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D&D 3rd Edition - AMB - Thee Compleat Librum Ov Gar'Udok's Necromantic Artes

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  • Other Wonderful Products from Ambient Inc.

    Librum Equitis volume 122 Prestige Classes for your D20 Fantasy game - all lov-

    ingly handcrafted in 3rd edition-compatible rules. Literally"the book of the chevaliers / respected class", Librum Equitisis our flagship D20 product, a book of Prestige Classes suit-ed to any D20 fantasy game environment. Included in LE1are classic ideas such as the Swashbuckler and the Sniper,as well as several military classes, to bizzarities such as theCorpulent (a priest of greed or gluttony who grows... andgrows... and grows...) and the PsychoPyretic (someone whotransforms his rage into psionic heat). The reviews atd20reviews.com and RPGnow keep flowing in, and within 2weeks of our release, Librum Equitis became the best-sell-ing electronic product ever on RPGnow.$5.95 US - 34-page electronic download from RPGnow.com

    Librum Equitis volume 2 and more!More prestige classes! The Librum Equitis series will con-

    tinue with books of 20 to 25 prestige classes scheduled tobe released every 3 months for the remainder of 2002. Lookto see volume 2 hit the electronic bookstore at RPGnow inMay, 2002.

    Portable Hole Full of Beer(this product contains no alcohol)

    Targetted for an April 1st release, Portable Hole Full ofBeer is a lighter look at d20 roleplaying. Not surrenderingour love for all things crunchy, this slim volume includes acollection of new prestige classes, new uses for old skills,feats for idiots, strange monsters and more! Look out for theReefer Madman class and the Marshmellow Golem makingtheir first appearances in this book.

    deadEarth D20Only the strong survive Ambient is pleased to announce that we've obtained per-

    mission to convert the gritty and realistic deadEarth post-apocalyptic RPG to the d20 system. Intially, two books willreleased in electronic format: a Player's Handbook andGame Master's Guide. Included in dEd20 are new coreclasses, new prestige classes, new feats, new skills, sever-al hundred radiations, rules for guns and armour, and manyother rules of interest to any d20 player in any setting.

    For more information on Ambient Inc D20 releases andupdates (and the unfortunate pieces of eratta, balanced byweb-enhancements for our existing products), please clickonto the DreadGazebo at www.dreadgazebo.com/dnd

    Or you can hunt us down at CanGames in Ottawa or atGenCon in Milwaukee this year!

    Team Ambient

    GarUdoks Necromantic Artes

    SHAMELESS

    SELF

    PROMOTION

    N E W Sfrom Ambient Inc

    Press Release

    Mystic Eye Games to publish for Ambient, Inc.

    01-22-2002, Austin, Texas: Mystic Eye Games is thrilled toannounce that we have reached an agreement with Ambient, Inc.to be their publishing partner for several titles over the next 18months.

    The first of these will be a print version of the highly acclaimed,Librum Equitis, volume one, and will be slated for release in May2002. The print version will have new additions and an increasedpage count with art to be done by a few of the industry's finest. Thisbook will be a fantastic resource for your d20 game and we arevery proud to be working with the fine folks at Ambient.

    As we strive to bring the finest in quality products to third editionwe want to assist in delivering the best of the electronic publishers'products to print and into the hands of the consumers. 2002 isgoing to be a big year for Mystic Eye Games as we expand ourproduct offering and work to constantly increase the quality of theproducts we deliver. Our new relationship with Ambient is a fineexample of MEG's desire to deliver only the best of d20 to the com-munity.

    Mystic Eye Games was founded in 2000 by Doug Herring andAndrew Thompson as one of the early adopters of the d20 system.Since their first release, The Pit of Loch-Durnan, the product linehas continued to grow and the focus was on creating a qualityoffering at an extremely affordable price point. This has remainedone of the company's primary goals.

    With the success of The Hunt: Rise of Evil line of products MEGhas branched out in 2002 with two new series, Foul Locales andArcane Mysteries. In addition, Mystic Eye Games also helped tobring the fantastic Interludes: Brief Expeditions to Bluffside topress as a print partner. MEG wanted to assist ThunderheadGames in order to get the finest PDF adventure produced to dateto a larger print market.

    In 2002 Mystic Eye Games' product line will expand to over twen-ty books to include the great new products that will come fromAmbient, Inc.

    About Ambient, Inc.: The nights of the Canadian winter are darkand cold, but they create a hardier people with a firm grasp of d20mechanics. Librum Equitis is the first foray of Ambient, Inc., inEastern Ontario, Canada, into publishing d20 material, althoughgamers on the Net may be familiar with Ambient'sdreadgazebo.com and the Blackhammer Cyberpunk Project.

    CEO Denise Robinson and partner M. Jason Parent are veryglad to see LE be printed and see distribution in its expanded for-mat. "To think my mother thought the pinnacle of my writing careerwas the Health Canada Infection Control Guidelines for BodyPiercing and Tattooing!" laughs Robinson. "My parents are proudto see my gaming addiction... err.. obsession paying off," boastsJason, "and why not? Both of our parents were the ones respon-sible for introducing us to gaming."

    When not writing role-playing game materials during longCanadian nights, the two occupy themselves, bettering the worldby breeding and raising the next generation of little gamers.

  • I

    INTRODUCTION

    THIS EDITION OF THEE COMPLEAT LIBRUM OV GARUDOKS NECROMANTIC ARTES IS PUBLISHEDUNDER VERSION 1.0A OF THE OPEN GAME LICENSE AND THE DRAFT VERSION OF THE D20 SYSTEMTRADEMARK LICENSE, D20 SYSTEM TRADEMARK LOGO GUIDE AND SYSTEM REFERENCE DOCUMENTBY PERMISSION FROM WIZARDS OF THE COAST. SUBSEQUENT EDITIONS WILL INCORPORATE FINAL VER-SIONS OF THE LICENSE, GUIDE AND DOCUMENT.

    DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCTIDENTITY IN ACCORDANCE WITH SECTION 1 (E) OF THE OPEN GAME LICENSE, VERSION 1.0A: ALLSPELL NAMES AND SPELL FLAVOR TEXT (MATERIAL IN ITALICS BETWEEN THE SPELL NAME AND THESCHOOL OF THE SPELL). ALL REFERENCES TO GAR'UDOK THE NECROMANCER., MONSTER NAMES ANDDESCRIPTIONS (EVERYTHING FROM JUST BENEATH "ADVANCEMENT" AND BEFORE "COMBAT" IN EACHMONSTER ENTRY IN CHAPTER 2), ANY AND ALL AMBIENT INC. LOGOS AND IDENTIFYING MARKS ANDTRADE DRESS INCLUDING ALL AMBIENT INC. PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOTLIMITED TO: THE AMBIENT LOGO, DREADGAZEBO GAMING RESOURCES, THEE COMPLEAT LIBRUM OVGAR'UDOK'S NECROMANTIC ARTES; ANY LOCATIONS, GODS, HISTORIC EVENTS, MAGIC ITEMS, ORGAN-IZATIONS; AND ANY AND ALL STORIES, STORYLINES, PLOTS, CHARACTERS, THEMATIC ELEMENTS, FICTIONAND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CAR-TOGRAPHY, LIKENESSES, POSES, LOGOS, GRAPHIC DESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADYAPPEAR IN THE D20 SYSTEM REFERENCE DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEAR-ING THERE. THE ABOVE PRODUCT IDENTITY IS NOT OPEN GAME CONTENT.

