Converted Necromancer Spells living conform to those same statistics, with the fol-
lowing changes: AC 11, HD ¼; hp 1, 1 claw +1,
1st-Level Spells Dmg 1. Skeletons of those animals of over 1 HD
conform to the regular animal statistics in the Mon-
Animate Dead Animals ster Manual, with the following changes: armor
Necromancy class is worsened by two, damage per attack is re-
Level: Sor/Wiz 1 duced by two (1 hp minimum), and movement is
Components: V, S, M reduced by half. Animal zombies conform to the
Casting Time: 2 rounds statistics for the particular animal that has been ani-
Range: Close (within 10 feet of you) mated, with the following changes: the animal's
Target: Special number of hit dice is increased by one, AC is wors-
Duration: Instantaneous ened by three, and movement is reduced by half.
Saving Throw: No Skeletal and zombie animals gain the standard
Spell Resistance: No undead immunities (immune to mind-influencing
effects, poison, sleep, paralysis, stunning, and dis-
You create undead skeletons and zombies from ease. Not subject to critical hits, subdual damage,
the bones and bodies of dead animals, specifically ability damage, energy drain, or death from massive
vertebrates (fish, amphibians, reptiles, birds, and damage), but lose any normal defenses that the liv-
mammals) within 10 feet of the caster. The ani- ing animal might have had. They also lose any spe-
mated remains obey simple verbal commands given cial attacks (raking of rear claws, swallowing
by you, regardless of the language employed. Only whole, and so on) and cannot inject poison or emit
naturally occurring animals of no higher than a 3 fluids, such as musk or saliva. Swallowing does no
Intelligence can be animated with this particular further damage to the creature swallowed, except to
spell (lizards, cats, frogs, weasels, tigers, and so trap it within the swallower's rib cage. Priests gain a
on), including non-magical, giant-sized animals. +1 enhancement bonus when turning these undead.
These undead remain animated until they are de- This spell is often a necromancer's first experi-
stroyed in combat or turned; the animating magic ence animating corpses. For this to work, the animal
cannot be dispelled. bodies or skeletons must be intact. The material
The number of undead that you can animate de- components are a blood drop and bone chip from
pends on the animal's original hit dice, your caster the same species as the target remains (only animals
level, and the type of undead being created. You belonging to the same species may be animated per
can create the following number of animal skele- spell).
tons:
Corpse Link
¼ HD animal or less: 4/caster level Necromancy, Alteration
½ to 1 HD animal: 2/caster level Level: Sor/Wiz 1
1+ to 3 HD animal: 1/caster level Components: V, S, M
3+ to 6 HD animal: ½ caster levels Casting Time: 1 action
Animal of over 6 HD: ¼ caster levels Range: Close (within 10 yards of you)
Target: One corpse
You can create the following number of animal Duration: 10 minutes/caster level
zombies: Saving Throw: No
Spell Resistance: No
¼ HD animal or less: 2/caster level
½ to 1–1 HD animal: 1/caster level With this versatile spell, you establish a sensory
1 to 3 HD animal: ½ caster levels link between yourself and a corpse or freshly ani-
Animal of over 3 HD: ¼ caster levels mated zombie of a human, demihuman, or human-
oid within 10 yards per level of the caster. This link
Animated skeletons of animals that had ¼ to 1 allows you to gather sensory information from the
HD conform to the statistics of animal skeletons. vicinity of the cadaver or undead being. For every
Skeletons of animals that had less than ¼ HD when three levels of experience past the 1st, you gain the
ability to collect information from an additional can deal only with the creature's movement (turn
sense via the corpse link. At 4th level, for instance, left, walk forward two steps, and so on) If either
you may choose up to two senses (up to three at 7th you or the undead creature moves beyond the range
level, four at 10th level, and all five at 13th level). of the spell, the effects are negated. Corpse link
Sight: You can see what the corpse or undead does not impart any animation to dead tissue; if cast
creature sees as if looking through one of the crea- on a regular cadaver, it remains stationary for the
ture's eyes. duration of the spell.
Sound: You can now hear through one ear, ex- The material component is a fresh corpse or a
actly as if standing at the corpse's current location newly-animated zombie. Unless some form of pre-
(you can use your listen skill too). servative magic has been employed to protect the
Smell: With one nostril, you can now smell corpse's decaying sensory organs (such as embalm
things exactly as if standing at the corpse's current or spirit bind), this spell cannot be employed on the
location. The spell conveniently masks the putrefy- remains of one who has been dead for longer than 1
ing stench of the cadaver (if any) so that subtle day per level of the caster. This spell also requires
variations of aroma (like the scent of a rose) can the appropriate sensory organ of an animal or mon-
easily be detected. ster noted for its keen senses (such as the eyes of a
Taste: You can taste any substance which is in- hawk, ear of a rabbit, snout of a pig, and so on).
troduced into the corpse's mouth. The substance
(which may be solid or liquid) tastes exactly as if Exterminate
you had placed it on one side of your own tongue. Necromancy
This can be especially useful when checking for Level: Sor/Wiz 1
poison in food or identifying unknown potions. Components: V, S, M
Thankfully, the taste of the corpse's own rotting Casting Time: 1 action
flesh can be masked out by the spell. Range: Close (1 cubic foot/level)
Touch: You gain the ability to sense the textural Target: Small rodents & vermin
and environmental conditions, with a single hand, Duration: Instantaneous
as if standing at the corpse's location. You can Saving Throw: No
gauge the surface texture and temperature of any Spell Resistance: No
object or substance which is placed in contact with
the corresponding hand of the corpse. In the hands of a novice spell-caster, this spell
The type and number of sensory signals is cho- instantaneously snuffs out the life forces of small
sen by you at the time of casting, and cannot be rodents and vermin within 1 cubic foot per level (up
changed for the duration of the spell. You collect all to 10 creatures or 10 cubic feet maximum), includ-
the sensory information through a single organ (eye, ing such normal pests as flies, mice, beetles, rats,
ear, nostril, half of the tongue, or hand) belonging spiders, and the like. Only creatures with 1–3 hp per
to the corpse or undead recipient. This organ need caster level (9 hp maximum) and intelligence less
not be attached to the rest of the cadaver for the than 3 can be exterminated. More powerful wizards
spell to function properly. can thus affect bigger pests, including large spiders,
While the spell is in effect, you can still see/ stirges, poisonous snakes, and giant or huge centi-
hear/smell/taste/touch normally through other pedes. If the targeted creatures are extremely small
(unlinked) organs. For example, you harvest the left (1 hp or less), then an area up to 1 cubic foot per
eye from a fresh cadaver (with a successful Anat- level (10 cubic feet maximum) can be cleansed of
omy ability check) and places it on a high ledge, pests.
with a strategic view of a front door. If the spell is This spell is well-suited to indoor or outdoor ap-
now cast, your left eye would be able to see through plications and is a favorite among necromancers
the left eye of the corpse and spy on any visitors, who live among pestilence. Occasionally, cruel
while your right eye remains normal. mages have been known to exterminate benign ani-
Furthermore, if the target of the spell is a zom- mals (and sometimes even others' pets) with the
bie, the magic enables you to issue simple com- spell. The somatic gesture is a pointed finger, while
mands to the undead creature via this link. The you verbalizes a low zzzt sound. The material com-
commands can be no longer than four words and ponents are a pinch of lavender and dried garlic.
