system magic for d & d

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System Magic Cyclic Moon Night Sun Elemental Air Earth

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A magic for d&d using % rolls to cast spella.

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System MagicCyclicMoonNightSun

ElementalAirEarthFireWater

NecromancySystem Magic:A system mage gains more spells but they are unreliable as to going off. When the mage first starts, he/she rolls the starting number of spells (below) and then goes through the spell lists rolling for each spell, taking the ones that he/she rolls above the score required. When rolling for the skilled spells, add 20% to all rolls (to facilitate the procedure) for the initializing of spells. Note: This is not permanent!IntelligenceUnskilledSkilled

# of spells available121-30

132-51

Note: The maximum142-81-3

Number listed is the152-121-4

Maximum that the 162-162-5

Mage can ever learn.173-182-7

185-202-8

Once the spells are picked, to get the spell off: Roll 2d10 percentage01-03Possible backfire, roll 4d6 Intelligence save or backfire. If save is made, spells do not turn off. If spell backfires, afterward spells are turned off.04-10Spells turn off11-00 Use normal percentage, if the roll is above the listed score, it goes off.Roll again for spell effectiveness. Roll an 84 or higher and the spell gains a level and has double the effect (from the old spell level, not the new one). This means the percentages to cast the spell go down.Unskilled spellsGoes down 5% per level

Skilled SpellsGoes down 3% per level

The mage cannot practice offensive spells outside of actual game time. Defensive spells may be practiced and raised one level between games at the DMs discretion.

Backfires have spell effects, and are generally the worst possible result for the caster, who becomes the center of the spell effects.

Length of turnoffOnce the spells turnoff, then roll the period of turnoff: (2d10)016d6 seconds

02-0510-60 minutes

06-152-12 hours

16-8424 hours

85-9514 d 12 hours

96-9920 d 4 days

0010 d 6 weeks

Of course the mage does not know when the spells will turn back on until they do.

Moon MagicPhases of the moon (and spell effects) roll d30

1-3New moon ( -25% to roll)16-18Full moon (+25% to roll)

4-7 Waxing (-10 % to roll)19-22 Waning (+10 % to roll)

8-11 Waxing (normal roll)23-26 Waning (normal roll)

12-15 Waxing (+10% to roll)27-30 Waning (-10% to roll)

No moon: -40% to rollThe moon is up 12 hours a day and rises 1 hour later every day after. Roll hour of rising & time of adventure.Unskilled Spells%

Moon BeamDuration: 1 melee Range: 60 +10/levelBeams of moonlight from fingers. Each ray does 1d8 +4 and affects 6X6X6 area. One ray per 3 levels.60

Summon WerecreatureDuration: 6 hours Range: 5 miles + 1 mile/levelWill summon appropriate were creature after suitable delay. Werecreatures do not like to be summoned.70

Cause LycanthropyDuration: Permanent Range: 10Target must make a Cosmic Awareness save (-1/level) or1-3 Wererat 6 Weretiger 4 Werewolf 7 Werebear 5 Wereboar 8 WerepantherNote: The change is immediate the first time. (Permanent until dispelled)98

Charm PersonDuration: Special Range: 30 + 10/levelSame as AD&D charm person. -1 save/level (-3 if a full moon)90

Summon WolvesDuration: 2 turns/level Range: 5 miles + 1 mile/level3-18 +1/level wolves will appear after 2-8 melee delay. Caster can communicate with wolves, but wolves are neutral.70

Control WolvesDuration: 2 turns/level Range: 50Controls 3-18+1/level wolves fully. Communication is possible. Wolves do not like to be controlled.80

Luna TouchDuration: 2-12 melees Range: 20/levelTarget must make Int. save (-1/level) or be confused as AD&D spell. Affects 1 creature/level.70

MessageDuration: 10 melees/level Range: 100 + 20/levelSame as AD&D spell except the above statistics.75

Luna StunDuration: 2-7 melees Range: 30 +10/levelTarget must make (Con + Ego)/2 save or be stunned. (No attacks, AC drops 8 pts, reeling and stumbling)85

Luna CurseDuration: 2-20 melees Range: 30+10/levelTarget must make a (Wis + Ego)/2 save or be blighted with (-1 hit; -1 damage; -1 saves; and +1 AC) / level90

Luna KillDuration: 8 melees Range: 10/levelTarget must make Con save (-1/level) or be in a coma state and have 15% chance of actual death.95

MoonsightDuration: 3 turns/level Range: 10Target can see invisible and has infravision.80

Control MoonservantDuration: 1 day + 1 day/level Range: 10Controls 1 moonservant /level fully.00

MoongazeDuration: 1 turn/level Range: 30Any who faces the direct eye to eye contact with caster is charmed as AD&D spell until end of duration. No effect if (Sight + Wis)/2 save is made.75

MoonwalkDuration: 10 melees/level Range: TouchTarget walks as if walking on the moon. Can jump 40 up and 160 long on a long jump (take 2 melees to complete the arc). Or 20 straight up. Can jump down 30 with no damage. Note; that going down steps, etc is in a series of small hops, not stepping.85

Skilled Spells%

Protection From LycanthropesDuration: 1 turn/level Range: SelfCaster creates a 5radius globe in which werecreatures cannot enter. Unless backed into a corner and unable to avoid the globe or similar circumstances.80

WerecontrolDuration: 2 turns/level Range: 20Each type has a different %. Affects 1 creature/levelWerebear 80% Werewolf 75%Weretiger, panther 70% Wererat, boar 65%Other types fall under All Werecreatures 80Note: Werecreatures do not like to be controlled.*

Moon ServantDuration: 1d4 days/level Range: 10Summons 1 moon man/level. They are 2 tall, green skinned Pillsbury dough boys. They bounce like rubber detest sunlight (wear dark glasses) and love eating gems (they crave up to 1,000 gp in gems everyday). Edged weapons do damage and blunt bounce off. They regenerate 4 hp/melee and are immune to any gas attack. They shoot moonbeams from their eyes (HD = level of spell), and they naturally moonwalk. They touch people with Luna Touch (HD = level) and have natural moonsight. Lycanthropes like moonmen. For every 3 moon men that come, 1 subleader type appears and for every 10 moon men, 1 leader will appear. Statistics are as follows:Normal Moon Man AC: 2 HD: 3+3 HP: 27 +1 hitSubleader AC: 0 HD: 5+5 HP: 45 +2 hitLeader AC: -2 HD: 7+7 HP: 63 +3 hitMoon men speak Loonie and common, and are neutral to Moon Mages but dislike other types. They will work for their fill of gems daily if they are not controlled and they dont like to be controlled.98