    DESIGNATION OF OPEN CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOL-LOWING PORTIONS OF THEE COMPLEAT LIBRUM OV NECROMANTIC ARTES ARE DESIGNATED AS OPENGAME CONTENT: ALL SPELL ENTRIES EXCEPT FOR THE SPELL NAME AND THE DESCRIPTIVE TEXT IN ITAL-ICS BEFORE THE SPELL SCHOOL. ALL MONSTER ENTRIES EXCEPT FOR THE MONSTER NAME AND THEDESCRIPTIVE TEXT LOCATED BETWEEN THE ADVANCEMENT ENTRY AND THE COMBAT SECTION OF THEMONSTER ENTRY AND THE FLAVOR TEXT IN ITALICS. ALL PRESTIGE CLASSES IN CHAPTER 3 EXCEPTTHE DESCRIPTIVE TEXT BETWEEN THE CLASS NAME AND THE HIT DIE TYPE. ALL FEATS IN CHAPTER 4.THE POWERS AND CONSTRUCTION RULES FOR MAGIC ITEMS IN CHAPTER 5. THE DOMAINS ANDALIGNMENT LISTINGS FOR THE DEITIES AS WELL AS THE COMPLETE DOMAINS AND SPELL LISTS PRO-VIDED FOR THEM IN CHAPTER 6.

    SOME OF THE PORTIONS OF THIS BOOK WHICH ARE DELINEATED OGC ORIGINATE FROM THE SYSTEMREFERENCE DOCUMENT AND ARE 2000 WIZARDS OF THE COAST, INC. THE FOLLOWING OPENGAME CONTENT ORIGINATES FROM UNDEAD AND IS 2001 ALDARAC ENTERTAINMENT GROUP, INC.,AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A, (CHAPTER 1 SPELLS: ACIDIC VITAE,CHANNELING WARD, GAR'UDOK'S AURA, GAR'UDOK'S BLESSING, GAR'UDOK'S GREATER BLESSING,GAR'UDOK'S MINOR BLESSING, HOLD THE SLAIN, LIFE'S VEIL, MASK DEATH, MEND THE FALLEN,

    MINOR MENDINGS OF THE FALLEN, OSSEOUS STAFF, RISEN ARMIES, SKELETAL STRENGTH, WALL OFTHE GRAVE). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM THE ENCYCLOPEDIAARCANE: NECROMANCY - BEYOND THE GRAVE AND IS 2001 MONGOOSE PUBLISHING., AND IS USEDUNDER THE OPEN GAME LICENSE, VERSION 1.0A, (CHAPTER 1 SPELLS: PET CEMETERY, SKELETALCOHORT, ZOMBIE COHORT, GRAFTED ARMAMENT, AGELESS, NECROPOLIS, DEAD EYES, ONE WITHTHE DEAD ). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM LIBRUM EQUITIS VOL 1 ANDIS 2001 AMBIENT INC., AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A, (CHAPTER3 CLASSES: ZOMBIE MASTER). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM THE 3ETOWER AND IS 2001 JOHN T DODSON., AND IS USED UNDER THE OPEN GAME LICENSE, VERSION1.0A, (CHAPTER 3 CLASSES: PROPHET). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROMTHE PRIMAL CODEX AND IS 2001 NETHERLAND GAMES, INC., AND IS USED UNDER THE OPEN GAMELICENSE, VERSION 1.0A, (CHAPTER 2 INHALATION ANTHRAX, SHELLFISH NEUROTOXIN; CHAPTER 3CRYPTOSPORIDIOSIS). THE FOLLOWING OPEN GAME CONTENT ORIGINATES FROM DRAGONS AND IS 2001 ALDERAC ENTERTAINMENT GROUP, INC., AND IS USED UNDER THE OPEN GAME LICENSE, VER-SION 1.0A (CHAPTER 4 DRACONIC ROGUE).

    SPELL NAMES IN CHAPTER 6 THAT ARE INDICATED AS ORIGINATING FROM RELICS & RITUALS ARE 2001 CLARK PETERSON

    ALL CONTENTS OF THIS PUBLICATION, REGARDLESS OF DESIGNATION, ARE COPYRIGHTED YEAR 2002AMBIENT INC. ALL RIGHTS RESERVED. REPRODUCTION OR USE WITHOUT THE WRITTEN PERMISSION OFTHE PUBLISHER IS EXPRESSLY FORBIDDEN, EXCEPT FOR THE PURPOSE OF REVIEW.

    THE MENTION OF OR REFERENCE TO ANY COMPANY OR PRODUCT IN THESE PAGES IS NOT A CHALLENGETO THE TRADEMARK OR COPYRIGHT CONCERNED.

    "D20 SYSTEM" AND THE "D20 SYSTEM LOGO" ARE TRADEMARKS OWNED BY WIZARDS OF THE COASTAND ARE USED ACCORDING TO THE TERMS OF THE D20 SYSTEM LICENSE VERSION 1.0A. A COPY OFTHIS LICENSE CAN BE FOUND AT WWW.WIZARDS.COM.

    "DUNGEONS & DRAGONS" AND "WIZARDS OF THE COAST" ARE REGISTERED TRADEMARKS OFWIZARDS OF THE COAST, AND ARE USED WITH PERMISSION

    THIS MATERIAL IS PROTECTED UNDER INTERNATIONAL COPYRIGHT LAWS. ANY REPRODUCTION ORUNAUTHORIZED USE OF THE NON-OGL MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITEDWITHOUT THE EXPRESS WRITTEN PERMISSION OF AMBIENT INC.

    COPYRIGHT 2002 AMBIENT INC

    Thee Compleat LibrumOv Gar'Udok's

    Necromantic ArtesCredits

    Conceptual Design: M Jason HellHound ParentWritten & Collected by: M Jason HellHound Parent

    Additional Material by: Denise Dextra Robinson, Chester Khan the Warlord Douglas IITypesetting & Layout: M Jason HellHound Parent

    Cover Art: Tony SquidHead MonorchioCover Layout: M Jason HellHound Parent

    Interior Art: Tony SquidHead Monorchio, M Jason HellHound Parent, Denise Dextra Robinson

    Dedicationwww.realmsofevil.net - the lair of internet scum and villainy, home to a legion of fell necromancers

  • Thee Compleat Librum ov GarUdoks Necromantic Artesdetails the legacy of an ancient fell necromancer, his con-quest of the northlands and his subsequent defeat nearly athousand years ago.