Locate Remains Components: V, S, M
Necromancy, Divination Casting Time: 1 action
Level: Sor/Wiz 1 Range: Close (10 yards/level)
Components: V, S, M Effect: Intelligible sound, usually voice
Casting Time: 1 round Duration: 10 minutes / caster level
Range: Personal Saving Throw: Will negates
Area: 30' long + 5'/level Spell Resistance: No
Duration: 10 minutes + 1 minute/level
Saving Throw: No This spell is similar to the spell ventriloquism in
Spell Resistance: No that it allows you to throw your voice up to a range
of 10 yards per level. However, your voice issues
This spell attunes you to the physical remains of only from the mouth of a specified corpse, skeleton,
dead beings in the area of effect. Locate remains or zombie. The voice coming from the cadaver or
will thus easily detect the presence of unburied undead creature will not sound like the caster's
corpses or corporeal undead (such as skeletons, voice. In the case of a cadaver or zombie, it will
zombies, or ghasts), but has no effect on noncorpo- sound similar to the hoarse, scratchy voice of the
real undead (such as ghosts or spectres). The area of deceased individual. In the case of a skeleton, the
effect extends in a 10' wide path, facing the in the voice will sound like a soft, raspy whisper. For the
caster's current direction. Scanning in a direction duration of the spell (which cannot be ended prema-
requires one round, during which time you remain turely), your voice emanates from the corpse or un-
motionless in concentration. dead creature. As a result, you is unable to cast any
Locate remains is mostly unaffected by walls or additional spells requiring verbal components until
obstacles, though the area of effect is decreased (to after the spectral voice has expired. The material
10' + 1'/ level) by more than three feet of solid component is a preserved tongue.
stone, ten feet of wood or packed earth, or one inch
of metal. 2nd-Level Spells
In the most general application, the spell pre-
cisely locates any and all physical remains of indi- Embalm
viduals in the area of effect, regardless of sex, spe- Necromancy, Alteration
cies, and undead status. This spell does not impart Level: Sor/Wiz 2
any knowledge regarding the identity (or undead Components: V, S, M
nature) of the remains; only the current locations of Casting Time: 2 rounds
corpses within the area of effect are learned. If a Range: Touch
personal item or a small fragment of the deceased Target: 1 corpse
individual is available at the time of casting, the Duration: Permanent
spell can be used to locate the remains of that spe- Saving Throw: No
cific individual. In that case, the spell does not reg- Spell Resistance: No
ister the presence of any remains except those of the
desired individual. An embalm spell enables you to protect a corpse
Both the general and specific versions of the (or a harvested part thereof) against the natural
spell have no effect if cast on a living creature of forces of decay and dissolution, until some later
any kind. The material component for this spell is time when it is needed for a spell. If the embalmed
either a small piece of bone from a human cadaver cadaver is later animated as a zombie, golem, or
(for the general version) or else an article of cloth- other form of animated undead, the creature gains
ing, personal possession, or strand of hair (for the +2 hit points per hit die (8 hp/HD maximum) be-
specific version). This spell is popular in regions cause of the greater strength and resiliency imparted
with strict burial customs. by the spell to the dead tissue. It has no beneficial
effect if cast on skeletal remains or on previously
Spectral Voice animated undead.
Necromancy, Alteration Thus preserved, a corpse permanently retains
Level: Sor/Wiz 1 the same odor and appearance it had at the time of
casting. Embalm does not reverse the effects of pu- Skeletal Hands
trefaction, but it does prevent any further decay of Necromancy
an individual's physical remains. Embalm does not Level: Sor/Wiz 2
facilitate subsequent resurrection of a corpse. The Components: V, S, M
material component is a drop of vinegar. Casting Time: 1 round
Range: Close (10 feet + 10 feet/3 caster levels)
Living Link Effect: creates ghostly, manipulative hands
Necromancy, Divination Duration: 10 minutes +1 minutes/level
Level: Sor/Wiz 2 Saving Throw: No
Components: V, S Spell Resistance: No
Casting Time: 1 action
Range: Medium (90 yards + 10 yards/level) By casting this spell, you animate a pair of
Target: 1 creature skeletal hands that levitate in midair and move as
Duration: 1 round/level directed by you, using verbal commands and so-
Saving Throw: No matic gestures to guide them within an area no
Spell Resistance: No greater than 10 feet + 10 feet/3 caster levels. The
hands can perform only simple grasping, lifting, and
With this spell, a wizard establishes a sensory carrying activities. They cannot perform complex
link between him- or herself and any living creature movements that require great dexterity, such as
within 90 yards + 10 yards/level. If you knows a picking locks. They can, however, open unlocked
specific creature or person within range, then the doors and chests, or turn pages in a spell book. The
spell can take effect on that specific creature. Other- hands can also make two clawing attacks per round,
wise, the living link will be established with any each attack directed against a different target. They
sentient creature within range, determined ran- attack at the same level as you do, and each inflicts
domly. 1–3 hp damage on a successful hit. The hands may
Similar to the spell corpse link (which only be physically attacked in turn (each hand has AC
works with fresh cadavers and zombies), living link 15, hp 4, and MV 15) and may move anywhere
allows you to gather sensory information from the within their range.
vicinity of the targeted creature (sight, sound, smell, The hands can carry up to 5 pounds each; to-
taste, or touch). For every four levels of experience gether, they can carry an object of up to 20 pounds.