Gravity ControlDuration: 1 turn/level Range: 60Caster can increase or decrease weight (but not mass) in a 10 cube /level. Gravity decrease level, max = 1/8 G. Gravity increase = 1 Gr / 3 levels, max = 6 Gravities.80

Tide ControlDuration: 1 hr/level Range: 5 milesRaises or lowers tide 3 + 1/level in area.95

Teleport To MoonDuration: 1 melee Range: 300,000 kmCaster sends himself and/or 1 other creature/level to the moon. (note: it is possible to teleport anywhere on the moon.) Caster must touch target(s) and if unwilling target must make Ego save or gone.00

MoonswordDuration: 2 turns/level Range: TouchCaster causes a shaft of moonlight to appear in handsSpell LevelResult

1+1 Sword 1d8

2+2 Sword 1d10

3+3 Sword 1d12

4+4 Sword 1d16

5+5 Sword 1d20

6+6 Sword 2d12

7No More bonuses

Size remains a constant (3 Long)Exceptional spell effects only increase duration.95

TharkmorphDuration: Permanent Range: TouchCauses recipient to polymorph into Thark. 8 tall, green skinned, 4 armed humanoid with tusks.90

Thark ArmsDuration: 1 turn/level Range: TouchCauses recipient to grow a half torso with 2 extra arms. If ambidextrous all 4 arms usable. If not only both right hands.85

Enchant a Moon Magic ItemDuration: Special Range: TouchDifficult ritual that can only be attempted under the full moon. Once a night the Moon mage must roll under his/her level to successfully place an enchantment on a superior item. Charged items only. Cost 1,000 gp moonstone at least.00

Night Magic All spells are at -20% during daylight hours All spells are at -10% during dawn/dusk hours Underground has no daylight hours

Unskilled Spells%

Wings of NightDuration: 6 turns + 1 turn/level Range: TouchLook like giant bat wings. User flies at 24 (48 diving, 12 climbing) and wings lift 300 lbs/level.65

StarfireDuration: Instantaneous Range: 80 + 10/levelA bolt of light flies from hand sears target. Damage is 2d6 + 1d6/level.70

Javelin of DarknessDuration: 1 melee Range: 60 + 10/levelA darkest black bolt from hand. Damage is 1d6 +1d6/level, and all within explosion (radius is 5 + 5/level) must make a sight save or be blind for 2-12 melees.60

Walk UnseenDuration: Until sunrise Range: TouchSame as AD&D invisibility (2nd level Mage) Note: User can dispel as said before sunrise.65

Veil of DarknessDuration: Until Sunrise Range: TouchSame as AD&D Invisibility 10 Radius85

Speak to Night AnimalsDuration: 1 turn + 1 turn/level Range: TouchCan speak to & understand normal nocturnal animals.50

Summon Night AnimalsDuration: 4 turns + 1 turn/level Range: 1 mile + 1 mile/levelSummons 1-3 normal nocturnal animals, after delay of 2-12 melees. Each animal will have 1 HD + 1 HD/level, and are not controlled.80

Control Night AnimalsDuration: 4 turns + 1 turn/level Range: 50Controls 4 normal nocturnal animals of 1 HD + 1 HD/level.85

Light / DarknessDuration: 1 turn + 1 turn/level Range: 70 + 10/levelCreates a 10 sphere + 5/level. Nightmage can see through his own darkness.30

Shadow FormDuration: 2 turns + 1 round/level Range: TouchReduces AC by 1/level. User turns to a shadowy black figure.80

Shadow WalkDuration: 1 melee Range: TouchUser teleports 25 miles/level (no error) in the shadow dimension. Can carry 100 lbs/level extra with teleport.00

Cure Own WoundsDuration: Permanent Range: TouchCures nightmage 1d4/level damage. If above average spell effect, the mage can cure one other the same amount.45

Move SilentlyDuration: 2 turns + 1 turn/level Range: TouchUser feet are muffled by surrounding shadows.45

StarglowDuration: 1 round/level Range: 40 + 10/levelSame as AD&D spell faire fire; effects 50 X 50 X 10/level.70

Strength of DarknessDuration: 1 turn/level Range: TouchRaises user strength 2 pts/level to 18. Above is 20%/level until 18/00 than maximum of 20 strength is upper limit for human sized or smaller.85

Eyes of NightDuration: 2 turns/level Range: TouchUser gains 200 Ultra/Infravision and detect invisible. The users eyes glow with starlight.40

BlendingDuration: 3 turns/level Range: TouchUser blends with shadows; -2 to be seen, alertness saves etc. (+20% to hide in shadows). It is not invisibility.40

Arms of MorpheusDuration: 3 rounds/level Range: 80+10/levelSame as AD&D spell sleep but affect 1 more HD/2levels.75

MeteorDuration: 1 melee Range: 100 + 10/levelA meteor falls from the sky. Damage is rolled on d4 (1) 3-18 pts, (2) 4-24 pts, (3) 5-30 pts, (4) 6-36 pts. Roll to hit AC 9, if miss roll random impact area.70

Read StarsDuration: 3 melees Range: UnlimitedSame as AD&D spell divination. Can be thrown only once a night.80

Skilled Spells%

Web of LightDuration: 1 melee/ 2 levels Range: 10+10/levelCauses a 10 spherical web of pure starlight to appear and strike each melee for 1d6/level. Double damage to demons/devils.80

Summon NightmareDuration: 2 turns/level Range: 10Causes an AD&D Nightmare w/ 64 HP to appear in front of caster. (Nightmares are hostile)85

Control NightmareDuration: 2 turns/level Range: 10/levelControls an AD&D Nightmare fully. Nightmares cannot resist control, but will remember rider90

Chill of NightDuration: 4 melees/level Range: 10 + 5/levelTarget radiates fear in a 20 globe. All must make bravery save or be paralyzed w/ fright for 2-4 melees.85

Touch of DarknessDuration: 1 turn/level Range: 30 + 10/levelDispells infravision, witch sight, truesight and blinds normal. Must make sight save at -1/level. Spell affects 1 creature / 3 levels.80

WhitefireDuration: 1 melee Range: 90 + 10/level3 diameter ball of white hot heat strikes target. The heat will melt stone or metal. Damage is 3d10/2 levels.90

