3 new Necromancy spells, Comments welcome [Archive] - Wizards Community

Post/Author/DateTimePost
Kratilim Valqui

02-24-05, 08:32 AM
Hi, I made theese new spells for my True necromancer character. Any comment/advise is welcome. If any of you comes up with a better name for one of the spells you are welcome to contribute...

Negative Energy Spark
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
You conjure a missile of black and purple energy that deals 1d6+1 negative energy upon impact. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects, undead creatures and constructs are not damaged by the spell. You start with two missiles at level 3, at level 5 you can fire 3 missiles, at level 7 you can fire 4 missiles and finally at level 9 you are able to fire 5 missiles. If you shoot multiple missiles, you can have them strike a single creature or several creatures. You must designate targets before you check for spell resistance or roll damage. Undead that are hit by one or multiple missiles are only healed 2 HP per missile. The spell cannot be cast into or inside a hallowed or consecrated area.

Negative Energy Blast
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You release a powerful bolt of negative energy that deals 1d4 points of negative energy damage per caster level (maximum 10d4) to each creature within its area. The bolt begins at your fingertips. . If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. If the spell is cast inside or into a hallowed area the spell ceases to function (although the creatures within the line of effect before the spell touches the hallowed are still receive damage). If the spell enters or is cast inside a consecrated area the caster must make a caster level check. If he succeeds, the spell functions normally, otherwise the spell fails.

Corruptive burst
Necromancy [Evil]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped Burst
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes
You create a terrible wave of dark necrotic energy that corrupts all it touches. The wave deals 1d6 Negative levels (Will half) to every living creature within the area of effect. The negative levels only last for an hour and disappear when the duration expires (thus the negative level gain from this spell can never become permanent). All objects (including buildings and such) are also effected, the effected objects lose 1d4/level hardness points permanently (objects get so saving through). The hardness points can never drop below 1 by using this spell. Undead creautres struck by this spell heal 1d6+5 hp. Constructs struck by this spell receive 1d4/2 levels damage (fort half).
Material component: Black opal worth at leased 500 GP
Lina_Inverse

02-24-05, 09:40 AM
Negative Energy Spark
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
You conjure a missile of black and purple energy that deals 1d6+1 negative energy upon impact. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects, undead creatures and constructs are not damaged by the spell. You start with two missiles at level 3, at level 5 you can fire 3 missiles, at level 7 you can fire 4 missiles and finally at level 9 you are able to fire 5 missiles. If you shoot multiple missiles, you can have them strike a single creature or several creatures. You must designate targets before you check for spell resistance or roll damage. Undead that are hit by one or multiple missiles are only healed 2 HP per missile. The spell cannot be cast into or inside a hallowed or consecrated area.

is a far worse magic missile for attacking.


Negative Energy Blast
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You release a powerful bolt of negative energy that deals 1d4 points of negative energy damage per caster level (maximum 10d4) to each creature within its area. The bolt begins at your fingertips. . If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. If the spell is cast inside or into a hallowed area the spell ceases to function (although the creatures within the line of effect before the spell touches the hallowed are still receive damage). If the spell enters or is cast inside a consecrated area the caster must make a caster level check. If he succeeds, the spell functions normally, otherwise the spell fails.

its just a bad lightingbolt,except its negative energy so its extremely broken.(ie 10d4 healing)


Corruptive burst
Necromancy [Evil]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped Burst
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes
You create a terrible wave of dark necrotic energy that corrupts all it touches. The wave deals 1d6 Negative levels (Will half) to every living creature within the area of effect. The negative levels only last for an hour and disappear when the duration expires (thus the negative level gain from this spell can never become permanent). All objects (including buildings and such) are also effected, the effected objects lose 1d4/level hardness points permanently (objects get so saving through). The hardness points can never drop below 1 by using this spell. Undead creautres struck by this spell heal 1d6+5 hp. Constructs struck by this spell receive 1d4/2 levels damage (fort half).
Material component: Black opal worth at leased 500 GP

how can negative energy lower hardness it deals with life and death.

additionally,as these all deal with negative energy.there a clerics domain not a wizards.
Bonzai

02-24-05, 10:39 AM
"additionally,as these all deal with negative energy.there a clerics domain not a wizards."

Actually wizards do have negative energy spells. Negative energy ray and burst were two of my favorite spells in Tome & Blood.