past the 1st, you can collect information from an ad- The hands may wield weapons within these weight
ditional sense (up to two senses at 5th level, three at limits. When using weapons, the skeletal hands at-
9th, four at 13th, and all five at the 17th level of ex- tack with a bonus half your level and with the –4
perience). penalty for nonproficiency. Hand-held melee weap-
The target creature of this spell experiences ons do half their normal damage (round up frac-
nothing to indicate that its senses have been tapped, tions), because the hands cannot generate the proper
and it remains in control of its own actions, entirely forces that the weapons need in order to inflict nor-
unaware of the magical connection to you. In other mal damage. The hands may fire an already loaded
words, you cannot force the subject to look at some- crossbow and inflict normal damage, because the
thing (listen at a keyhole, taste a glass of wine, pick crossbow provides the necessary force to propel the
up an object, and so on). This spell merely enables bolt. All other missile weapons have their ranges
you to directly experience the world through an- reduced to one quarter and inflict their normal dam-
other creature's perceptions. For instance, looking age (round up fractions).
through another creature's eyes gives you all of its The material components are the complete,
visual capabilities, like darkvision should the crea- skeletal hands of any human, demihuman, or hu-
ture have that ability. manoid. These hand bones may be reused in multi-
While the spell is in effect, the living link over- ple castings of the spell, providing the hands have
rides your own sensory perceptions. Thus, while a not been damaged or destroyed in combat.
wizard is seeing through another creature's eyes, he
or she is unable to see through your own. The spell
can be ended early with no risk to the caster.
3rd-Level Spells or corpse and a small, crude puppet which Youmust
manipulate with both hands to choreograph the
Bone Dance bone dance.
Necromancy
Level: Sor/Wiz 3 False Face (Necromancy, Alteration)
Components: S, M Level: Sor/Wiz 3
Casting Time: 3 rounds Components: V, S, M
Range: Close (within 10 yards/level of you) Casting Time: 1 action
Target: 1 skeleton or zombie Range: Close (within 10 yards/level of you)
Duration: 10 minutes/level Effect: Disguise self as another
Saving Throw: No Duration: 10 minutes/level
Spell Resistance: No Saving Throw: No
Spell Resistance: No
This spell temporarily animates the physical re-
mains of a human, demihuman, or humanoid. Bone This spell enables you to copy the face of an-
dance forges a mystical link with the newly made other human, demihuman, or humanoid, either liv-
undead creature within 10 yards/level of you, ena- ing or dead within 10 yards/level of where you
bling you to mentally control its movements, just as stand. It has no effect on undead. You gains the fa-
a master puppeteer manipulates the actions of a cial features of the chosen individual of either sex,
wooden puppet. providing the subject lies within range and you can
The skeleton or zombie animated by this spell is clearly see the face he or she is trying to emulate.
incapable of carrying out any independent actions— You do not gain any sensory abilities (or dis-
you must mentally command your undead puppet to abilities) associated with the new face. For example,
walk forward, pick up a sword, strike an opponent if you copy a blind man's face, you still retains your
with it, and so on. While you concentrate on main- normal sight. You retain your normal voice, too, as
taining the bone dance, you may not speak, cast well as height, bodily appearance, spells, and spell-
other spells, or actively engage in melee. The spell like abilities.
occupies the greater part of the caster's attention. The false face serves as an effective disguise,
The skeleton or zombie created by this spell though it radiates a magical aura of necromancy.
conforms to the normal variety described in the Spells that detect or banish illusions have no effect
Monster Manual. It is compatible with (can be af- on this disguise; the false face is not illusionary. It
fected by) other necromantic spells that affect un- may be reversed with dispel magic.
dead, and the creature may perform all of the simple The material components are a small ball of
actions outlined in the skeletal hands spell. If di- natural rubber and a small mirror, both of which are
rected into combat, it fights as a regular skeleton consumed in the casting.
(even if it still has some flesh on its bones).
When combined with spectral voice, bone Skulltrap
dance can make for an effective decoy, a menacing Necromancy
bluff, or at least a ghastly form of entertainment. Level: Sor/Wiz 3
When augmented by corpse link, a dancing cadaver Components: V, S, M
may serve as an effective (and ultimately expend- Casting Time: 1 action
able) scout that can work beyond the immediate vis- Range: Touch
ual range of the caster. Target: 1 skull
Normally, the bone dance progresses for the Duration: Special
duration of the spell or until you loses concentra- Saving Throw: Reflex half
tion. The dance also ends prematurely if you causes Spell Resistance: No
the skeleton to move beyond spell range or out of
direct sight (certain divinations, such as corpse link This ward may be placed on any non-living
may lift this hindrance). The bone dance may be de- skull or the skull of an undead skeleton. The skull-
stroyed in combat, or broken by a successful dispel trap remains dormant until the skull is touched by
magic. The material component is an intact skeleton living matter or is struck and damaged by non-
living matter (for instance, it's struck by in combat harmless. If failed, the victim suffers 1–6 points of
or falls to the floor). Assume a normal skull is AC damage from an excruciating headache, leaving him
12 and has 2 hp. This simple warding does not dis- or her with selected gaps in his memory.
criminate; it can just as easily be triggered by you Brainkill can affect only the victim's memory
who cast the spell as by a curious rat brushing up and ability to recall factual information. For exam-
against it. ple, a person thus affected might be completely un-
When the skulltrap discharges, the skull flashes able to remember details of a place, the name, ap-
briefly with red or violet light and violently ex- pearance, or any traits of a person, or might have a
plodes, releasing a blast of energy drawn from the one-year blank in your memory. The spell has no
Negative Material plane. The burst of negative en- effect on a person's learned abilities or skills. For
ergy does 2d4 hp damage plus 1d4 hp damage for instance, suppose an individual gained a swimming
each caster level to a maximum of 10d4. All living skill six months before coming under the influence
creatures within 10' of the skull must make a Reflex of this spell. While the victim will no longer recall
saving throw to suffer only half damage from the the swimming lessons, he or she still retains the
blast. ability, though it might not become evident until the
Because the trap is so easily triggered, the skull victim jumps into a large body of water. Aside from
is often placed in its final resting place before cast- relearning it as best as one can, the lost knowledge
ing the spell on it. The trapped skull may be moved and memories can never be regained except by a
without triggering the trap, but it must be moved wish.
very slowly and without contact with living matter.
Gloves or any other thin materials used to cover the Empathic Wound Transfer (Necromancy)
flesh of a living being are not enough to prevent the Level: Sor/Wiz 4
skulltrap from being discharged. The material com- Components: V, S, M
ponent is a pinch of dust from the physical remains Casting Time: 1 round
of a corporeal undead being with strong ties to the Range: Touch
Negative Material Plane, such as a wight or vam- Target: 1 creature
pire. Duration: Permanent
Saving Throw: None
4th-Level Spells Spell Resistance: No
Brainkill By casting this spell, you transfer some of the
Necromancy wounds of another creature to yourself, thereby par-
Level: Sor/Wiz 4 tially curing the recipient. Up to 2 hp per caster
Components: V, S level may be transferred to a maximum of 20 hit
Casting Time: 1 round points, so a 10th level necromancer could cure an
Range: Touch ally of a 20-hp wound (but you will then take 20 hp
Effect: Erase memory of creature in damage).
