of old
age, then he would just die again anyway). The
material components of the spell are an amulet of
life protection, an elixir of health, and a pint of
fresh troll's blood.
Note, if the mage casts this spell again while it is
already in effect, the Reaper will most likely snuff
out his life force then and there, with no hope of
resurrection short of a wish or divine intervention.
Vampire Creation (Necromancy)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 24 hours
Area of Effect: One body
Saving Throw: None
By use of this spell a necromancer can turn a
freshly dead person into a fledgeling vampire, note
the vampire is not under direct control of the
caster. Due to the extreme amout of negative
energy released by the casting of this spell there is
a 5% chance that the caster will be utterly
destroyed by the negative energy. The caster must
begin the spell exactly at the first nightfall after the
person's death and must continue unstopped until
the next nightfall.
The material component for the spell is 1 pint of
vampire blood which the person is embalmed
with.
Voodoo Doll (Necromancy)
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 5 turns
Area of Effect: One creature

Saving Throw: None


When a wizard casts this spell he/she does
something to a person who has gained the hatred
of the caster. The victim must be fairly well
known, and have done something to that the caster
will never forgive him/her. The victim does not
have to die, but soemthing nasty will happen.
Poetic justice is often used (e.g. a broken heart gets
a broken heart).
A doll and something from victim.
Wall of Screaming Souls (Necromancy)

Range: 5 yards/level
Components: V
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Ring of 5 feet/level radius or a wall
of approximately equal area
Saving Throw: Special
A truly terrifying incantation, Wall of Screaming
Souls can stop all but the most valiant of heroes.
Upon completion of this spell the necromancer is
surrounded by a ring (or a wall) of violet flames.
Within this purple conflagration, writhing skeletal
and spirit forms can be seen. These entities wail
incessantly.
Anyone seeing the spirits must save vs. spell at -2
or be paralyzed by fear until the spell ends or are
magically released. Upon being released, the
victim must save again or once again become
paralyzed (this save must be made every round).
Anyone hearing the screams must save vs. spell
(with no wisdom bonus) or go insane as per the
spell Chaos. This is checked for only once.
The wall blocks all projectile attacks, and the wall
has the casters save to negate all incoming magical
and special attacks. The caster inside still has his
normal saves and defenses. The caster can see
through the wall in all directions through the eyes
of the spirits, but he is effectively concealed from
those outside.
Here's the most interesting part. Any living being
attempting to pass through the wall must save vs.
spell at -1 or be possessed by a soul from the wall.
Such a being can only be cured be cured by
resurrection spell. The body is now a ju-ju zombie
under the control of the caster. Any living being
that makes the save still suffers 1d4/level damage
from the wall's evil energies.
Casting this spell is an evil act.

The Ancient Tome of Dark Magic


Whisper's Penultimate Death Strike
(Necromancy)

Range: Special
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
This special spell, is one that assaults the very core
of its targets, both in mind and body. The spell
causes all organs in the body to rupture, and the
mind to be assaulted by psychic energies, making
the mind essentially explode. Those affected will
fall to the ground, their minds aflame, their bodies
in wracking pain, as one organ after the other
ruptures, and finally the mind overloads. The spell
can affect all those in sight of the caster in some
way or another. Be it through real, physical sight,
through the aid of such devices such as a crystal
ball, or a mental contact through ESP, psionics, or
other magical or mental abilities. The caster needs
be completely aware of where the targets are
exactly, and the targets have to be present on the
same plane as the caster resides. The spell can
affect as many levels or Hit Dice as twice
that of the caster. If the caster has other classes as
well, these will count towards his level at half
effectiveness, rounded down, and be taken into
consideration when calculating the target levels (a
F17/M19 will count as a 19+(17/2) = 27th-level
character).
An affected character making its saving throw, will
still be in wracking pain, and lose half of its hit
points, and will be incapacitated (convulsing on
the floor) for 26 rounds minus their Constitution,
divided by two and rounded down. Thus, a
character with 17 Constitution will be frothing and
twisting on the ground for 4 rounds.
An interesting side-effect can be seen by targets
who are wizards or priests or creatures who have
magical energies stored in some other way
(creatures with inherent magic abilities, breath
weapons etc.). If they fail their saving throws,
during the last seconds before their minds
explode, all these energies are released in a single
burst. DMs should devise their own effects for this
on an individual basis, but the effects should not
be anything less than spectacular, extremely
destructive, and lethal to anything near the beings
so dying.