BlackfireDuration: 1 melee Range: 60A 3 diameter ball of searing cold night strikes target. Damage is (2d8+1)/level. And all must make these saves: Vs (brave+ego)/2 or lose 1d6 str & 1d4 dex for 1d4 days Vs (brave+con)/2 or lose 1d6 con for 1d4 weeks Vs (con+sight)/2 or be blinded for 1d20 days95

DwarfstarDuration: 1 melee Range: 200 + 100/levelA quantum black hole flashes down from sky and passes through designated ground zero; damage is 25d6 at ground zero; then -1d6/ 2 from center. All who go over HP are sucked into the hole and are gone. All others take damage from the holes tidal effects. Any object lighter than 5 lbs is automatically gone.99

Dark CloudDuration: 1 turn/level Range: 100 + 10/levelAll the impure elements gather into a 20 H X 30 L X 30 W opaque cloud. It move sat 6/melee (+/- wind speed) until out of range. Damage is 1d6/level and these saves are to be made: Vs con at -8 or be blind & 25% chance of frostbite (3-18) pts Vs con or die instantly Vs ego at -8 or lose the will to live in 1d6 hours (curse) Vs bra at -8 or 1d8/level fear damage and run away.Metal corrodes in 2-5 melees; magic weapons & armor save vs acid; The cloud acts as an anti magic shell no magic.

98

Summon ShadowguardDuration: 2 turns/level Range: 10Summons a Shadowguard with full control; Each guard has the following statistics & abilities.STR: 18/70 EGO: 15 CON: 17 BRA: 16 DEX: 16 AC: 0 HP: 505th level +4 to hit/ +4 to damage. (all other stats are 9)Black splintmail, shield and +1 broadsword.Each guard can see in total darkness and has 75% chance to detect invisible.90

Sun Magic Spells are -20% during night hours Spells are -10% during dusk/dawn hours Spells will work underground if sun is shining on the surfaceUnskilled Spells%

Sun SearDuration: 1 melee Range: 80+10/levelPure sunlight from palm strikes target for 1d6/level.60

SunburstDuration: 10 melees/level Range: 50+10/levelTarget must make sight save or be blinded by light. Darkness will dispel the blindness.70

MirageDuration: Special Range: 60Spell works as AD&D phantasmal forces.75

Sun ShieldDuration: 3 turns/level Range: TouchWill turn weapons into Sun Swords (+1 hit & dam) or armor into sun armor (-1 AC/level). All items affected shine brilliantly and undead within 10 take 1d4/melee. 1 item/level.80

Alter the RaysDuration: 4 hrs/level Range: 10 square milesCaster can raise/lower temp 10 degrees +/-5 degrees/level in area.95

GlowhealDuration: Permanent Range: 20Target glows and heals 2-5pts/level in one melee.85

Dome of LightDuration: 10 melee/level Range: 10Target will be encased in a yellow glowing dome (20 diameter). All undead who enter take 1d6/melee.70

Sun FireDuration: 1 melee Range: 80 + 10/levelA jet of flame from palm for 1d8/level.75

Sun CloakDuration: Until sundown Range: TouchWorks as AD&D invisibility; only if there is light present. Otherwise dim glowing and target is seen.75

SunbeamDuration: 1 melee Range: 20/levelA dazzling white beam streaks from the sky and strikes target for 1d6/level.80

Skilled Spells%

Hand of RaDuration: 1 melee Range: 50+10/levelA large white hot hand (4 across X 6 long) generates heat of the sun and slaps target for 1d6/level. It ignites flammables and double damage to undead.75

Sun SkinDuration: 2 turns/level Range: TouchTargets skin glows blue-white; base AC: 3 with -1/level and acts as a ring of warmth.80

Plant SkinDuration: 1 turn/level Range: TouchSame as above, but will heal 1d4/melee in sunlight.85

Blinding BoltDuration: 1 melee Range: 50+10/levelTarget must make a sight save (-1/level) or be blinded permanently. (Requires cure blindness or other magic)90

Rainbow BridgeDuration: 3 turns/level Range: See belowA bridge forms at one end and then extends out to the other point. The bridge is 400 long/level. If standing on the bridge wavefront, the targets are brought the whole distance in one melee; otherwise they walk/run. The bridge is 15 wide and can hold up to 2000 lbs/level.88

SunbirthDuration: Permanent Range: 10At dawn, caster may do an AD&D resurrection spell. Length of death can be up to 1 week/level before beyond spells ability. Note: Dawn lasts 15 melees.98

Servant of the SunDuration: 2 turns/level Range: 10A sun elemental appears (a white hot 2 diameter ball). It generates 10 diameter Dome of Light and has 3rd level sunsear.AC: 0 HD: 2/level Full control.87

Plant GrowthDuration: Permanent Range: 100Plants increase size 30%/level in 20X 20 area.92

Solar FlareDuration: 1 melee Range: 20+5/levelCasters hands jet forth a cone if incandescent gas for 1d8/level. Cone is 90 degrees wide to full range. 83

Sun SwordDuration: 1 turn/level Range: TouchA white hot shaft of light springs from hand. Damage is doubled to undead, devils, demons, nighthags, nightmares, and other bonuses are listed below:Spell LevelDamage result (+ to hit & damage)

1+1 Shortsword (1d6)

3+2 Longsword (1d8)

6+3 Broadsword (1d10)

9+4 Bastard Sword (1d12)

12+5 hand and a sword (1d16)

15+6 greatsword (1d20)

The sword is weightless. Note: Exceptional spell effects only increase duration.85

NovaDuration: 1 melee Range: 100+20/levelA miniature sun appears next to target and explodes! Explosion radius is 30 and damage (no magic resistance) is 8d6 every 10 closer to center( 0-10 is 24d6, 11-20 is 16d6, 21-30 is 8d6) and the target must make con save -5 every 10 closer or die of radiation poisoning in 10-20 melees.97

Air Magic * spells are automatic at mages 6th level Air mages are +2 to saves vs. air magic and attacks Air mages are -2 to saves vs. earth magic and attacksUnskilled Spells%

Detect Aerial Creatures*Duration: 3 turns/level Range: 1 mile/levelDetects any airborne creature; if out of sight then caster will feel presence and direction.50

Pressure ClapDuration: 1 melee Range: 60+10/levelCompressed air in a cylinder lashes down on target. Cylinder is 15 diameter and does 1d6/level.65

Wind ScreenDuration: 2 turns/level Range: TouchA protective wall of air forms around target. AC effect 1-/level. All missiles are -3 to hit.85

Wind*Duration: 10 melees Range: 120+10/levelEffects as AD&D spell Gust of Wind.60