Duration: Permanent The hit point loss could have originally resulted
Saving Throw: Will negates from physical attacks, certain poisons, spell effects,
Spell Resistance: Yes diseases, or curses (except those that cannot be re-
moved by the remove curse spell). This spell cannot
Using this spell, which operates much like a for- restore amputated limbs, drained life levels, or lost
get spell, you can permanently burn from the mem- life. It also cannot undo any continuously acting
ory of any one creature all knowledge of either a poison or disease. The spell only temporarily re-
specific place or person or a time period of up to verses such harm, which will then continue to affect
one year (you may choose the desired result). The the victim.
spell works on any intelligent creature by destroy- You cannot drain your own life. Normally, you
ing a portion of its brain, but a victim is entitled to a can only transfer damage to bring yourself to as low
Will saving throw to resist the effects of the spell. If as –9. Of course, the mage immediately loses con-
successful, the creature suffers only a painful head- sciousness in such a case, but your condition does
ache, which dissipates in 1–4 hours but is otherwise not deteriorate unless further wounded by another
agent. At the DM's discretion, this spell also enables If the summoning is successful, the desired
you to immediately restore an incapacitated and dy- spirit slowly rises from the ground before you. The
ing victim. Hit points cured by the wound transfer spirit's willingness to answer questions will first de-
are inflicted on you. Hit points lost by you may be termine the effectiveness of the spell. If the spirit is
regained by normal healing or magic. of a different alignment than you or formerly had
Finally, after the transfer is complete, you tem- more hit dice than your current level of experience,
porarily loses four points of temporary Constitution the shade is entitled to a Will saving throw to resist
loss due to extreme exhaustion. If your Constitution the interrogation.
drops to 0, unconsciousness results, and full Consti- Provided that the spirit is agreeable, it can an-
tution is not regained for 24 hours of full rest. The swer one question for every three caster levels you
material components are hair and blood from both have. Summoned spirits tend to be evasive and
the recipient and the caster, two newt eyes, and two cryptic. In general, their knowledge is limited to
wolf teeth (each from a different animal). These what they knew while alive. A spirit may also be
components are consumed in the casting. called upon to answer specific questions about the
near future, regarding actions undertaken before the
Summon Spirit next nightfall. Questions and predictions about fu-
Necromancy ture events are subject to the same conditions and
Level: Sor/Wiz 4 limitations as the priest spell augury.
Components: V, M This spell requires a shallow pit filled with the
Casting Time: 10 minutes blood from a slaughtered ram. The pit opens a sym-
Range: Close (within 10 yards) bolic link with the netherworld, while the blood
Effect: 1 summoned spirit serves to lure a spirit back into the world of the liv-
Duration: 1 round/level ing. Note that the blood may also attract hostile un-
Saving Throw: Will may negate (see text) dead (if the summoning fails). The DM may care to
Spell Resistance: Yes modify this spell so that it always summons a host
of spirits (numbering 1–20) who must be individu-
This spell allows you to raise up the spirit of a ally questioned and placated before the desired
dead human or demihuman with 10 yards, which shade arrives. The DM may also care to increase the
may answer questions put to it by those present at chances of summoning a hostile undead (even if the
the summoning. Of course, the questioners must spell succeeds) to reflect the caster's location and
speak the same language as the dead creature. the tone of the campaign. Obviously, calling a bene-
Summoning a dead spirit is far from a certain or ficial spirit near the burial mound of a wraith may
trouble-free enterprise. The base chance that a spirit bring both creatures to investigate the unusual sum-
will answer the summons is 50% + 1% for each ex- mons.
perience level of you casting the spell. This chance Modifier Condition
of success also depends on your authority in the +5% Caster is a necromancer
spirit world, the length of time the subject has been +5% Caster has spirit lore proficiency
dead, and the specific time of day during the casting +10% Caster is a member of the Witch kit
(see the table below). None Subject dead for up to 1 week
Regardless of actual penalties or bonuses, the –5% Subject dead for up to 1 month
chance of success never drops below 5% or rises –10% Subject dead for up to 1 year
above 95%. If the spell fails, there is always the –15% Subject dead for up to 10 years
chance that the summoning will attract the attention –20% Subject dead for up to 100 years
of some other (potentially hostile) spirit or undead –30% Subject dead for up to 1000 years
creature, either from the netherworld or the general –50% Subject dead 1000 years +
vicinity of the caster. The chances of summoning a –25% Spell cast by day
malicious undead are 5%, cumulative with every None Spell cast at night
failed attempt by the same caster. Note that this +10% Spell cast at full moon
spell in no way protects you (or those present at the +25% cast on a holy day associated with the dead
casting) from the attacks of inadvertently sum- +10% Ancestor present at summoning
moned undead. –10% Spirit previously summoned within the
same month
5th-Level Spells creature slowly begins to dissolve, eventually re-
ducing it to a quivering mound of formless flesh.
Bind Undead Except for experiencing a strange "tingling sen-
Necromancy sation" at the time of casting, the victim is not im-
Level: Sor/Wiz 5 mediately aware of the spell's effect (making it even
Components: V, S, M more insidious). In the short term (starting at the
Casting Time: 1 action moment of casting up to the first full day), the
Range: Close (within 10 yards/level of you) bones of the victim become embrittled, greatly in-
Effect: Undead held creasing your susceptibility to crushing attacks or
Duration: 2 rounds per level falling damage. At the onset, the subject of this
Saving Throw: Will negates spell sustains double normal damage from such at-
Spell Resistance: Yes tacks; by the end of the first day, the victim's cur-
rent hit points are reduced by 20%.