    The book contains a selection of new and modified spells,monsters (mostly undead and constructs), new creaturetemplates, prestige classes, feats, magic items, deities anddomains that are keynotes in the legacy of GarUdok. Theseare strung together by the storyline of GarUdoks ascentand then fall in the Northlands. Each item has a text seg-ment in italics that links it to this storyline.

    The material in this book originates from a campaign thatI ran 18 years ago and that has become the legendary back-drop of my campaign world. It has been stripped of someelements that tied it to the original campaign world it was setin, allowing it to be more easily dropped into any other pub-lished fantasy campaign world with a typically tribal and bar-baric norse northlands.

    Instead of reinventing the wheel, Ive included open gamecontent from other sources in various parts of this book -why write up conflicting material and rules to cover the samecontent that someone else has done admirably? That is oneof the wonders of the Open Game License, the ability to takeand modify material written for the D20 system to better fit inyour own games.

    A lot of the work that went into this book was finally put totype due to the many creative minds at Realms of Evil -(ww.realmsofevil.net) - a website dedicated to the villains offantasy roleplaying, and seemingly primarily to necromancy,at least based on the contents of their site and messageboards (where I can be found posting regularly). Theyreminded me of the mighty GarUdok and his necromanticarmies, and thus he was reborn from his icy grave to wan-der the north of the D20 world once again.

    Finally, this book has been assembled to provide a venuefor the wonderful art of Squidhead (as well as a few of myown line illustrations). Tony has been a great friend andenthusiastic help, having provided illustrations to many greatroleplaying sessions as well as volunteering his art for theDreadGazebo website. Heres hoping the spotlight shinesbrighter on him.

    Many thanks have to go out to my ancient gaming groupsin the old fantasy RPG days of the early 80s... to DarcyBurgess, Drummond Fraser, Hunter Fraser, John Golding,Glenn Hall, Steven Howes, Darrel Lalonde, Luc Landriault,Gabe Laundriault, Kristin McNulty, Sam Parent. To my 90steam - Andrew Keyworth, Gab, Leonard Briden, Chuck,Marcel Malenfant, Andrew Navratil, and Tymen Van Dyk.And of course to my new D20 groups - Greg Cameron,Leonard Briden, Tim Brown, Alex Kovacs, Kristan Roberge,Denise Robinson, Genevieve Robinson, ChrystineRobinson and Jason Sooch.

    GarUdoks Necromantic ArtesII

    CONTENTS

    Table of ContentsPrologue - GarUdok and the North Page III

    Chapter 1 - The Necromancies of GarUdok Page IVSpell Lists Page IV

    New Spells Page VChapter 2 - Risen Creatures of the North Page XVII

    Monsters & Creatures Page XVIICreature Templates Page XXVI

    Player Character Races Page XXXChapter 3 - Dark Lords Page XXXI

    Legion Prestige Class Page XXXIThe Lotahm Prestige Class Page XXXIIIPale Riders Prestige Class Page XXXV

    Priest of Bones Prestige Class Page XXXVIIProphet Prestige Class Page XXXVIII

    Zombie Master Prestige Class Page XLFiendish Characters Page XLI

    Chapter 4 - Feats Page XLIVChapter 5 - Magic Items Page XLV

    Chapter 6 - Deities and Domains Page XLVIIIFine Print - Open Game License Page L

    About this Book

  • Over one thousand years past, a man changed the north-lands to his will. His name was Gar'Udok, a fell necromancerand priest of undeath. Hecame with his allies, hisFallen Priesthood, andarmies that grew aftereach battle instead ofshrinking. He changed theface of the north for alltime, capturing citadelsthat had lain mostly aban-doned by the barbariantribes for generations, andturning them into the cen-ters of his new empire.

    Gar'Udok was a necro-mantic overlord cut fromthe whole cloth. He wor-shiped no god, insteadconsidered himself abovesuch concerns. He soughtout all forms of undeath,finally choosing a form ofundeath that suited him,to continue his reign ofterror. He had thrallsremove his brain, heartand tongue to craft hisnew, perfect form. He keptcompany with a smallcorps of arcane necro-mancers, a dragon whoate the dead, and a beau-tiful ancient undeadmedusa. Commandingand building his undeadforces was the FallenPriesthood - clerics ofmany gods of death,undeath and disease; andlater clerics of pure deathand undeath who followedin Gar'Udok's steps wor-shipping no deity but theforces of death them-selves.

    Together they waged aquick conquest of thenorthlands, wresting control of the lands from the many frac-tious barbarian tribes who held the lands in those times. Theybuilt an empire in the ancient cities that predated the barbar-ian elders, and spread the worship of death across the worldand even the planes.

    But his conquest of these ancient lands would never last.The cities he raised upon the ruins begin to fall as the

    Southern neighborsof his new empirebecame worriedabout his incessantexpansion and final-ly rose up in forceagainst him.

    Most likely theseattacks would haveended in tragicdefeats for theSouthern Nations,but under the stressof the battles, theFallen Priesthoodbegan to fragmentunder the tutelageof their various highpriests. In the midstof their fractiousattempts at inde-pendence, Sahinnthe necromancermade his long-delayed play forGarUdoks title.

    Suddenly withoutthe backing of thePriesthood andSahinn, GarUdoksarmies began tocrumble. They werepursued fromfortress to fortressas they retreated tothe ruins of MiresFord.

    There the finalbattle was joined,the holy armies ofthe South strikinghard to crush theremnants ofGarUdoks undeadforces. But the finalbattle was far from

    one-sided. One of GarUdoks last powerful necromancersloyal to him brought forth the dead of the entire ruined citystate for one final act of carnage so great that even the godstook note.

    www.DreadGazebo.com III

    PROLOGUE

    PrologueGarUdok and the North

    The GarUdok Timeline-1,740 GarUdok takes up the mantle of priesthood-1,712 The destruction of the True Mummies and creation of the dis-

    ease golems. GarUdok seeks eternal unlife.-1,694 Joining forces with Sahinn the necromancer-1,411 Meeting and conquering Torexis, the Cairn Wyrm. Torexis

    shares information about the ancient catacombs in the northand the necromantic lore stored there.

    -1,404 The Fallen Priesthood is assembled.-1,390 Initial forays into the North teach new lessons about undeath,

    and GarUdok targets them for conquest.-1,372 Meetings with the Blood Druids and obtains their quiet backing

    of his conquering armies.-1,351 Conquers the majority of the tribal-controlled Northlands, estab-

    lishing bases and trade cities in the ancient ruined cities thatpredate the barbarian tribes.

    -1,202 Renewed search for ancient necromancies - chooses the pathof the True Mummy for immortality.