FogscreenDuration: 1 turn/level Range: 50A 50X50X20 cloud appears; visibility is 5, but caster can see 25.75

Summon Aerial ServantDuration: 6 turns Range:10Caster has same control parameters as AD&D spell.80

NorthwindDuration: 1 turn/level Range: 5050X50X50 cube is -15 degrees Celsius/level.85

SouthwindDuration: 1 turn/level Range: 5050X50X50 cube is +15 degrees Celsius/level.85

LevitateDuration: 2 turns/level Range: 40Target moves up or down at casters will (+50/melee)(Ego+Dex)/2 save to avoid the spell.75

InvisibilityDuration: 3 turns/level Range: 10Target becomes invisible when surrounded by air.80

Form Cloud PondDuration: Permanent Range: 30Forms a small (10X10x3 deep) only on a solid cloud. +3 to each dimension/level.50

WhirlwindDuration: 2 melees/level Range: 100+10/levelA 15 wide X 45 tornado of air bashes down and blasts target. The cone moves at 8 with full control within spell range. 1d6/level each hit. (Roll vs. AC: 9) 89

Summon Air ElementalDuration: 3 turns/level Range: 10An air elemental appears; 225 HP; HD 16; AC -4; damage 5-30 pts; +2 or better weapon to hit; or damage for +1 weapon; damage for normal weapon. The elemental in neutral initially.92

Fly*Duration: 4 turn/level Range: SelfCaster may fly at 24 (48 diving 12 ascending)80

Thunder ClapDuration: 1 melee Range:80+10/levelA sonic boom assaults a 10 diameter sphere. Damage is 1d6 /level and must make 2 saves; Hearing save or deaf for 1-3 turns and Con save or stunned for 2 melees.88

Lightning BoltDuration: 1 melee Range: 70+20/levelCaster claps hands together and produces a 1 wide jagged white hot lightning bolt. Damage is 1d8/level. Must hit target roll to hit AC: 985

Weather SummoningDuration: 1 hour/level Range: 5 milesCaster summons weather as AD&D spell.98

Aerial WardDuration: 20 melees/level Range: SelfProtects caster from 4 HD/level of any winged creatures in 5radius. Creature may not enter unless no other choice is available.80

Summon Falcon*Duration: 3 turns/level Range: UnlimitedCaster summons a falcon and can communicate with it. Falcon has AC: 5 HD: 1+1 HP: 9 +3 to hit move 48 damage 1-4/1-4/1-6 . The falcon is helpful initially but this is not permanent.70

Skilled Spells%

Control Air ElementalDuration: 3 turns/level Range: 20Caster controls a air elemental fully. Air elementals do not like to be controlled.92

Solid CloudDuration: 6 turns/level Range: 30+10/levelA normal cloud will solidify (shrinks to 1/5 of former size). Maximum cloud is 50X50X20. +10X10X5/level.90

Cloud CastleDuration: 6 turns/level Range: 20On a solid cloud, caster may place a small keep, not more than 40 high, 30wide. +5 each dimension/level. It is built from cloud stuff.98

Permanent Cloud FormationDuration: Permanent Range: 20Caster can cause any cloud construction to become permanent. It cannot be dispelled unless 2 mages work in concert to do so.99

CloudkillDuration: 20 melees/level Range: 120+10/levelA cloud forms (40X20X10 high) and effects are identical to AD&D spell.92

The BendsDuration: 1 melee Range: 40+10/levelTarget must make Con save or lose all but 1d8 hp and all joints are shot thru with agonizing pain. (-3 to hit for 6 melees/level) If save is made, target takes 3d6+3 damage and -1 to hit for 6 melees/level.96

Wailing WindDuration: 1 melee Range: 80+10/levelCaster causes a gust of wind to puff forward from him to full range. Any standing in the winds path must make (Dex+hearing)/2 save or be deafened for 8d12 hours and also (hearing+ego)/2 save or be knocked unconscious for 1d6 melees. The wind is 10 wide and 15 tall and it will cause fear in any normal animal no save.86

Earth Magic * spells are automatic at mages 6th level Earth mages are +2 to saves vs. earth magic and attacks Earth mages are -2 to saves vs. air magic and attacksUnskilled Spells%

Hammer of EarthDuration: 1 melee Range: 60+10/levelA small gray hammer appears next to caster and flies at designated target. 1 hammer/level and each explodes in a 5 globe for 1d4+1 per hammer.60

Grasp of StoneDuration: 10 melees/level Range: 10Targets bare hand damage becomes 1d8+1/level and upper torso Strength increase by 2 (20% for exceptional) /level. Human max is 19 Strength; smaller is 18/00; No effect on giants unless below 19 Strength.65

Armor of EarthDuration: 1 turn/level Range: 5With the aid of a little dirt, the target AC -3; -1/level after 1st.68

MagmaDuration: 8 hours Range: 20/levelGround or rock turns to a shallow pool of magma 10 diameter (+2/level) and 1 /level deep. Damage 2d6/ level until out of pool.92

Speak to Animals*Duration: 1 turn/level Range: SelfCaster may speak to any normal animal.55

Speak to Plants*Duration: 1 turn/level Range: SelfCaster may speak to any plant type.75

Cure AnimalDuration: Permanent Range: TouchCaster can heal 1d4/level and any disease to any normal animal.60

Cure PlantDuration: Permanent Range: 50Caster can heal 1d4/level and any disease to any plant type.90

Blending*Duration: 1 turn/level Range: 10Target blends with ground, -2 to alertness, sight, saves, etc to be detected. (+20% to hide). Not invisible.60

Move SilentlyDuration: 2 turns/level Range: SelfCaster makes no sound on dirt, rock, or mineral.45

Move Without TraceDuration: 1 turn/level Range: TouchTarget leaves no trace on dirt, rock, or mineral.70

Javelin of DiamondDuration: 1 melee Range: 70+10/levelDiamond bits swirl to target from casters hand. Damage is 1d6/javelin; 1 javelin/level.72

Stone to MudDuration: 1 hour Range: 80+10/levelTurns 1000 cubic feet of stone and dirt, but not pure elemental mineral, into mud. Movement is at 1/5 speed. Spell is reversible.80

Flesh to StoneDuration: Until dispelled Range: TouchUnless target (3 of humanoid/level) makes a (con+ego)/2 save; it is turned to stone. Reversible.80

Summon Earth CreatureDuration: 2 turns/level Range: 10After 2-7 melee delay, one of the following appears. (Roll 1d20) Note Earth creatures do not like to be controlled.