Bind undead is highly effective against certain In the medium term (lasting 1d6+1 days from
kinds of undead (it has no effect on living crea- the time of the casting), a victim is subject to fre-
tures). This spell automatically affects all chosen quent, painful fractures. All attacks by piercing and
corporeal undead of 6+ or less HD within 10 yards/ slashing weapons inflict double normal damage,
caster level. Such creatures curl into a ball (if more while crushing attacks inflict quadruple damage. By
than one undead is affected, they are all gathered the end of this period, the creature's hit points are
into one tightly-packed sphere). Affected undead reduced by 60%. In the terminal stage of this spell,
are considered held, helpless and immobile, their a victim's bones finally dissolve, collapsing the sub-
special abilities in stasis, until the spell expires or ject's spine and skull, bringing a slow and painful
you free them. The diameter of this ball of undead death.
is typically 2–3 feet per affected creature. Typically, While under the effects of this spell, the victim's
this "boneball" is rolled off a cliff or into an obsta- body is unable to undergo normal healing proc-
cle or fire, or conveyed into the midst of foes, esses. Magical healing (spells or potions) slows the
whereupon you end the magic, freeing the undead onset of the terminal stage, but it cannot halt the
to fight. bone loss process completely. Every 10 hp of magi-
Against noncorporeal undead (such as ghosts cal healing effectively prolongs the victim's life in
and spectres) and all undead of 7 or more HD, bind the intermediate stage of the affliction for one full
undead acts only as a slow spell. These undead are day. The slow dissolution of bone can only be
entitled to a Will saving throw to resist the effect. halted by a successful dispel magic or by remove
Bind undead does not effect "Undead templates curse, cure disease, limited wish, wish, heal, or res-
such as Vampires and Liches. The material compo- toration spells. Once the spell has been broken, lost
nent is the bone of any creature, held in your left hit points can be healed by normal or magical
hand at the time of casting. means.
The reverse of the spell, bone growth, immedi-
Bone Blight ately halts the bone blight and slowly (over a period
Necromancy of 1–6 days) restores all damage caused by that
Level: Sor/Wiz 5 spell.
Components: V, S, M Both versions of this spell only work on living
Casting Time: 1 action creatures and have no effect if cast on undead. The
Range: Close (30 yards) material component is a drop of aqua regia for bone
Target: 1 creature blight and a drop of milk for bone growth.
Duration: Permanent
Saving Throw: Fort negates Graft Flesh
Spell Resistance: Yes Necromancy
Level: Sor/Wiz 5
This nasty curse slowly erodes the healthy bone Components: V, S, M
of any chosen creature within range, who is entitled Casting Time: 1 action
to a Fortitude saving throw. If failed, all bone in the Range: Touch
Effect: Replace limb or disguise 6th-Level Spells
Duration: Variable (see text)
Saving Throw: No Corpse Host (Necromancy)
Spell Resistance: No Level: Sor/Wiz 6
Components: V, S, M
You can graft any freshly harvested flesh to the Casting Time: 10 minutes
body of the recipient, either replacing a lost limb or Range: Touch
serving as a disguise. The duration is limited only Effect: Transfer life force to corpse
by the compatibility of the grafted flesh to the host's Duration: 1 day/level
own body. Flesh harvested from the recipient him- Saving Throw: Will negates
or herself (such as a severed limb) can be perma- Spell Resistance: Yes
nently reattached with this spell. If the grafted limb
were taken from a fresh corpse, however, the maxi- This spell enables an individual touched by you
mum duration of the spell would be 1 day/level of to transfer your life force to temporarily animate the
the caster. Only musculo-skeletal tissues are af- fresh corpse of a human, demihuman, or humanoid.
fected by this spell; it cannot be used to graft organs A saving throw is entitled only if the individual
or attach additional appendages (such as an extra touched is actively resisting. This spell will fail if
arm) to the recipient. cast on undead. The recipient wills the cadaver to
Graft flesh can also disguise the subject (which move and act and can even cast spells through it—
may be yourself) with the flesh from a cadaver. all while your own body is safely up to 5 miles
While the subject gains the facial and bodily ap- away per level of the caster. While animated by the
pearance of the deceased individual, the transforma- host's life force, the corpse ceases to decay; how-
tion is only "skin deep." The recipient retains his ever, unless illusionary magic is cast upon it, the ca-
normal voice, knowledge, spells, and other abilities. daver will appear to be a form of undead.
Furthermore, the subject does not gain any physical The recipient (who may be the caster) can see,
or sensory abilities associated with his new appear- hear, and sense through the corpse host. The host
ance (the spell cannot, for instance, increase the can fight, talk hoarsely (with the voice of the
host's physical strength or replace lost eyesight). corpse), and carry things—in fact, it can perform all
This application lasts 1 day/level of the caster. tasks less exacting than lock-picking, sewing, and
For the duration of the spell, grafted flesh liter- similar handicrafts. It can even go adventuring and
ally becomes an extension of the host's own body earn experience points for its "master."
(affected tissue radiates a faint aura of necromancy, The recipient's mind functions in two places si-
however). The recipient has complete control over multaneously—within the corpse host and within
the flesh as if it were their own. At the conclusion your real body. The real body can still sense (see,
of the spell, the grafted flesh slowly deadens and hear, and so on) exactly as before, even benefiting
ultimately drops away. A successful dispel magic from enhancements such as a magical ring. The
ends the spell prematurely. tradeoff is paralysis. Aside from breathing, blink-
Graft flesh only functions on living human, ing, and moving your eyes, the recipient cannot
demihuman, or humanoid subjects. The material move your real body while the host is animated.
component is the host's own severed limb or else a (Friendly guards are a wise precaution. So is a
suitable replacement from a fresh corpse (dead for pleasant or strategic view). The real body does not
no longer than 1 day per level of the caster). Grafted need to eat, drink, or sleep.
tissue must be harvested from the same species as The recipient is vulnerable when your corpse
the host. Graft flesh cannot be combined with other host is the target of magical and psionic powers that
enchantments (such as embalm or spirit bind) which affect the mind. The host can be fooled by illusion
are used to preserve a corpse. By the conclusion of spells to the same degree as the recipient. It works
the spell, all grafted flesh has decayed past all util- this way because both recipient and host are actu-
ity and cannot be used in a subsequent casting. ally sharing the same mind.