    -1,080 Discovers and frees Caramina-1,065 Undead armies begin conquering the city-states around the

    Northlands already under his control-1,060 Chondri the Dark, high-priestess in the Fallen Priesthood,

    becomes a prophet of Bulboros. Her preachings end with herdeath at the claws of a dark beast summoned by GarUdok.

    -1,040 Caramina travels to the Island Nations to discuss tribute to thenorthlands and changes to their burial rites

    -1,038 The Southern Nations rise up to strike back against GarUdoksexpansion attempts.

    -1,035 Battles tear apart the Northlands. Cities fall on both sides, butthe fallen soldiers in lost battles soon become part ofGarUdoks armies.

    -1,023 As cities fall, GarUdoks armies are torn apart by internal strifebetween the faiths of the Fallen Priesthood.

    -1,002 Seeing the sundering of the Priesthood, Sahinn seeks to usurppower from GarUdok, and is slain and his conspiracydestroyed.

    -1,001 GarUdoks armies dwindle without the support of thePriesthood and Sahinn. A tactical retreat towards Mires Ford isbegun. The armies of the south burn all bodies they encounterto prevent their rising as undead and to destroy members of theFallen Priesthood hiding among them.

    -1,000 GarUdoks last stand at Mires Ford, the scattering of his surviv-ing followers

  • These are the bane magicks practiced by Gar'Udok, highpriest of undeath, and by his minions, allies and some say,even his friends. The following are spell lists indicating whatspells in this supplement have been added to the variousclasses spell lists. Additionally, some of these spells areavailable to various of the necromantic Prestige Classes inchapter 3, but their entire spell lists are given in that chapter,indicating which spells are from this volume and which arefrom the System Resource Document.

    AAssssaassssiinn SSppeellllss

    Level 1 SpellsDeep Shadows - shadows give concealment and +4 hide

    Level 2 SpellsBone Field - produce a field of bone caltrops

    Level 3 SpellsSkinWalking - target can assume likeness of someone slain

    BBaarrdd SSppeellllss

    Level 5 SpellsHold the Slain - hold person vs undead

    BBllaacckkGGuuaarrdd SSppeellllss

    Level 1 SpellsDeep Shadows - shadows give concealment and +4 hideSkeletal Cohort - animates a single skeletonWeeping Wounds - attacks on target deal +1d6 damage

    Level 2 SpellsVisceral Wounds - all wounds on target bleed 1 dmg/rndZombie Cohort - animates a single zombie

    CClleerriicc SSppeellllss

    Level 0 SpellsPet Cemetery - animates one tiny animal skeletonRenew the Tide of Unlife - preps a corpse for animation

    Level 1 SpellsMinor Mendings of the Fallen - heals damage to undeadSkeletal Cohort - animates a single skeleton

    Level 2 SpellsAura of Death - +2 intimidate, -2 on enemy will savesChanneling Ward - gives undead turn resistanceDark Aura - 10% miss chance, -1 to be hit, +4 intimidateDead Eyes - provides sensory link with undead

    Gar'Udok's Minor Blessing - boosts undead statsMask Death - masks undead from undead detectionOne With The Dead - disguise self as a corpseOsseous Staff - creates a staff of boneZombie Cohort - animates a single zombie

    Level 3 SpellsMend the Fallen - heals damage to undeadShrapnel - cone of shrapnel deals 1d10 +1/lvl (max +10)Strength of the Dead - d6+2 strength, 1 negative levelWall of the Grave - forms a wall of bones

    Level 4 SpellsCharnel Blight - target's skeleton decays from diseaseExoskeletal Animation - animates giant vermin undeadHold the Slain - hold person vs undeadSkinWalking - target can assume likeness of someone slain

    Level 5 SpellsConstruct of Viscera - creates a construct from a corpseGar'Udok's Aura - animates creatures slain during the spellGar'Udok's Blessing - boosts undead's abilities

    Level 6 SpellsArmy of Shrapnel - skeletons explode (1d10+1/lvl) if slainDark Forces - Dark Aura for 1 target / levelGlobe of Negative Energy - globe causes 2d4 negative lvlsPlague - infects all creatures in 30 feet with a disease

    Level 7 SpellsGar'Udok's Greater Blessing - boosts undead's abilitiesRisen Armies - animates all corpses in range

    DDrruuiidd SSppeellllss

    Level 4 SpellsCharnel Blight - target's skeleton decays from diseaseMortification of the Flesh - partial immunity to critical hits

    Level 6 SpellsPlague - infects all creatures in 30 feet with a diseaseScattered Escape - become a swarm of insects

    RRaannggeerr SSppeellllss

    Level 1 SpellsDeep Shadows - shadows give concealment and +4 hide

    SSoorrcceerreerr // WWiizzaarrdd SSppeellllss

    Level 0 SpellsPet Cemetery - animates one tiny animal skeleton

    Level 1 Spells

    GarUdoks Necromantic ArtesIV

    SPELLS

    Chapter 1 - The Necromancies of Gar'Udok

  • www.DreadGazebo.com V

    Deep Shadows - shadows give concealment and +4 hideRenew the Tide of Unlife - preps a corpse for animationSkeletal Cohort - animates a single skeletonWeeping Wounds - all attacks on target deal +1d6 damage

    Level 2 SpellsAura of Death - +2 intimidate, -2 on enemy will savesDark Aura - 10% miss chance, -1 to be hit, +4 intimidateDead Eyes - provides sensory link with undead Mask Death - masks undead from undead detection One With The Dead - disguise self as a corpse Osseous Staff - creates a staff of bone Shrapnel - cone of shrapnel deals 1d10 +1/lvl (max +10)Visceral Wounds - all wounds on target bleed 1 dmg/rndZombie Cohort - animates a single zombie

    Level 3 SpellsAcidic Vitae - acidic spray injures those who attack targetBone Arrow - ray does 1d4/lvl (max 10d4), creates skeletonBone Field - produce a field of bone caltropsChanneling Ward - gives undead turn resistance Charnel Blight - target's skeleton decays from diseaseGar'Udok's Minor Blessing - boosts undead stats Life's Veil - disguises undead as the livingStrength of the Dead - d6+2 strength, 1 negative levelSkeletal Strength - increase toughness of target's bonesSkinWalking - target can assume likeness of someone slainWall of the Grave - forms a wall of bones

    Level 4 SpellsGrafted Armament - mount weapons on undead limbsMortification of the Flesh - partial immunity to critical hits

    Level 5 SpellsArmy of Shrapnel - skeletons explode (1d10+1/lvl) if slainCaustic Spray - acid cone deals 1d8 / level (max 10d8)Dark Forces - Dark Aura for 1 target / levelFinal Glimpse - horrific visions drive target madHold the Slain - hold person vs undeadMinor Globe of Negative Energy - globe deals 1d4 neg lvls

    Level 6 SpellsDisrupt Negative Energy - destroy weak undead&backlashExoskeletal Animation - animates giant vermin undead

    Level 7 SpellsAgeless - stops aging for 1 dayGar'Udok's Aura - animates creatures slain during the spellGar'Udok's Blessing - boosts undead's abilitiesGlobe of Negative Energy - globe causes 2d4 negative lvlsPlague - infects all creatures in 30 feet with a disease

    Level 8 SpellsRisen Armies - animates all corpses in range

    Level 9 SpellsGar'Udok's Greater Blessing - boosts undead's abilities Necropolis - animates all the dead in a destroyed settlement

    Acidic VitaeFinally Ink-Fingers landed a telling blow on the Gar'Udok's

    guardian beast through it's tough hide. But the rewards shereceived were as bad as the claws of the beast itself; asplash of vitriolic blood sprayed from the wound, burning intoher face and chest and sending her reeling in a cloud of acridfumes.TransmutationLevel: Sor/Wiz 3, Plague 4, Rot 4Components: V,S,MCasting Time: 1 actionRange: TouchTarget: Creature TouchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No

    This spell causes the target to bleed acid, burning anyonewounding them.