1Anhkeg (HD:7)11Ochre Jelly (HD: 7)

2Giant Ant Warrior (HD:6)12Purple Worm

3Boring Beetle13Rust Monster

4Bulette (HD:9)14Slithering Tracker

5Giant Centipede (HD:6)15Giant Slug

6Giant Wolverine16Umber Hulk

7Giant Badger (HD:6)17Xorn

8Carrion Crawler18Giant Weasel

9Sub. Lizard19Troglydyte

10Mimic (HD: 7) 20Cave Bear

82

Find Curing HerbsDuration: Permanent Range: 1 mile/levelCaster will be led to a patch of curing herbs. 2 herbs/level which cure 2d4/3 levels. Herbs can be eaten or rubbed on.75

Detect Treasure, Traps, or PoisonDuration: 5 melees/level Range: 20Outlines the chosen one of the three in faire fire. Not all three!60

Sword of DiamondDuration: 1 turn/level Range: SelfA slim 4 long sword of diamond appears in casters hand. Damage is 2d8 + 1/level; +1 to hit/2 levels.70

Skilled Spells%

Wall of StoneDuration: Permanent Range: 10A wall of stone appears 20 long (+10/level) X 12 high and 1 thick in any shape desired.90

Wall of IronDuration: 12 turns/level Range: 10A wall of iron appears 20 long/level X 15 high and thick in any shape desired.95

Seeping MireDuration: 5 melees/level Range: 30+10/levelA growing stone to mud, moves at 2 (+1/level) per melee, starting at designated spot. The mud is 3 (+1/ level) deep.85

Pebbles to GemsDuration: Permanent Range: TouchWill turn worthless pebbles into gems. Affects lb/level of pebbles, and value is 400gp/lb of pebbles. Maximum of 5 spells/day per caster.80

Animal GrowthDuration: Permanent Range: 1010% growth/level and 1 HD/level; increase damage X 2 for every 100% growth. Animals get hungry.95

Plant GrowthDuration: Permanent Range: 2020% growth/level and 1 HD/level.80

Control Earth CreatureDuration: 2 turns/level Range: 20+10/levelWill control 1 creature/level listed for Summon Earth Creatures. Control limit is 1 creature/mages level.90

Animate Stone StatueDuration: 2 turns/level Range: 50Any stone statue (3cube/level can be affected) can be commanded to do casters will. AC:2 HD: 2/level HP: 12/level Edged weapons do damage. Strikes for 1d8 +2/level Strength is 18/0185

Sinking DoomDuration: 5 melees/level Range: 30/levelEarth increase gravitational attraction on single target by power of 10 each melee and earth opens up to suck him down. Target must make save vs. (cos+dex)/2 8 or be dead by 3rd melee (pulp)99

Lava SkinDuration: 15 melee/level Range: TouchRequires dirt to be placed on skin; which turns to lava. AC:2 (-1/level) and skin takes first 10 points. Barehand damage is 3d6 and can ignite flammables.(save allowed) Person appears to be a glowing red hot earth elemental.95

Troll SkinDuration: 10 melee/level Range: TouchTarget regenerates as troll for 3 hp/melee. The skin turns greenish brown and AC: 5 if naked.85

Servant of StoneDuration: 4 turns/level Range: 10Caster causes a 8 tall earth elemental to appear w/ full control. HD: 16 HP: 170 Damage: 5-30 AC: 2 and requires magic weapons to hit. (normal weapons do 1/3 damage.)98

Servant of DiamondDuration: 4 turns/level Range: 10Caster causes a 9 tall diamond elemental to appear w/ full control. HD: 16 HP: 195 Damage: 5-30 AC: -1 and requires magic weapons to hit. (normal weapons do 1/4 damage.)00

Thunder StepDuration: 3 melees/level Range: 100 yard radiusCaster stomps ground and causes a small earthquake. Damage is 2d6/level to all within range and 2 structural points/level to any building.98

Raise EarthDuration: Permanent Range: 20/levelRaises 1000 cubic ft of dirt, stone, or mineral. Reversible.95

PasswallDuration: 2 turns/level Range: TouchAs AD&D spell for dirt, stone, or mineral. Spell effects are doubled after 1st level.85

Fire Magic * spells are automatic at mages 6th level Fire mages are +2 to saves vs. fire magic and attacks Fire mages are -2 to saves vs. water magic and attacksUnskilled Spells%

PyrotechnicsDuration: 10 melees/level Range: 60Effects are same as AD&D spell.60

Faire Fire*Duration: 10 melees/level Range: 30Effects are the same as AD&D spell, but bonus to hit is only +1. Dex save to avoid the fire.65

FireballDuration: 1 melee Range: 90+20/levelExplodes 15 diameter for (1d8+1)/level75

Finger of FlameDuration: 1 melee Range: 40+10/levelTiny darts of fire shoot from casters hand. One dart/level. Each dart does 1d4.60

Flame ImageDuration: 1 turn/level Range: Self2-5 mirror images appear as AD&D spell; contact causes 1d4 damage each.60

Resist ColdDuration: 4 turns/level Range: TouchEffects are same as AD&D spell.70

Resist FireDuration: 5 turns/level Range: TouchEffects are same as AD&D spell.60

Protection vs. PyrocreaturesDuration: 1 turn/level Range: TouchTarget is -2 to be hit & +1 to saves/level vs. any fire based creature in a 1 radius.60

Curse Flame WeaponDuration: Permanent Range: 10Any flaming weapon is cursed w/ -1 to hit & -1 to damage per level and curse stays until remove curse is thrown. Weapons save vs. magical fire with no bonuses.80

Fire Giant StrengthDuration: 1 turn/level Range: TouchTargets strength increases by 3 points (+1 point/level after 1st) and +30% (+10%/level of exceptional strength). Max for humans is 19; demihumans is 18/00; giants is 24.90

Phantasmal FireDuration: Special Range: 60+10/levelEffects are the same as Improved Phantasmal Forces spell. Damage is 1d6/level whatever the illusion.70

Molten PoolDuration: 1 hour/level Range: 50+10/levelCaster causes earth to melt in a 10 diameter pool (+5/level) and 1 deep; damage is 6-60 points damage if dex save is made to avoid pool.78

Wall of FireDuration: 10 melees/level Range: 60+10/levelCaster creates a wall of flames 50 long; 10 high; 5 deep (+20;+5;1 each dimension/level). Damage is 4d6 + 1/level when passing through; 1d6/melee if within 10. The wall does not move once formed. Wall is cool on one side, hot on the other.80