Wizard's Suicide
(Necromancy, Conjuration/Summoning)

Range: 0
Components: None (Will)
Duration: Instantaneous
Casting Time: 0
Area of Effect: mile
Saving Throw: Special
This is a last ditch spell used by mages
who are in a situation where they will certainly
die. It summons an immense force of negative
power that acts like a super "death zone" that kills
everything in a mile radius, including the caster
who recieves no saving throw. Trees wither in
seconds, buildings age and crumble, and men
become piles of ashes in seconds, all thanks to the
awsom power of the Wizard's Suicide spell. Those
creatures(and buildings if you feel like it)who
make a saving throw vs.death magic(treat sturdy
buildings as fighters of about 15th level, huts and
shacks as fighters of around 12th level)and pass,
suffer 3d20 points of damage, buildings lose of
their structure points. Creatures who die from this
spell cannot be resurected.
There has been only one case of use of this
spell. Magindus, the friend of Valance Pureblade,
used the spell to destroy the dragons of Quaglom
in the year 563 (it's now 578). The dragons were
raiding the lands of Valania, and Magindus, who
went off into the dragon's tooth mountains to find
them, found himself confronted with a battalion of
12 red dragons (he was good, but not that good).
You can probably guess what happened next...........

Xanithar's Soul Distortion (Necromancy)

Range : Touch
Components : V, S
Duration : 1 round/level
Casting Time: 8
Area of Effect : One creature
Saving Throw : Neg.
The ancient and powerful magic known as
Xanithar's Soul Distortion has been recorded to
have the deadly effects on its target. For the first
round after the spell is cast, the target functions as
if both Slowed and Confused. The second round, he
is Charmed by the caster. On the fifth round, he
freezes in place. Negative energy courses through
him, draining one level per 2 rounds for the
duration of the spell from this point on.
Xarian's Ultimate Decimator
(Conjuration, Necromancy)

The Ancient Tome of Dark Magic


Range: 50 square kilometers
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Let's say, a small country
Saving Throw: Special
This was an accedently found spell that was not
meant to be used. Not even by the vilest of
destroyers of worlds. As you'll read, this is a mean
critter. It is a must that the caster is in the country
that needs to be decimated or every stage will
happed within 10 yards of the caster. This spell
starts off by drawing a pentagram on the floor and
a small prayer to the gods of Death, Destruction
and Murder (trust me, you mages, these gods want
to see this!). Then a crystal of at least 5000 Gp must
be enchanted with a Continual Darkness. After
that a sacrfifice must be made to these gods. A
paladin of a minumum of 15th level would be a
good sacrifice or a high priest (15th level
minumum) of one of the Gods of Life or Nature
would also do just fine. After the sacrfice the
arcane words wich include the country that needs
to be decimated, must be uttered and after that a
portal will emerge in front of the caster. The
sacrificed body (or bodies) must be thrown into
this portal. After that, the several stages of the spell
will begin.
Stage 1: All creatures within 10 yards of the portal
are immediatly destroyed (no save) and their life
energy is stored in the crystal. This crystal will
then lid up with bright light. (The Continual
Darkness can't hold out this much life energy) It
would be wise to have several slaves or prisoners
around for more life energy. The energy will be
used later.
A wave of silver erupts from the portal in every
direction as if it were a circle becoming wider and wider
untill it reaches the borders of the country being
destroyed.
Stage 2: All creatures in the country must save
versus paralyzation or fall to the ground as if the
were in a coma. All these creatures are now
knocked out and suffer from no other effects of the
spell.
After this, a wave of gold energy erupts from the portal
in every direction.
Stage 3: This wave seeks out magic. Any creature
able to wield magic (mages, priests, anyone with a
magic ability) are stripped of their spells and
abilities. All magical items are destroyed if they
fail a save versus spell at -8.
Now a wave of black energy will sprout from the portal
in every direction as if it were a circle becoming wider

and wider until it reaches the borders of the country


being destroyed.
Stage 4: All creatures within 100 yards must make
a saving throw versus Death at -10 to avoid total
annihilation. If failed, all these creatures will be
completely destroyed. From these bodies, spirits
will emerge, these creatures have no name but
their statistics are: AC -2, HP: as in life, attacks: 2,
damage: 1d10 + energy drain , Intelligence: 1,
Strength: 12, MV: 18 Fl: 25, Morale: 20. These souls
also have the ability to detect life over a 100 yards.
The souls of these creatures, if they have any, will
attack the ones who survived (few propably) and
will keep attacking untill al life is destroyed. After
this is done the souls will disappear as if they just
died.
Stage 5: The rest of the creatures in the country
must make a saving throw versus Death magic at 5 or be destroyed. Anyone surviving this can call
themselves lucky for they have the opportunity to
flee.
By now, the wave has reached the border and stops.
Now, red energy leaks from the portal on the floor.
Stage 6: A terrible earthquake now harasses the
country with full force. All buildings must make a
saving throw at -4 or collapse emidiatly. There is a
25% chance that mountains in the country turn
into volcanos. When that happens, the volcanoes
erupt emidiatly and act as normal erupting
volcanoes would do. Their is also a 15% chance
that 1d10 fire elementals come from these
volcanoes.
Now the earthquake has gone, leaving desperation in
it's path. The few survivors will probably be praying for
salvation. Now another black wave erupts from the
portal.
Stage 7: This wave has the intention to destroy all
plant life in it's path. Every bush, tree or even moss
witheres and dies when the wave passes.
Intelligent plantlife receives a saving throw versus
spell at -10. Failure means death.
After this wave, most of the life in the country is
destroyed. Now the crystal explodes, and the life energy
gathered is run into the ground.
Stage 8: At this stage, the soil becomes pitch black,
having no ability to grow anything for 100 years
per sacrifice. All water in the country gets a jucky
brown color. Anyone in touch with this water
must save versus a type N poison. All food in the
country is utterly corrupted. Anyone trying to eat
this dies emidiatly.
Stage 9: All who failed their saving throw verus
paralyzation now turn into skeletons and will
roam this place for the rest of eternity. These
skeletons will be under complete control of the
caster, if the caster survived.