Physical attacks against the corpse host don't
damage the real body, though they do harm the
host. The latter has a number of "hit points" equal to
the recipient's normal maximum (even if the recipi- Target: 1 individual
ent is currently crippled). The host has the recipi- Duration: Special
ent's natural armor class including dexterity but ex- Saving Throw: Will
cluding armor, magic, skill, feats, etc., though it Spell Resistance: Yes
may wear armor and employ weaponry with the
same restrictions that apply to the recipient. The This rare and horrible spell causes the victim to
host does not benefit from anything worn or carried be slowly transformed into a ravening, flesh-eating
by the recipient's real body, however. ghoul as in the Monster Manual. The transformation
The corpse host can withstand attacks as well as process usually begins at the limb or extremity
(or as poorly as) the recipient can normally. Note (usually the hand or arm) closest to the location
that since the host is not undead, it may not be touched by you at the onset of the spell. The victim
turned or affected with spells or magical items that suffers 1–2 hit points of damage each round while
influence such creatures. the body slowly dies and transforms into a ghoul's
If the host drops to 0 or fewer hit points, the cold, undying flesh.
owner must make a Fortitude saving throw against The victim is entitled to an initial Will saving
DC 5. Failure indicates that the real body also dies throw to resist this deadly transformation. If failed,
along with the host. The spiritual link between the only a limited wish, wish, or restoration will end the
recipient and host can also be abruptly severed by condition. A dispel magic or remove curse may be
(successfully) casting you spells dispel magic, lim- effective, but only if cast within three rounds of the
ited wish or wish or by employing the clerical spell touch that confers the ghoul gauntlet. During the
dispel evil. Severance of the spiritual link also re- early stages of the spell, the original afflicted ex-
quires the recipient to make a system shock roll in tremity may be severed and burned to terminate the
order to survive the ordeal. spell.
The recipient of this spell can abandon the link If the extremity affected by the ghoul gauntlet is
with the corpse host at any time, with no harm to amputated while the victim has lost less than 20%
him- or herself. The host immediately collapses of your total hit points, then only a hand or a foot
(resuming its usual decay), and the recipient imme- may need to be severed (inflicting 1d4+1 hp of
diately regains control of your real body. The same damage, requiring a Fortitude saving throw vs. DC
thing occurs when the spell ends or the corpse host 10+ severing damage taken to remain conscious,
somehow moves beyond the spell's range or to an- and resulting in the loss of the limb's mobility and
other plane. functions). After the victim has lost 20%–50% of
The material components include a fresh corpse your hit points, however, an entire limb will have to
(of an individual who has been dead for no longer be cut off, with the loss of 1d12+4 hp and a Forti-
than 1 day per level of the caster) and a freshly- tude saving throw vs. DC 10+ severing damage
excised patch of the recipient's skin. Harvesting this taken. Initially, the transformed flesh of the victim
piece of flesh from the subject at the time of casting has no paralytic powers or any of the special abili-
also inflicts 1–3 hit points of damage. At the con- ties associated with ghouls. As the spell unfolds, the
clusion of the spell, the recipient is entitled to a sav- advancing front of dying flesh inexorably traverses
ing throw vs. death magic. If failed, the hit point the entire body, and the victim immediately dies
loss is permanent (consumed by the spell) and can- once the ghoul gauntlet reaches the heart or brain
not be reversed or magically healed except with a (upon reaching 0 hp due to the spell). Healing
wish or restoration spell. If successful, the loss in spells, potions, or magical items have no power to
hit points, while temporary, can only be regained by cure or reverse this affliction while the ghoul gaunt-
normal rest. let runs its course.
One full day after the victim has died (unless the
Ghoul Gauntlet remains are burned), the subject awakens as a full-
Transmutation, Necromancy fledged ghoul as outlined in the Monster Manual.
Level: Sor/Wiz 6 The undead is now a fawning slave, utterly under
Components: V, S, M the control of the necromancer who cast the nefari-
Casting Time: 1 action ous spell.
Range: Touch The material components include the freshly
harvested fingernail of a corpse and a pinch of man- 7th-Level Spells
drake root. Both of these are consumed by the cast-
ing of the spell. Wound Conferral
Necromancy
Transmute Bone to Steel Level: Sor/Wiz 7
Transmutation, Necromancy Components: V, S, M
Level: Sor/Wiz 6 Casting Time: 2 rounds
Components: V, S, M Range: Touch
Casting Time: 1 round Effect: Transfers damage between 2 creatures
Range: Close (within 30 yards) Duration: Permanent
Effect: Increase strength of bone object Saving Throw: Fortitude negates
Duration: Permanent Spell Resistance: Yes
Saving Throw: Will negates
Spell Resistance: Yes This spell is similar to the 4th-level spell em-
pathic wound transfer, except that it enables you to
Casting this spell makes any object made of transfer the wounds (up to 3 hp per level of the
bone within 30 yards, including a skeleton, as caster, up to 30 points of damage) between any two
strong as steel. The spell may be cast only upon creatures, excluding yourself. You must be able to
dead, inanimate bones; after they have been trans- grasp both the creature with the disability and the
muted, the bones may now be animated by the usual creature about to receive the disability without hav-
means. Despite their increased strength, the bones ing to make attack rolls. Thus, the two beings must
do not change in appearance, and they retain their either be willing to undergo the spell, or else be
original weight. Such an object would have hard- sleeping, unconscious, or otherwise bound and se-
ness 10, hit points 10 and a break DC of 26. Trans- cured from escaping the caster's grasp.
muted skeletons now have AC 17 and take half the The recipient of the disability is entitled to a
usual damage from all physical attacks. However, Fortitude saving throw if unwilling. If the recipi-
these skeletons still take normal damage from holy ent's saving throw succeeds, the transfer is incom-
water and magical attacks and are also subject to plete and nothing further happens. If failed, the re-
spells affecting metal and the attacks of creatures cipient gains the wounds of the disabled creature,
that especially affect metal, such as rust monsters. subject to a few limitations.
The reverse of this spell, transmute steel to The total amount of transferred hit points is lim-
bone, weakens any metal by making it as brittle as ited to the caster's current hit points (or 3 hp per
dry bone. Such an object would have hardness 0 hit level, whichever is smaller). Normally, the spell
points 2 and a break DC of 10. Each non-living re- functions by conveying the wounds from the dis-
cipient of this spell must make an item saving throw abled creature to you (during the first round of cast-
vs. disintegration. If failed, the former metal item ing) and then from you to the final recipient (during
makes all future saves as if it were fashioned from the second round of the spell). Should an conferred
bone. Metal armor loses its effectiveness, becoming disability drain you below zero hit points (if you un-
AC 13. Whenever a successful hit is made by or wittingly attempts to channel more hit points than
upon the item, the transmuted object must make a you currently possesses), the exchange effectively
save vs. crushing blow to remain intact and func- backfires and now operates on you as an empathic
tional. Magic items weakened by this spell remain wound transfer. The spell also backfires if it is in-
magical, with any bonuses applied to their saving terrupted during the second round of casting, before
throws. Weapons affected by this spell inflict –2 hp the final conferral of life force to the recipient.
per die of damage (and any natural roll of 1 on the At the DM's discretion, this spell will never
die indicates weapon breakage). Physical attacks backfire when employed by a necromancer, who is
versus transmuted metal creatures inflict +2 hp per presumably an expert in these rites. If interrupted
die of damage. The material components (for both during casting, the spell merely fails without any
versions of the spell) are steel filings and powdered transfer of wounds from the disabled creature.