Heat MetalDuration: 10 melees/level Range: TouchEffects are the same as AD&D spell.75

Incendiary CloudDuration: 15 melees/level Range: 120+10/levelEffects are the same as AD&D spell.85

Fire CharmDuration: 5 melees/level Range: 30Effects are the same as AD&D spell.80

Fire TrapDuration: Until discharged Range: TouchEffects are the same as AD&D spell.78

Delayed Blast FireballDuration: Up to 50 melees Range: 120+10/levelEffects are the same as AD&D spell. Except damage is 2d6/level and explosion diameter is 20.90

Meteor SwarmDuration: 1 melee Range: 150+10/levelFour 1 diameter balls streak from casters hands, burning and howling. They leave a trail of sparks and explode in a 20 diamond pattern. Each ball explodes (15 diameter) for 2d6/level, and overlapping explosions could subject target to double or quadruple damage. (Roll each hit separately vs. AC 9. Dex save for damage) All along the flight path takes 1d6/level damage.98

Burning HandsDuration: 1 melee Range: 15+1/levelEffects are the same as AD&D spell. Except damage is 1d6/level.75

Skilled Spells%

Flame BoltDuration: 1 melee Range: 40 + 10 / levelA stream of fire shoots from casters hands for 2d8 + 1d8/lvl. All along the path length take damage. (3 wide)85

Lava BoltDuration: 1 melee Range: 30 + 10 / levelSpell caster hurls lava from ground at target for 2d10 + 10 / level.95

Phoenix FireDuration: Permanent Range: 40Dead target must be put in a huge bonfire and burned while spell is being thrown. If successful, the target emerges with full hit points and no constitution loss. If not, then the target is gone; ashes only remain. Burning time = 25 melees. (Note: Phoenix Fire is not affected by Torchcup, no bonus to %) 99

Fiery DeathDuration: Permanent Range: 10Target must make save at - or blood turns to lava, with only hope is total immersion in water and drinking huge quantities of water. ( 1 qt / 50 kgs body weight) otherwise die horribly in tremendous, agonizing pain.98

Exile of FireDuration: Special Range: 30The target must min save -8 or be plane shifted instantly to the Brass City of the Efreeti, and must work way off.98

Summon EfreetiDuration: 3 turns / level Range: 10Caster summons an Efreeti with partial control and can command it to do his bidding 3 times; after which the Efreeti will leave. Efreeti do not like to be summoned and will seek to pervert the meaning of the commands given.93

Summon Servant of FireDuration: 3 turn / level Range: 10Caster summons a fire elemental with full control. HD= 16HP = 120 ; damage 4-24 + ignite flammables; AC : 0; requires magical weapon to hit or damage.96

Torch CupDuration: 1 turn / level Range: SelfWith this small goblet and burning liquids, the caster gains the following powers: +5% to all spell success rolls, but not spell effects User cannot turn off while spell lastsThe cup must be within 3 of caster or it will go out. If cup is hit in melee (-8 to hit cup specific) roll dex save or burning contents will be splashed out and spell will wear off in 2-5 melees.80

Flaming SwordDuration: 2 turns / level Range: SelfA 3 flaming long sword appears in casters hand. Damage id 1d10 + 1 / level. +1 to hit / 2 levels and ignites flammables.75

Flaming GeyserDuration: 1 melee Range: 90 + l0 levelFire erupts from under the earth in a 5 diameter and 20 tall + 20 / level, for 4d8 damage. (Dex save for ) Roll AC: 9 to hit target.70

Armor of FlameDuration: 1 turn / level Range: TouchTarget appears wreathed in halo of dim wispy flames. AC is -2 / level and +1 save vs. fire / level.80

Pillar of FireDuration: 5 melees / level Range: 100 + 10 / levelA tornado of fire appears and moves at 24. It Is 200 / level tall and base is 10 diameter + 2 / level. Damage is 3d10 + 3 / level. Each melee must roll vs. AC : 9 to continue immersion in fire. Mage has full control within spell range, but must concentrate on the pillar no other spell and movement.98

Water Magic * spells are automatic at mages 6th level Water mages are +2 to saves vs. water magic and attacks Water mages are -2 to saves vs. fire magic and attacksUnskilled Spells%

Hydromorph*Duration: 8 hrs + 1 hr/level Range: TouchTarget gains water breathing and can swim at 15 + 1/ level. Target also grows sea green fish scales, webbed feet and hands, and a dorsal fin. AC 5.40

Walk on Water*Duration: 3 turns/level Range: TouchTarget may walk on water at normal speeds.65

Sea Speak*Duration: 3 turns/level Range: 30Target may speak with any sea creature.60

Summon Sea CreatureDuration: 2 turns/level Range: 1 mile/levelAfter delay of 2-12 melees, the caster will have:1. 5-30 small fish/level; no attacks, can only confuse opponent (-2 to hit & saves). AC: 10 HD: 1/8 HP: 22. 1-6 medium fish/level; attack for 1-3 bite; AC: 7 HD: 1 HP: 4 3. 1 large fish/level; attack of 2-12 bite; AC: 5 HD: 3 HP: 12Note: These sea creatures must be controlled to be an effective force, otherwise they do random acts.65

Control Sea CreatureDuration: 2 turns/level Range: 50Will control as many sea creatures/level as above.80

Cloud WaterDuration: Until dispersed Range: 20/levelClouds water to 5 visibility (30 visibility with Fish Sight)60

Fish Sight*Duration: 3 turns/level Range: 10Target gains 120 vision underwater & detect invisible.60

Purify WaterDuration: Permanent Range: 10Caster removes all impurities for 10 gallons/level and produces fresh water.40

Ice StormDuration: 1 melee Range: 100+10/levelHailballs do 1d8/level in 30 cube and visibility is zero during spell.80

SharkskinDuration: 2 turns/level Range: 10Targets AC becomes 2 (-1/level) and barehanded damage is 1d6 + 1/level. Skin turns gray and becomes as rough as sandpaper.78

Strength of the DeepDuration: 1 turn/level Range: SelfCaster gains +2 Str/level (+1/level if not in water) or 20% /level for exceptional strength. (+10% /level if not in water). Max Str = 20. Caster must be wet.83

Polymorph Into Sea CreatureDuration: 3 turns/level Range: TouchTarget may polymorph into any sea creature as AD&D spell Polymorph Self.90

Water to IceDuration: Until melted Range: 30/levelAffects 20cube/level. Reversible.75

Water to VaporDuration: Until condensed Range: 30/levelAffects 5 cube/ level. Steam does 5-30 pts damage. Reversible.85

