Brittle Bones School: Necromancy Level: 4 Range: 10 yards/level Compunents: V,S,M Duration: 1 rd./3 levels Casting Time: 4 Area of Effect: 1 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/ rounf) to not collapse in pain.   The material components of this spell are bone marrow and desert sand. The Chilling Touch School: Necromancy Level: 4 Range: Touch Components: V,S Duration: 1 round/level Casting Time: 4 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: Observe the rules for number of attacks per round. Obliterate School: Alteration Level: 4 Range: 30 yards + 10 yards/level Components: V,S,M Duration: Instantaneous Casting Time: 4 Area of Effect: 10' radius Saving Throw: Neg. This is an upgraded version of shatter. Objects weighing more than 3 pounds per level of the caster are unaffected. The spell can be focused against a single item of up to 30 pounds per level of the caster.   Crystalline creatures suffer 1d6 hit points of damage per level of the caster up to a maximum of 18d6 points of damage; save vs. spell for half damage.   Ice structures shatter unless an item saving throw vs. crushing blow is made. Locate Life Force School: Divination Level: 5 Range: 60 feet Components: V,S,M Duration: 2 turns + 1 round per level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. This spell enables the caster to seek out the phylactery involved in a magic jar spell or ability (i.e. a Lich's phylactery). The spell must be cast at some point during the final 3 rounds of "life" of the victim.   Upon slaying a Lich's (or other's) physical body, the magical force that powered that body must leave and return to the appropriate phylactery. This spell makes that magical force glow in a deep purple hue. In addition, deep purple residue dimly coats the floor under the path travelled by the life force, making it easy to follow the path to the phylactery. Note: The life force may not always go through open doors or straight down hallways - it can go through walls and floors where there are cracks. The residue will remain visible for the spell's duration, disappearing in a wave starting at the point where the creature was slain and continueing to the phylactery.   The material component is ground mica that has been soaked in fine red wine. Flesh to Ice School: Alteration Level: 6 Range: 10 yards per level Components: V,S,M Duration: 1 round per level Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. As expected, this spell turns the flesh of a victim into ice. If a save vs. spell is failed the victim becomes an ice statue. Any damage recieved (nicks, shatterings, etc.) while in this form is retained at the end of of the spell's duration. Notice that the victim can easily lose a limb or worse while under the effects of the spell. The ice being must save vs. crushing blow each round an attempt is made to shatter it. Only extreme heat will cause the creature to melt and melting effects do not carry over, unless the creature is totally melted; in this case the creature dies. All items carried by the poor guy at the time of casting are also turned to ice, but magical items may not be altered while frozen. Confinement Reversible School: Abjuration Level: 7 Range: 10 feet per level Components: V,S,M Duration: Permanent Casting Time: 7 Area of Effect: Special Saving Throw: Neg. Upon casting this spell, any non-living matter (including undead creatures) is drawn into a flat card, plate, mirror, etc. The caster can trap any one creature (of any hit dice) or multiple creatures whose hit dice total no more than half the caster's level. The card (or other) must be thrown onto the ground during the casting.   The only material component of this spell is the flat object.   By casting the reverse of this spell, Release, the mage allows the creature to escape the object. Note: The caster exhibits no control of the creature. Pseudo Lich School: Necromancy Level: 7 Range: 7 Components: V,S,M Duration: 1 round per 2 levels Casting Time: 1 round 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 caster's 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 caster's 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. Create Ghost School: Necromancy Level: 9 Range: 10 feet per level Components: V,S,M Duration: Permanent Casting Time: 2 rounds Area of Effect: 1 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. All spell's on this page and Zane's Necrotomeİ were created by and are copyrighted by Eric Beck