The Ancient Tome of Dark Magic


By now, most of the destroying is done, and the
spell has ended. Note that the caster also dies in
the first stage. There is a base 20% chance that the
gods favored this act, and give the caster back his
or her life. The caster will receive:

spell are two human bones and a gem containing


the soul of a demon.

+15% If the caster is a follower of one of those


three gods.
+10% If the caster sacrificed some high priest of
one of the gods natural enemies.
+10% If any sacrifice was higher in level then the
caster.
+50% If all of the above was done.
The caster looses:
-10% If the caster believes is not a follower of any
of the three gods.
-20% If he had no sacrifice.
- 5% If the sacrifice was not worthy (simple farmer
or a whore for example)
-30% If the caster uses a Remove Death spell.
-50% If none of the above was done.
If the caster is allowed to survive (thank the gods)
he or she will receive a castle atop the ruins of the
place where the sacrifice was held, and all undead
within the country will serve him until death. The
material components for this spell are: a Lichs'
flesh, a lot of sacrifcable people, a crystal of at least
5000 Gp, the blood of True Tanari, some incense to
be burned during the ritual, five magical items
who are absorbed during the casting and the favor
of the gods.
Zarro's Ultimate End (Necromancy)

Range : Line of Sight


Componets: V,S,M
Duration : Istantaneous
Casting Time: 3
Area of Effect : 1d6 creatures
Saving Throw : Special
When the caster utters the command words each
enemy effected must save against death magic
three times. All must be successful or all affected
enemies bones turn to mush, brain to puss, skin to
snake scales, blood to water. Needless to say there
is no resurrection. Material components for this

APPENDIX : UNDEAD CREATURES


THE SEPULTURA

The Ancient Tome of Dark Magic

Climate/Terrain: Any
Frequency: Very Rare
Organization: Summoned
Activity Cycle: Any
Diet: Nil
Intelligence: Average (10-12)
Treasure: None
Alignment: Lawful Evil
No. Appearing: 1 (1-9)
Armor Class: 0
Movement: FL 12
Hit Dice: 6+6
THAC0: 15
No. of Attacks: 2
Damage/Attack: 1d10+1/1d10+1
Special Attacks: Enervation, Breath Weapon
Special Defenses: Regeneration, +1 Weapon to hit, See Below
Magic Resistance: See below
Size: M(5ft. - 6ft. tall)
Morale: Fearless (20)
XP Value: 8,000
A sepultura is a hideous non-corporeal undead being. It is the badly
decomposed upper torso, arms and head of a humanoid being with a long
snake-like tongue that constantly flicks at its intended prey. Its hair is long
and wispy, and it has glowing purple pinpoint eyes. The spinal cord is
longer than normal, and it snakes downward and writhes about.
Combat: The sepultura can fly about and attack creatures twice per round. Its
deadly touch causes moderate wounds in living beings for 1d10+1 points of
damage each. Thrice a day, it can hurl black bolts of lightning that is
charged with negative energy. In game terms this translates as an
enervation spell, cast by a necromancer, at 10th level of ability. Once per
turn, the sepultura can exhale a powerful breath weapon that combines the
effects of a cone of cold spell and a gust of wind spell both at 10th level of
ability. The cold has the numbing effect of death and it will fully effect
creatures normally protected against the cold. Victims can make a saving
throw vs. breath weapon for half damage where applicable. The sepultura
has immunities to death spells, all spells and psionics that effect the mind,
cold-based spells, electrical spells, fire-based spells, poison, and to
turning/command attempts. Mundane weapons cannot strike it; they need
at least a +1 enchantment to damage this creature.
Habitat/Society: The Sepultura is a summoned entity under complete control of the
summoning caster. It is intelligent and follows the caster's commands to
the best of its abilities. It remains in existence only as long as the duration
of the spell that summoned it or if the caster is slain, whichever comes first
Ecology: The sepultura is only brought into existence on the whim of a necromancer
casting a sepulcher spell to bring forth the malevolent spirit into the prime
material plane. Sages speculate how such a powerful undead could be
summoned after the grave's occupant has long been laid to rest. However,
it is not the spirit of the deceased that animates the moldering remains of
the grave, but a minor negative plane elemental who uses the corpse as a
focal point to enter the prime material realm. As a summoned undead
creature, the sepultura serves no ecological niche.

The Ancient Tome of Dark Magic

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