Ice to VaporDuration: Until condensed Range: 30/level5 cube/level sublimates. (Steam does 5-30 pts). Reversible. Creates 1 cube of ice.98

Summon OrcaDuration: 6 turns/level Range: 30 miles/levelCaster summons a killer whale after 2-12 melee delay. AC: 3 HD: 16+ HP: 80; damage 4-24 bite, 2-12 tail smash. Orcas do not like to be summoned.85

Control OrcaDuration: 6 turns/level Range: 50Caster gains full control of an orca.90

AquaballsDuration: 1 melee Range: 50 + 10/levelCaster creates a hard ball of water which can be thrown for 1d6/level impact on target. There must be a substantial amount of water (1 gallon per ball). Roll to hit AC: 9 to strike.78

Glow Water*Duration: 6 turns Range: TouchCaster causes a 25 diameter sphere of water to glow gently casting a light in a 100 radius. It is sufficient to see clearly. It is not infrared light.40

Skilled Spells%

WhirlpoolDuration: 1 turn/level Range: 100 + 20/levelA whirlpool 60 diameter X 80 deep forms. Does 5-30 pts to mansized or smaller; 2-12 to giants. Will drag down small boats (< 15) and snare larger boats (> 50).90

Summon Servant of the SeaDuration: 1 turn/level Range: 30Caster summons water elemental w/ full control. HD: 20 ; HP: 120 ; Damage 5-30; AC: 0; Magic weapon needed to strike it of damage from normal weapons.95

Sea Monster ProtectionDuration: 2 turns/level Range: SelfCaster creates a globe of protection; 10 diameter; which keeps out 8 HD of sea monster/level. Unless they have no other choice but to enter.88

Wall of WaterDuration: 1 turn/level Range: 10Caster causes a wall of water to rise from surface; it travels at 12 + 1/level. The wall is 20 high (+10/level); 25 thick (+5/level) and 100 long (+50/level) and damage is 1d8 / 10 (pressure) when passing thru and 1d20/10 if it falls on targets. Must roll hit vs. AC: 4; dex save for damage.97

Hold WaterDuration: 10 melees/level Range: 100 + 20/levelWill hold a wave of same dimensions as wall of water spell, and cause its size to dissipate by every 10 melees.96

Part WaterDuration: 1 minute/level Range: 20Caster creates a water trench 20 wide; 15 high; and 100 long (+5; +5; +50 each dimension/level)95

Animate Coral ServantDuration: 2 turns/level Range: 10Caster animates coral formation into a coral golem. 6 tall; HD: 16 HP: 150 AC: -2 punches twice for 3-18 +3 pts each (ripping apart dragon armor!). Normal weapons will hit. Caster has full control.95

Phantasmal Sea CreatureDuration: 1 turn/level Range: 120Caster will summon any sea creature up to 30 as AD&D spell Demi-Shadow Monsters.85

Waters of LifeDuration: 5 melees/level Range: 10A 10 cube of water has the power to heal 1d4 pts/ melee to all submerged within. Caster must touch the water.88

Create IcebergDuration: Until melted Range: TouchCaster creates cone of ice 50 tall & 15 wide at base; each additional level doubles the size. Ice loses 1/hour in the normal sun.85

WaterspoutDuration: 10 melees/level Range: 100+ 20/levelA giant (100 tall X 30 wide) funnel of water rushes across water. Damage is 12d6 to all who are caught (roll AC: 9 hit) and does 15 structural points damage. Spout sticks down 50 deep. Moves at 18 + 2/level.98

Tidal WaveDuration: 5 melees Range: 300Caster calls a huge wave to smash onto shore. It is mile long / level; 30 + 10 / level high; and 20 + 10/level thick. Damage to those hit is 8d6 (- 1d6 for every 50 inland) and 8 structural points (-1 for every 50 inland.)99

DehydrationDuration: 10 melees Range: 50 + 10/levelTarget loses 1/10 their hp per melee unless water is massively consumed. (1 gallon per 50 kg every melee)98

Anion ControlDuration: 4 turns/level Range: 30Caster can change the pH of water. +/- 1 per level. Affects 1 quart/level. Damage is 1d6 1st & 2nd levels/ 3d6 3rd & 4th / 6d6 5th & 6th ; 10d6 at 7th. Damage is for every quart, unless in water which is damage. Max pH change is +/- 7 & max damage is 10d6.98

Seaspawn RegenerationDuration: 5 melees/level Range: TouchA 10 cube of water has the power to regenerate missing body parts at 5 HP/melee.95

Necromancy Magic * spells are automatic at mages 6th level Necromancers are +2 to all saves vs. undead Necromancers must have at least a 14 ????????Unskilled Spells%

Summon SkeletonsDuration: Variable Range: 40Caster will summon or animate 2d6 (+2/level) skeletons. Caster must than make second roll to control. Otherwise skeletons will attack nearest creature. If skeletons are animated from corpses, than the spell will last until they are destroyed/turned/dispelled. Maximum HD of skeletons is no more than casters level. Summoned skeletons last 6 turns.60/70

Summon ZombiesDuration: Variable Range: 30Caster will summon or animate 2d4 (+2/level) zombies. Caster must than make second roll to control. Otherwise zombies will attack nearest creature. If zombies are animated from corpses, than the spell will last until they are destroyed/turned/dispelled. Maximum HD of zombies is no more than casters level. Summoned zombies last 6 turns.75/80

Speak With DeadDuration: 2 questions/level Range: 10Caster (and only the caster!) may ask a corpse with a head 2 questions per level and receive truthful answers. The corpse must know about the answer or it will say i dont know. Question period can last until sunrise. 75

Sword of FearDuration: 2 turns/level Range: SelfCaster creates a curved sabre glistening with black juices and oils. It is +1 to hit and those hit must make a bravery save or flee in terror for 3-12 melees. (-1 save/level). Damage 1d8.85

Detect DeadDuration: 1 turn/level Range: 60 + 10/levelCaster can sense presence, direction, and relative power of any undead within range.55

Hear the Dead *Duration: 1turn/level Range: 20/levelCaster can hear the approach of any undead within range. Even non-corporeal undead.40

Cause DiseaseDuration: Variable Range: TouchCaster causes rotting to any area touched unless Con save (-1 /2 levels) is made. Creature touched will die in (Con score = number of turns) from spell unless dispelled or cured.88

Skeletal Body FormDuration: 2 turns/level Range: TouchCreature has all soft body parts shifted to the negative plane. Thus it looks and acts like a skeleton. Body parts return at the end of spell.70