    While under the effect of this spell, any wounds the targettakes causes acid to splash around them. While the target ofthe spell is immune to the damage from their own blood,those around them are not so fortunate. While affected bythis spell, any piercing or slashing damage taken causes anacid splashing the direction from which the attack came.Characters within 5 feet must make a Reflex save (DC 10 +amount of damage done), or suffer 1d4 points of acid dam-age +1 point for every 2 damage dealt to the target in theattack that triggered the splash (1d4+20 max). The acid auto-matically deals damage to any normal weapon that breaksthe undead's skin, and magic weapons are afforded thesame save as the attacker.

    Material Components: a small vial (1 dram) of acid.

    AgelessBy the time Gar'Udok became one of his own creations, it

    was said that he had already lived a thousand years as amortal human in these realms. But these tales are oft dis-missed because such age is never seen among any of theraces of the New KingdomsNecromancyLevel: Sor/Wiz 7Components: V,S,MCasting Time: 1 hourRange: TouchTarget: Creature TouchedDuration: 24 hoursSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

    This spell completely stops ageing for it's duration.This spell negates the effects of ageing on the recipient for

    a period of one day. It has no effect on ageing caused bymagical or divine means. Multiple Ageless spells cast withinthe same day have no additional effect. Cast each day, thisspell does, of course, grant the recipient immortality of a type- they will no longer age whilst the spell is in effect, thoughdeath of less pleasant means is always possible.

    Material Component: One pint of blood from a creature ofthe same race, but at least half the age of the recipient of thisspell.

    SPELLS

  • GarUdoks Necromantic ArtesVI

    SPELLS

    Army of Shrapnel"Garu'dok, what in the fires of Hell are you doing sending

    that rabble of skeletal minions against a full battalion of high-ly trained knight-templars? They'll be crushed to a pulp bythe warhorses alone!""Yes my dear SahinnI'm counting on it."Evocation (Force)Level: Clr 6, Sor/Wiz 5, Bones 6Components: V,S,MCasting Time: 3 roundsRange: Close (25 ft + 5 ft / 2 levels)Target: 2 skeletons / levelDuration: Destruction of undead or 10 minutes / levelSaving Throw: Will negs, Reflex halfSpell Resistance: Yes

    This spell allows the caster to set an augmented versionof shrapnel in skeletons that he targets. Upon either theskeleton's demise, or the duration listed above, the spell isreleased, destroying the skeleton. Unwilling skeletons canmake a Will save to negate the effects of the spell uponthem. The effects are per the shrapnel spell with the follow-ing exception: all targets within short range of the skeletonreceive 1d10 piercing damage +1 force damage/caster level(max 1d10+10) from the shrapnel blasted outwards from theentire skeleton detonating. A reflex save reduces the dam-age by half.

    Material Component: 10 pounds of bone.

    Aura of DeathA certain uneasiness accompanied her as Chondri was

    carried upon her litter to inspect those troops under her com-mand. As her gaze settled on someone, they would twinge,or look away or otherwise wither under her passing inspec-tion.Necromancy (mind-affecting)Level: Clr 2, Sor/Wiz 2Components: V,S,F/DFCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Area: Close range radius around casterDuration: 10 minutes / levelSaving Throw: Will negsSpell Resistance: Yes

    This spell gives the caster an aura that is creepy andunsettling and that can be concentrated on one target forgreater effect.

    The Aura of Death surrounds the caster, subtly touchingall who enter the area of effect (that travels with the caster).The caster gains a +2 circumstance bonus to intimidatechecks. All those within the area of the Aura of Deathreceive a -2 morale penalty on will saves against spells castby the caster of the Aura of Death (a successful will savenegates this effect). If the caster decides to concentrate theeffects of the Aura on a single target, that target must makea will save or suffer a -2 morale penalty on all rolls as longas they are the sole target and within the area of the Aura.While the Aura is being concentrated in this way, otherswithin the Aura are no longer penalized on their will saves.

    Arcane Focus: an eyeball.

    Bone ArrowWith a flick of the wrist, Sahinn cast a bone towards

    Regus, then turned and ran. The bone flew straight as ashaft of a longbow, striking Regus on the shoulder. Reguswould have ignored it, but then the bone began to shiver andsplit and somehow formed a complete, animated skeletonwhich jumped upon him.ConjurationLevel: Sor/Wiz 3, Bone 4Components: V,S,MCasting Time: 1 actionRange: Medium (100 ft + 10 ft / level)Target: RayDuration: Instantaneous (see text)Saving Throw: NoneSpell Resistance: No

    This spell enchants a bone to act as a missile weapon andthen into a skeleton.

    The spellcaster throws the bone at an enemy as a rangedtouch attack, inflicting 1d4 damage per caster level (max10d4). As soon as it strikes, the bolt conjures forth a medi-um-sized skeleton that it seems to morph into. If the bolt failsto strike a living target, the skeleton does not manifest. Theskeleton appears in an adjacent square as close to the fac-ing closest to the spellcaster that it can without appearing inan occupied square. If all squares around the target areoccupied, it appears in the facing closest to the caster,prone, and the person in that square must make a Reflexsave to avoid falling prone also. The skeleton (unless it isconjured prone) can attack this round. It remains for 2rounds per caster level and automatically attacks the cast-er's enemies.

    Material Component: A single bone at least 8 inches long.

    Bone FieldAs SkinDancer ran, shedding the face of her latest victim,

    it seemed that the dead trailed her, as shards of bone brokethrough the cobblestones and pierced the feet of her pursuit.ConjurationLevel: Sor/Wiz 3, Ass 2, Bone 5Components: V,MCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Effect: One 5 ft square / levelDuration: 1 minute / levelSaving Throw: Reflex negates (see below)Spell Resistance: No

    Shards of bone jut up from the ground, slowing pursuit.Regardless of the material of the local floor or ground, it

    sprouts small fragments of bone that seem to push upthrough it. Any time someone moves into an area affectedby this spell or spends a round fighting while standing insuch an area, they must make a Reflex save to avoid step-ping on the bone fragments. Failure causes 1d4 physicaldamage (treat as a +2 weapon for damage reduction) andcounts as exposure to the disease Filth Fever (see theSystem Resource Document for information on disease).