bone. When cast by a necromancer, this spell can also im-
mediately restore an incapacitated and unconscious
creature. heal, limited wish, wish, or a successful dispel
This spell is terribly exhausting for you. After magic. Lesser curing spells and healing potions de-
the exchange is complete, you temporarily lose lay death only by one round. Multiple applications
seven points of Constitution; each point may be re- of these spells or potions may prolong a victim's life
covered by two hours of complete rest. If your Con- until the duration of the spell expires. The spell may
stitution drops below 3, unconsciousness results, also be ended prematurely by killing or successfully
and the full Constitution is not regained for 24 employing dispel magic on you (this immediately
hours. The material components are the same as for releases all creatures afflicted by the spell).
as the empathic wound transfer spell, except for a The death shroud remains in effect until you
specially fashioned ruby brooch or pendant (worth have successfully attacked or been attacked by a
at least 5,000 gp) which must be worn by you at the number of creatures equal to your current level (or
time of casting. The ruby, which serves as a tempo- the spell's maximum duration has elapsed). Undead
rary receptacle or buffer for the exchanged life are not affected by this spell. In fact, if an undead
force, shatters upon the completion of the spell. creature is attacked by a death shroud, it immedi-
ately gains 1 HD, and you must make a Will saving
8th-Level Spells throw or suffer the effects of the death shroud her-
self.
Death Shroud This dreadful spell is known only to a select
Necromancy cadre of necromancers who purportedly learned it
Level: Sor/Wiz 8 from a mysterious, bronze-bound book of extrapla-
Components: V, S, M nar origin. The warding requires the following ma-
Casting Time: 1 action terial components: crushed black opal and diamond
Range: Touch (worth 5,000 gp), dust from a corporeal undead
Effect: Causes death to attackers with strong ties to the Negative Material Plane
Duration: Special; 1 round/level maximum (such as a vampire or wight), and a hunk of smoky
Saving Throw: Will negates quartz. These ingredients are consumed in the cast-
Spell Resistance: Yes ing.
Death shroud draws upon the Negative Material Life Force Transfer (Necromancy) Reversible
Plane to surround you in a dark and shadowy aura Level: Sor/Wiz 8
of life-draining energy. While you suffers no ill- Components: V, S, M
effects from this baneful radiance, it may have dire Casting Time: 80 minutes
consequences for anyone who comes into contact Range: Touch
with the aura. Effect: Transfer life force to item
The death shroud can be used actively in of- Duration: Permanent
fense and passively in defense. In combat, you may Saving Throw: Will negates
activate the deadly power of the spell by touching a Spell Resistance: Yes
victim (requiring a successful attack roll). Any crea-
ture touched must immediately make a Will saving Upon completion of this long and highly-
throw. If the roll is successful, the victim is un- versatile incantation, you permanently transfer a
harmed. If the save is failed, a black haze forms creature's life force (even your own) into a specially
around the victim, draining 20% of their current hit fabricated item, a magical receptacle, or the body of
points each round until the unfortunate individual another individual. Once the mental transfer has
dies at the end of the fifth round. The death shroud been completed, the recipient's body falls into a
also serves as a passive ward or protection for you. cataleptic state, and remains in a death-like trance
Anyone who touches you or attempts to strike you or coma for 2–7 days. Unless the subject's life force
with any hand-held object or melee weapon must is magically reunited with the body during that time
make a Will saving throw or be stricken by the period, the body dies, and the life force remains per-
death shroud in a similar manner. manently trapped within the physical object or new
The following spells remove the death shroud body.
from an afflicted individual: cure critical wounds, While in the physical receptacle, the recipient
may perform any action permitted by the new form. learn a new 8th-level spell to replace it. Aside from
In an item such as a ring or a sword, the subject this limitation, however, your remains are unaf-
may communicate with the user when the receptacle fected by the pending spell.
is held or worn properly. The extent of communica- Less scrupulous wizards may use this rite to
tion depends on the subject's intelligence: permanently transfer the recipient's life force (often
their own) into the body of a younger individual,
Int Communication thereby extending their own existence. The victim
3–11 None is entitled to a Will saving throw to resist the ef-
12–13 Semi-Empathy fects. If failed, the subject's life force departs
(resulting in the death of the victim), and the recipi-
14–16 Empathy
ent's life force takes permanent possession of the
17+ Telepathy victim's body. If the saving throw is successful, the
spell fails without any ill effect to either the victim
Individuals of low or average intelligence can- or recipient (though it may be recast at a later date).
not communicate, and those of above-average intel- Thus, an ancient necromancer may transfer your life
ligence can communicate using a primitive form of force into the body of a vigorous, younger person,
empathy (usually limited to a throb or tingle of thereby gaining all of the victim's physical attrib-
varying intensity). At the discretion of the DM, the utes, manual skills, hit points, and extended life
life force might animate a specially prepared statue span.
or golem, perhaps even enabling the recipient to The spell requires either an expertly-crafted
employ any memorized spells. item or any living human, demihuman, or humanoid
Life force transfer is sometimes the final step in (preferably young and healthy) to house the sub-
the manufacture of a powerful magical item or mi- ject's life force. The remaining material components
nor artifact (usually a sword). In this process, a vic- include a scroll inscribed with special rare inks and
tim's life force is transferred into a magical item a massive, blood red garnet (worth 5,000 gp or
(unless they makes a Will saving throw), which is more). The exact nature of any physical receptacle
finally sealed with a permanency. should be decided by the DM, but it must be of
In such an enchantment, the recipient's body is quality suitable for enchantment. The garnet (but
frequently destroyed afterward by the caster, for- not the scroll) is consumed in the casting. This spell
ever trapping the victim's life force in the item cannot be dispelled normally (even in its "pending"
(unless the permanency is first reversed and a new state). If the receptacle was not sealed with a per-
body prepared using a clone, wish, or similar manency, then the subject's life force may be driven
means). If the item is destroyed while the recipient's out with spirit release or dispel evil (in the event of
life force is in it, the creature may regain its body a permanent magical receptacle, the item's perma-
by making a system shock roll if it lies within 1 nency must be first overcome with dispel magic).
