Anti-Undead Spells [Archive] - Wizards Community

Post/Author/DateTimePost
Rhomphaia

10-28-05, 02:21 PM
I am going to be playing in a campaign where one of the two characters I am considering is a necromancer who is specializing in fighting undead as opposed to raising them. I had a few ideas for spells he would research and I have talked over the concepts with the DM and she has said that they probably wouldn't be out of reach, but I would like some advice on spell specifics in the way of unforseen effects and whatnot. I want these spells to not be subject to abuse and to perform as intended.

Please feel free to pick apart the spells bit by bit to show me what might come of certain aspects I have gotten wrong. And please, none of the 'the spell is broken because this is an ability of X class'. That is not constructive criticism, which is what i am looking for here. What I am looking for is advice on components, spell level, casting times, the basic nuts and bolts of the spells themselves. DO they seem to go in line with the intended effects?

Also, I am looking for ideas for a spell that 'poisons' undead in some way through either necromantic means or positive enrgy.

The rough drafts of the three spells are as follows.

Positive Energy Touch
Conjuration
Level: Sor/Wiz 2.
Components: V, S, M.
Casting Time: 1 standard action.
Range: Touch.
Targets: Creature touched.
Duration: Instant.
Saving Throw: None.
Spell resistance: Yes.

This spell calls forth positive energy for the express purpose of damaging an undead creature. If the caster succeeds at a melee touch attack, then the targeted creature takes 1d4 damage per caster level (maximum 5d4). This is an attack spell that can only affect undead and has no effect on non-undead creatures.
The material component for this spell is a tiny sliver of silver.

Turn Undead
Conjuration
Level: Sor/Wiz 3.
Components: V, S, F.
Casting Time: FUll round action.
Range: Personal.
Targets: Self.
Duration: Instant (see below).
Saving Throw: None.
Spell Resistance: None (but see below).

When cast, this spell imbues the caster with positive energy, enabling her to channel it through a focus and thus turn undead as a cleric of half her caster level. This spell is only useful for turning undead and no other benefits of channeling positive energy are gained through this spell. The caster may not use this turning check to 'aid another' and help a cleric to turn undead, the caster must be the source of the turning to gain benefit from this spell. The turning attempt is made as a part of casting this spell and all normal rules for turning checks are followed. Spell resistance does not protect an undead from this spell, but turning resistance makes the undead more difficult to turn, as normal.
The focus for this spell is a silver holy symbol of the caster's deity (or a non-specific holy symbol if the caster does not worship a deity).

Positive Energy Wave
Conjuration
Level: Sor/Wiz 5
Components: V, S, M.
Casting Time: Standard action.
Range: 20 ft radius centered on caster.
Targets: All within radius.
Duration: Instant.
Saving Throw: None.
Spell Resistance: Yes.

This spell calls forth a wave of positive energy that extends out in all directions from the caster, destroying, damaging or 'turning' undead within its radius. All undead with 3 HD or less are destroyed by this wave. Those with 4-6 HD take 1d4 damage per caster level (maximum of 5d4) and are forced to flee directly away from the caster for 1d4 rounds. Undead with 7-9 HD take 1d4 damage per caster level (maximum 5d4) and undead with 10 or more HD only take 1 point of damage per caster level. Add turn resistance to the undead's HD to determine its effective HD for puroses of this spell.
The positive energy only affects undead and has no effect on any other type of creature.
The meterial component for this spell is a small loop of silver worth 10 gp.