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    Any creature injured by this spell has it's speed reduced toone half because it's foot is painfully wounded. This move-ment penalty lasts until the creature is successfully treatedwith a Heal check (DC equal to that of the spell). In addition,the wound re-opens if the creature fails the initial saveagainst the Filth Fever after it's incubation period.

    Material Component: A piece of bone from someone orsomething killed by disease.

    Caustic SprayWith a quick swig from the flask, the half-naked sorcerer

    suddenly exhaled a massive blast of noxious, fuming acidupon the advancing skeletons, reducing half of them to a thinsmoking paste across the flagstones.ConjurationLevel: Sor/Wiz 5, Vermin 6Components: M/DFCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Effect: ConeDuration: InstantaneousSaving Throw: Reflex half (see below)Spell Resistance: Yes

    This spell allows the caster to spew forth a blast of potentacid.

    The spellcaster exhales a blast of caustic acid in a short-range cone dealing 1d8 acid damage per level, max 10d8damage with victims allowed a Reflex save for half damage.In addition, anyone failing the Reflex save is nauseated for 1round from the noxious fumes unless they succeed at aFortitude save.

    Arcane Material Component: A big sip of acid during thespellcasting, consuming one half of a 20gp vial of acid (asper the System Reference Document). When consumed inthis way in the spellcasting, the acid deals no damage to thecaster.

    Channeling WardAs the soldiers fell about him, Regus the Holy set about

    with his holy symbol and pure divine energies. But the zom-bies continued their deadly assaults upon the fortress walls,finally crushing Regus underfoot, ignoring the symbol of hisdeity, still clutched in his hand, jutting up from his crushedbody..NecromancyLevel: Sor/Wiz 3, Clr 2, Undead 2Components: V,S,M/DFCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Area: 30 ft radius spreadDuration: 1 round / levelSaving Throw: NoneSpell Resistance: No

    This spell bolsters the negative energy animating undeadcreatures, making them more resistant to turning.

    All undead in range receive a +4 profane turn resistancebonus, increasing their effective hit dice by 4. This onlyapplies to turning checks. If the caster is undead, he may tar-get himself with it. This is markedly different from desecrate,

    as Channeling Ward increases the effective Hit Dice of theundead, thus even if turning is successful, less undead willbe turned.

    Arcane Material Component: A pinch of crushed glass.

    Charnel BlightWhen the Prophet Chondri the Dark took displeasure in

    someone, they would be lucky if they were slain in the nightas was her final end. Instead, most shambled about as theirbones decayed within them from a potent disease she hadbeen granted by her master Bulboros.NecromancyLevel: Clr 4, Drd 4Components: V,S,DFCasting Time: 1 full roundRange: TouchTarget: Living creature touchedDuration: InstantaneousSaving Throw: Fort negsSpell Resistance: Yes

    This spell gives the target an immediate case of a strongwasting disease.

    The target of Charnel Blight immediately contracts a caseof Bulboros' own wasting disease with no incubation period.This disease is treated as any disease in the SystemResource Document, with a DC equal to two higher than thespell DC for the spellcaster and with a damage of 1d6 Con.In addition, for every 3 Con lost this way, the target mustmake another save against the disease or suffer one of theCon loss as permanent and also take 1 point of permanentStrength loss.

    Construct of VisceraGar'Udok leaned down over the fallen form of Sahinn, slain

    at his hand. He reached down and pulled up a mass of vis-cera which quickly took form as a monster of blood and mus-cle which then moved towards Sahinn's followers.NecromancyLevel: Clr 5Components: V,S,MCasting Time: 1 full roundRange: TouchEffect: Creates one Visceral ConstructDuration: 1 minute / levelSaving Throw: NoneSpell Resistance: No

    This spell draws forth a construct of viscera from a freshcorpse.

    The spellcaster raises a Visceral Construct from the bodyof a freshly-slain creature of medium-size or larger, animat-ing the viscera (bones, sinew and muscle) with a portion ofhis own life force. The Visceral Construct attacks your ene-mies until ordered to cease, the spell's duration ends, or theconstruct is slain. If the construct is reduced to 0 hp or thespell ends, the construct is reduced to dust. The spellcastercan give the construct simple commands such as guard orcarry. The Construct will always attempt to remain within 60feet of the spellcaster in melee, and within 30 feet outside ofmelee.

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    When the Visceral Construct strikes a living foe, the spell-caster receives magical healing of 1 point for every 3 pointsof damage the construct deals (any healing greater than thedamage received by the spellcaster is lost). When theVisceral Construct is damaged, the spellcaster takes 1 pointof damage for every 5 points of damage the construct hastaken. Curative magics have no effect on the VisceralConstruct.

    Material Component: The skull of a celestial or infernalcreature (small specimens can be purchased in some majorcities for approximately 200gp).

    Dark AuraWhen Gar'Udok left his chapel of contemplation, he was

    always surrounded by a palpable field of darkness that didnothing to reduce his reputation for evil and dark deeds.IllusionLevel: Sor/Wiz 2, Clr 2Components: V,S,F/DFCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 10 minutes / levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

    This spell gives the target a dark, frightening aura.The target of this spell radiates a palpable dark aura. The

    darkness radiating from the target makes him appear largerand somewhat indistinct, and grants the benefit of one-quar-ter concealment (a 10% miss chance). It also takes the tar-get appear more frightening and powerful (providing a +4circumstance bonus to Intimidate checks and making allopponents suffer a -1 moral penalty on attacks against thetarget).

    Arcane Focus: a skull from a slain infernal creature orfiendish animal.

    Dark ForcesThe elite guards of the Fallen Priesthood practically

    swooped into the chamber, wrapped in cold darkness, todrag Binford from his audience.IllusionLevel: Sor/Wiz 5, Clr 6Components: V,S,F/DFCasting Time: 1 actionRange: Close (25 ft + 5 ft / level)Target: 1 creature per level within rangeDuration: 10 minutes / levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

    This spell is a version of Dark Aura that targets multiplecreatures, it is in all other ways identical to the Dark Auraspell above.

    Dead EyesAlthough the priesthood was almost never seen in the

    streets, the folk had long ago learned that even the walkingcorpses that went to and fro on dark errands could hear

    them and watch them, and then the priesthood would arriveto investigate.DivinationLevel: Sor/Wiz 2, Clr 2Components: V,SCasting Time: 1 actionRange: TouchTarget: One UndeadDuration: 10 minutes / levelSaving Throw: NoneSpell Resistance: No

    This spell allows the caster to "piggyback" on one of hisundead's sensory apparatus.