mile per level of the original caster; otherwise, the In rare cases, to be adjudicated by the DM, the
subject's life force dissipates, and the creature dies. life force of the victim does not depart from the
Sometimes, you may employ this spell as a final body, but coexists in your body with that of the re-
measure to protect your own life. In this version, the cipient or "intruder." Such a life force may be able
entire incantation and receptacle are prepared and to take control of the survivor—use the control
cast beforehand, but only the final syllable of the rules for the magic jar spell to determine this. As
spell is left unfinished. You may pronounce this before, the "intruder" life force can only be ejected
short (single segment) syllable at any later time, by casting dispel evil (or a full wish). Otherwise, at
casting your life force into the receptacle— the discretion of the DM, the life force of the
providing that it lies within range. Obviously, this "intruder" merges with that of the victim, diluting
strategy only works if the receptacle is kept close to the recipient's personality, alignment, and possibly
you at all times. Furthermore, you usually must sanity, as well.
leave behind clues or encrypted instructions so that The reverse of this spell, revoke life force trans-
your allies may later reverse the spell and restore fer, requires the original scroll (the one used in the
you to your normal state, whatever that may be. life force transfer spell to be revoked), the con-
While the spell is in its unfinished state, you cannot struct, and the body of the recipient. Providing that
the spell is cast before the body physically dies many levels of experience to be affected by the
(within 2–7 days of the original separation), the re- weakened ward, which remains in effect until
versal process requires a system shock roll in order drained by a less powerful being.
to be successful. If failed (or if the body has already Despite its lethality, this is not a subtle warding.
perished), the newly released life force dissipates, The protected area or object is literally covered with
and the subject dies. intricate, arcane runes and symbols at the time of
casting These glyphs may flash ominously with pale
9th-Level Spells red or blue light when approached within 10 feet.
The entire area radiates a magical aura of lethal nec-
Death Ward romancy. Provided that you are on the same plane
Abjuration, Necromancy of existence, you will be immediately aware if the
Level: Sor/Wiz 9 death ward has been triggered. By concentrating,
Components: V, S, M you may determine its current level of lethality, re-
Casting Time: 10 minutes gardless of distance.
Range: Close This terrible spell is a closely held secret,
Area: 1 portal guarded jealously by the most powerful and black-
Duration: Special (see text) hearted of necromancers and liches. It was origi-
Saving Throw: Will negates nally designed by liches, as they can easily sustain
Spell Resistance: Yes the rigors of casting such a spell.
Mortal wizards who employ this powerful spell
By covering a doorway with the most forbidden must make a Will saving throw DC 10 or go insane,
and lethal of necromantic runes, you can protect a contract permanent paralysis (via a stroke), or suffer
small portal so that any creature that tries to pass from a terminal illness as adjudicated by the DM.
through the warded area without first speaking a Curiously, the mental stability afforded by lichdom
word of command is immediately slain. A death makes these undying wizards completely immune
ward may also be cast on an item (usually a spell to the dangers of employing this ward. It is simi-
book or phylactery) or on a tunnel or cave entrance larly rumored that certain ancient, evil dragons have
no larger than 30' feet in diameter. A single applica- developed an even more potent version of this spell,
tion of this spell can kill up to twice as many hit which they may employ in their lairs with impunity.
dice or levels of creatures as you who cast the spell The material component is a magical ink fabri-
has levels of experience (thus a 20th-level wizard cated exclusively for this spell. The list of the ink's
can slay up to 40 levels with a single death ward). noxious ingredients is lengthy and complex, but it
Each creature passing through the ward is enti- includes the venom of numerous poisonous animals
tled to a Will saving throw; if successful, the indi- and the acrid ichor of extraplanar fiends. Not sur-
vidual survives and the ward loses none of its le- prisingly, the accumulation of these deadly compo-
thality. However, those who fail their saves are im- nents and the subsequent fabrication of the baneful
mediately slain and their levels or hit dice are sub- ink itself sometimes results in tragedy for a mortal
tracted from the potency of the ward. Those with wizard, as mentioned previously.
greater hit dice than the current power of the death While the inscription process (the actual cast-
ward are unaffected by the spell. ing) of the death ward takes only 1 turn, the fabrica-
For example, an 18th-level lich has cast the tion process of the ink (once the proper ingredients
death ward (which can slay up to 36 levels) on the have been assembled) takes 1–4 days. The ink also
entrance to her inner sanctum. A party of four char- requires the dust of powdered perdiots and garnets,
acters, each 15th level, enter her lair and foolishly worth between 2,000–8,000 gp.
traverse the warding. The first member fails his
save and perishes, reducing the ward's effectiveness Life Force Exchange (Necromancy) Reversible
to 21 levels. The second character makes her save Level: Sor/Wiz 9
and thus escapes any ill effects (the ward remains Components: V, S
unaffected, however). The third character fails the Casting Time: 1 action
save and dies also, reducing the ward to 6 levels of Range: Medium (within 60 yards of you)
potency. The fourth 15th-level character has too Effect: Switches the life force of 2 creatures
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell permanently switches the life forces
of two creatures (one of which may be you) within
60 yards. Both recipients must be within range at
the time the spell is completed, or it fails automati-
cally. When employed correctly, both creatures are
surrounded by a radiant green aura and must make a
Will saving throw to avoid the effects (obviously,
willing recipients may forego the saving throw to
consciously accept the effect).
The spell only functions properly if both recipi-
ents fail their saving throws. If only one target of
the spell fails the save, then the one who made the
saving throw is automatically stunned (reeling and
unable to take action) for 1 round. Meanwhile the
other subject (the one who failed the save) is
stunned for 1–4 rounds.
In the event of a successful transfer, both life
forces retain all of their original mental abilities and
behavioral patterns, although their physical abilities
are limited (or possibly enhanced) by their new
forms. For instance, a decrepit necromancer uses
this spell to exchange life forces with a hale, young
warrior in the prime of his health. While the necro-
mancer gain a young and vigorous body (and all of
the benefits that go with it), the unfortunate youth
finds himself trapped in the withered shell of a dy-
ing, old man. Creatures unaccustomed to being
shifted in this way are stunned for a minimum of 1
round after the transfer.
The effects of this spell are permanent and can
only be reversed by a full wish or by the reverse of
the spell, revoke life force exchange. If one of the
bodies is slain before reversal can take place, the
life force currently inhabiting that body departs.
That spirit and its new body are dead just as if the
spirit was in the body that actually belonged to it in
the first place. The life force originally belonging to
the slain body is now irreversibly trapped in its new
form. Short of expending two wishes (one to restore
the slain body, and the second to transfer the life
force), the only way to now restore the victim to
your rightful body is by cloning the original body
and casting revoke life force exchange.
Version 1.1 11/11/00 Conversions by Jeff Ibach
Dungeon Master’s Haven
http://www.dmshaven.freeservers.com