Skin of the Living DeadDuration: 3 turns/level Range: TouchTarget regenerates 2 pts/10 melees. Even lost body parts; except brain tissue.82

Skull of the All-Seeing FaceDuration: 3 turns/level Range: 2000Caster can see through a floating non-corporeal skull with red glowing eyes. The skull moves at 24, and it must be summoned next to caster. Infravision, detect invisible, etc do not transmit through skull.75

Night Mists of the SwampsDuration: 1 turn/level Range: 20A dense mist rises from the ground. 20 X 20 X 10 (+10 each dimension/level). Visibility is 2 except paladins & necromancers can see 20.70

Protection Vs. UndeadDuration: turn/level Range: SelfCaster cannot be touched by undead (1 radius of protection). HD stopped = level of spell. (1st level stops skeletons, 2nd stops zombies, etc.)80

HellfireDuration: 1 melee Range: 120A ball of freezing blue fire streaks from casters hand and engulfs target. Damage is 1d10/level. Save vs. Dex at -278

Eyes of the Living DeadDuration: 2 turns/level Range: TouchTargets eyes glow red and gain the power of true sight.95

Command the DeadDuration: 1 turn/level Range: 25Caster may command the dead to do his bidding at times. Note that the more powerful the dead is, the greater the tendency to pervert the command. It is not possible to command liches or spectres.95

Blood of LifeDuration: Permanent Range: TouchThe necromancer must collect young virgin humanoid blood, fresh and warm. After bathing in and drinking this blood (and a successful casting) the target will reduce 10 years in age physically, but not mentally. There must be 20 gallons per 100 kg of target body weight. Casting time is one hour.98

Ghoul SkinDuration: 1 turn/level Range: TouchTargets hands (or grasping members) are given the paralyzing power of ghouls. Targets are immune to their own touch. Those touched must save vs. paralyzation.80

Ghast SkinDuration: 1 turn/level Range: TouchTargets hands (or grasping members) are given the paralyzing power of ghasts. Targets are immune to their own touch. Those touched must save vs. paralyzation.90

Statue of DeathDuration: 2 turns/level Range: 40Target can perfectly feign death. If unwilling, target must make a (Ego + Con)/2 save to resist.80

Summon ManesDuration: 3 turns/level Range: 5With the help of a small amount of the casters own blood, 1d4 +1/level manes will appear. Caster must make a second % roll to control. Manes are hostile to all non-demons. Manes will return to Hell at the end of the spell.95/98

Skilled Spells%

Summon GhoulsDuration: Variable Range: 10The necromancer can summon or animate 1d6 (+1/level) ghouls but must make a second roll to control. Skeleton rules apply to ghoul except the max number that can be controlled is no more than twice the necromancers level.85/90

Summon WightsDuration: Variable Range: 10The necromancer can summon or animate 1d4 (+1/level) wights but must make a second roll to control. Skeleton rules apply to ghoul except the max number that can be controlled is equal to the necromancers level.90/95

Summon WraithsDuration: 4 turns/level Range: 10The necromancer can summon 1d3 (+1/level) wraiths but must make a second roll to control. It is not possible to have permanent wraiths.95/98

Summon VampiresDuration: 4 turns/level Range: 10The necromancer can summon 1 vampire /3 levels but must make a second roll to control. Vampires do not like to be summoned and it is impossible to have a permanent vampire.95/99

Sickle of DeathDuration: 2 turns/level Range: TouchA large 2 handed sickle appears in the casters hands, dripping with black oils and gore. It is +2 to hit, does 2-20 +2 pts of damage and those hit must save vs. death or be instantly slain.99

Soul StealDuration: Until dispelled Range: TouchA 15 minute ritual by which the necromancer can remove a soul from a body and place it in a jar. (Usually a gem) If the gem is broken, the body loses all intelligence and ego and is complete slave to breaker of gem. Note that the body is immune to all mind controlling spells and life drains while soul is absent. This spell is not reversible.98

Magic Circle of EvilDuration: 1 turn/level Range: SelfIn a circle (5-10 diameter) drawn in blood, the necromancer gains the following powers: +8% to all spell rolls (not to effectiveness) Necromancer cannot turn off or backfire No undead with less HD than casters level may enter the circle without permission.85

Pentagram of OrcusDuration: 1 turn/level Range: SelfIn a pentagram, 7 wide, drawn in blood, the caster will double all spell durations and be +8% to spell effectiveness rolls. It is not possible confine the Magic circle with a Pentagram and vice versa. There is a 5% chance that Orcus will notice the Pentagram in use and you had better hope you worship him.85

Death ChillDuration: 1 melee Range: 30In a 30 degree arc in front of caster all there must make 2 saves. A con save and a ego save. If on save is made; total hit point is taken; if both are made, of HP. If both are failed instant death.98

Summon HellhorseDuration: 4 hrs/level Range: 10Necromancer summons a full power, max HP Nightmare. It will work only for 2 humanoid souls otherwise instant attack.85

Control HellhorseDuration: 4 hrs/level Range: 15Necromancer can control even the meanest Nightmare. Nightmares do not like to be control and will attack those who try.85

Sleep of the DeadDuration: Variable Range: TouchComa state is induced in target (save at -2/level to resist) and actual death will set in (# of Con score) of days. It is not possible to rouse target with the necromancer still living.98

Raise the UndeadDuration: Permanent Range: 5The necromancer creates a power vampire from a corpse not dead longer than 3 days. ( power means HD; no powers over other creatures ie- cannot make other vampires. But with all other powers.) Necromancer cannot have more than 1 vampire / 2 levels of XP. These vampires do not drain levels.99

Necromatic ChangelingDuration: 6 turns/level Range: 10The target (only humanoids) will turn into a giant 8 tall green and black demon spawn with 2 fingers; 1 thumb; 3 toes; vacous black eyes and no sex organs. Str: 18/00 Con: 18/00 all other stats remain the same. AC: 0 and requires magic or cold iron to hit. Strikes for 2-12/2-12 and moves at 12. Magic resistance: 75%; HD: 10 HP: 92. When changeling is killed, target reverts back to normal.98

Notes: Encountered undead may be controlled using appropriate spells and control can be attempted only once a melee but as long as long the caster wants until turn off. Summoning and control can go up in levels independent of each other as each has its own effectiveness roll. Undead of less than 4 HD cannot understand orders more than 12 words long and interpret them literally. Without specific instructions, undead will wander freely. (UGW Undead Gone Wild)