    By casting this spell, the necromancer becomes able tosee and hear through the "eyes" and "ears" of a controlledundead creature he has animated or raised. No other com-munication of senses is permitted through the use of thisspell, nor are special sight or hearing qualities such as dark-vision. Only one such sensory link may be maintained at anyone time. Dead eyes operates at a range of up to one mileafter being cast.

    Deep ShadowsAs Sahinn entered the room, it seemed to darken around

    him, as if the sun retreated from his very presence. Frominside those deep shadows, SkinDancer crept in, unseen fornow.IllusionLevel: Ass 1, Blk 1, Rgr 1, Sor/Wiz 1Components: S,MCasting Time: 1 actionRange: TouchArea: 60 ft radius from touched targetDuration: 10 minutes / level (D)Saving Throw: NoneSpell Resistance: No

    This spell creates deep, dark shadows in the area.This spell doesn't actually create shadows, it just makes

    existing shadows much larger and darker, and enhancesthem so they even interfere with low-lite vision and darkvi-sion. The shadows created by this spell provide one quarterconcealment to anyone within them (providing a 10% misschance) or one-half concealment to anyone seeking thecover of the enhanced darkness (providing a 20% misschance) as well as a +4 circumstance bonus on hide rolls.

    It the spell is cast on a small object that is then placedinside or under a lightproof covering, the spell's effects areblocked until the covering is removed.

    Deep Shadows is countered by any light spell of equal orgreater level.

    Material Component: Anything small that can be burned toproduce black smoke (such as a small piece of cork)

    Disrupt Negative Energy"To truly master negative energy, one should also prepare

    themselves when the dark art can be used against them." -Garu'dokNecromancyLevel: Sor/Wiz 6

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    Components: V,SCasting Time: 1 actionRange: Medium (100 ft + 10 ft / level)Target: One creature / level, no two of which can be more

    than 30 ft apart.Duration: Concentration, up to 1 round/levelSaving Throw: SpecialSpell Resistance: Yes

    Each round, the spellcaster concentrates on one undeadsubject, which must be in range. If the subject has less than6 hit dice, it becomes instilled with massive amounts of pos-itive energy and is instantly destroyed. From that point on,necromantic spells are useless against the destroyed sub-ject.

    Further, once an undead subject is destroyed in this man-ner, its controller suffers positive energy feedback and mustmake a Will save (DC 17) or lose an amount of hit pointsequal to the destroyed subject's hit dice. Controllersdestroyed in this fashion are purged from humanity and suf-fer an additional -4 penalty to any spells or effects that canraise them in any manner.

    Exoskeletal AnimationKurosh laughed as Silverthorne collapsed from the strike of

    his steed, a long-dead giant scorpion. Instead of losing it'spotency, the poison delivered by the fatal sting was strongand dark, aged to perfection.NecromancyLevel: Clr 4, Sor/Wiz 6Components: V,S,MCasting Time: 1 actionRange: TouchTarget: One or more vermin corpsesDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

    This spell animates Giant Vermin skeletons.This spell turns the exoskeletons of slain giant insects into

    undead exoskeletons that follow the caster's spoken com-mands. The exoskeletons can follow the caster, or canremain in an area and attack any creature (or just a specifictype of creature) entering the place. The undead remain ani-mated until they are destroyed.

    Treat this spell exactly as Animate Dead (in the SystemReference Document) except that it only works on thecorpses of giant insects (mostly classified as Vermin).(Animate dead only creates skeletons from creatures withbones, so it doesn't work on any of the Vermin in the SystemReference Document as they are all invertebrates with achitinous exoskeleton). See chapter 2 for information onExoskeletons.

    Material Component: The caster must place one or moreblack gemstones worth at least 50gp into the mouth or eyesocket of each corpse. The magic of the spell consumes thegems.

    Final GlimpseGar'Udok learned late in life of the infinite possibilities asso-

    ciated with fear. He believed Final Glimpse worthy to wipe

    away his youthful ignoranceIllusion (Phantasm)Level: Sor/Wiz 5Components: V,S,MCasting Time: 1 full roundRange: Medium (100 ft + 10 ft / level)Target: One living creatureDuration: SpecialSaving Throw: Will negatesSpell Resistance: Yes

    The wizard that casts this spell must have a clear line ofsight with his intended target. The target must make at a Willsave, with a successful save negating the spell. A failed saveallows the spell's full effects to overwhelm the target. Thesubject's vision is altered to an extreme. He sees all livingcreatures within view receiving various hideous and sadisticdeaths by gruesome assailants. The victim will witness plantswithering, flesh and muscle dripping from bleached-whitebones, and a host of other types of death. These effects areentirely illusionary, but the target fully believes what he wit-nesses. A successful wisdom check allows others around thevictim to notice that his eyes are glazed over in an impene-trable darkness. The spell stays in effect until the targetreceives a successful dispel magic cast by someone otherthan himself. Otherwise, roll percentile and consult the tablebelow for the result that such a maddening effect would cre-ate in the recipient. 01-30 Faint (lose consciousness for 3d20 minutes)31-60 Panic (flee from any living creature until exhausted)61-90 Amnesia (lose 1d12 months of the recent past)91-00 Death (death from a stroke)

    Material Component: A pair of extracted eyes from a crea-ture the caster has slain.

    Gar'Udok's AuraTales are that whenever Gar'Udok travelled, the dead rose

    up to walk with him. More detailed accounts indicate that itwas only those slain in his presence (thousands by the endof his tyranny) that would rise to shamble along beside himNecromancyLevel: Clr 5, Death 5, Wiz/Sor 7Components: V,S,F/DFCasting Time: 1 full roundRange: 100 ft / levelArea: 100 ft / level radius spread centered on youDuration: 1 hour / levelSaving Throw: NoneSpell Resistance: No

    This spell creates a field in which any creature that dies isimmediately animated as a zombie.

    Any creature that dies within this spell's are of effect risesas a zombie after 1d4 rounds, under the caster's control.Corpses that are brought into the circle are not reanimated,nor are ones that predate the spell (i.e., casting this spell ina graveyard does not cause all of the residents to rise). Notealso that undead created by this spell count against the max-imum number that can be controlled.

    Arcane Focus: A vial of the caster's own blood.

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    Gar'Udok's BlessingNever had Binford the Giant seen zombies attack with

    such speed and ferocity. But after his companions layedabout themselves to clear the fallen soldiers again from thefield of battle, they saw a fallen priest of Gar'Udok grantingthe dead warriors their celerity, a morningstar dripping withthe ichor of battle in one hand, a fresh human skull in theother.NecromancyLevel: Clr 5, Death 5, Wiz/Sor 7Components: V,S,MCasting Time: 1 actionRange: 100 ftTarget: 2 HD of undead / level in a 100 ft radius spread

    centered on youDuration: 1 minute / levelSaving Throw: NoneSpell Resistance: No

    This spell augments the negative energy animating anundead creature, making it more effective at war.

    Up to 2 Hit Dice / caster level of undead within rangereceive the caster's choice of one of the following profanebonuses: +3 to attack and damage, +2 to armor class andsaves, +4 to initiative checks, or 1 additional melee attack attheir full attack bonus. If the caster is undead, he may be atarget of the spell also.

    Material Component: A human skull

    Gar'Udok's Greater BlessingAt the battle of Corning's Edge, the dead fought with a sav-

    agery never before seen. It seemed that even they knew theend of Gar'Udok's reign was fast approaching. After the bat-tle, of the units of undead that survived, most disintegratedon their ownNecromancyLevel: Clr 7, Death 7, Wiz/Sor 9Components: V,S,MCasting Time: 1 full roundRange: 400 ftArea: All undead in a 400 ft radius spread centered on youDuration: 1 minute / levelSaving Throw: Will negsSpell Resistance: Yes

    As Gar'Udok's Blessing, only far more powerful.All undead within range receive all of the following profane

    bonuses: +3 bonus to attack and damage, +2 armor classand saves, +4 bonus to initiative checks and 1 additionalmelee attack at their full attack bonus. The negative materi-al energies channeled through this spell are so great thatany undead still functional at the end of the duration mustmake a Will save (with the same DC as the spell) or bedestroyed from the power. The caster of this spell may des-ignate not to be affected by it if undead.

    Material Component: A semi-sentient undead (skeleton,zombie or the like).

    Gar'Udok's Minor BlessingKieran, a second-circle initiate of Gar'Udok's fallen priest-

    hood, stood ready to do battle. With the blessings ofGar'Udok upon his lips and two of the Bane Zombies at hissides, there was little he was afraid of.NecromancyLevel: Clr 2, Death 2, Wiz/Sor 3Components: V,S,MCasting Time: 1 actionRange: 60 ftTarget: 1 HD of undead / level in a 60 ft radius spread

    centered on youDuration: 1 minute / levelSaving Throw: NoneSpell Resistance: No

    As Gar'Udok's Blessing, only channeling far less negativeenergy into the undead charges.

    Up to 1 Hit Die of undead per caster level within rangereceive the caster's choice of one of the following profanebonuses: +1 bonus to attack and damage, +1 to armor classand saves, +2 to initiative checks, or +3 hit points, for thespell's duration. If the caster is undead, he may target him-self with the spell.

    Material Component: One ounce of powdered bone.

    Globe of Negative EnergyNecromancyLevel: Clr 6, Sor/Wiz 7Components: V,S,M/DF, XPCasting Time: 1 actionRange: 10 ftTarget: 10 ft radius emanation centered on youDuration: 1 round / levelSaving Throw: NoneSpell Resistance: Yes

    As Minor Globe of Negative Energy (see below), exceptthat any subject that comes into contact with the globereceives 2d4 negative levels. These negative levels do notdrain away as minor globe of negative energy, insteadremaining for 24 hours and follow all rules regarding nega-tive levels as stated in the System Reference Document.

    Material Components: An onyx gem worth at least 1,000gp and 100 XP/amount of negative levels received by sub-jects affected by this spell.

    Grafted ArmamentGar'Udok's High Guard were terrible indeed - skeletons

    perhaps, but with mighty swords and axes in the place oftheir forearms or hands, all said to be potent magic weaponsin their own right.TransmutationLevel: Sor/Wiz 4Components: V,S,MCasting Time: 1 hourRange: TouchTarget: One or more skeletons or zombies touched.Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

    This spell grafts weapons to the body of a skeleton or zom-bie.

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    With this spell, a necromancer can graft all manner ofmelee weapons directly onto the forearms of the skeletonsand zombies he has animated, fusing metal and bone tobecome one. This, in effect, replaces the hand and forearmof the skeleton or zombie with the weapon used as the mate-rial component, thus greatly enhancing the creature's combatcapabilities. It now fights with the weapon being an extensionof its own body, granting a +1 competence bonus to all rollsto hit in close combat. The skeleton or zombie also, natural-ly, now does the damage of the weapon with the same criti-cal threat range instead of its own slam or claw attacks.Weapons grafted onto undead creatures in this way are con-sidered natural weaponry. Regardless of the amount of timesthis spell is cast, a necromancer may only graft weaponsonto 2 hit dice of skeletons or zombies per caster level.

    Only weapons of the same size class or smaller may begrafted onto a skeleton or zombie by the use of this spell.However, a necromancer may choose to graft twoweapons onto each undead, simply by providing twoweapons for each as a material component. When thisis done, the undead creature so affected will nolonger be able to pick up or manipulate objects,as their hands are now replaced byweapons. However, they will be able tomake two attacks per round,once with each weapon,without penalty, howeverthey do lose the com-petence bonusdescribed above.

    Hold the SlainWith a glance and a gesture from Gar'Udok, Sahinn's

    treachery was ended as he froze in place, swordraised and a snarl of hate upon his long-dead lips,even his psionic powers held at bay.NecromancyLevel: Clr 4, Brd 5, Sor/Wiz 5, Undead 4Components: V,S,F/DFCasting Time: 1 actionRange: Medium (100 ft + 10 ft / level)Target: One undead creatureDuration: 1 round / level (D)Saving Throw: Will negatesSpell Resistance: Yes

    This spell interrupts the flow of negative energy within anundead creature, freezing it in place.

    While similar in effect to Hold Person, this spell affects themagical energy animating its target, instead of the mind. Theresult is the same, however: the target is frozen in place,unable to move. However, for this reason, the target is alsounable to take mental actions (unlike with hold person). Infact, time does not pass for the undead under this spell. Thetarget is unaware of anything between the casting of thisspell and its cessation. Intelligent undead, such as liches,may deduce that something has happened however.

    Arcane Focus: A miniature iron scroll.

    Life's Veil

    At first, Gar'Udok's servitors were easy to spot in theencampments and villages, zombies don't smell too pleasantafter the first day or two. But later they started making sortieswith undead who had the illusion of life about them. If it had-n't been for Kessa Wallacia's well-timed detect evil spell, theWarlord of Moldar would have been slain by a ghast assas-sin under this very spell. Some claim that Gar'Udok managed

    to use this very spell to enter the villages covertlyfor whatever vile purposes perhaps this isthe source of the Lekassi.TransmutationLevel: Sor/Wiz 3Components: V,S,MCasting Time: 1 action

    Range: Close (25 ft + 5 ft / 2 levels)Target: One undead creatureDuration: 10 minutes / level (D)Saving Throw: Will negates

    (harmless)Spell Resistance: Yes

    (harmless)This spell gives aseeming of life toan undead crea-ture.

    For the dura-tion of this spell,the target looks,sounds, smellsand feelsexactly as it didin life. The tar-get regrowsskin, blood andorgans. Whileunder the spell'seffect, the target

    can eat, drink, breathe, and perform allother bodily functions. They are identi-cal to whatever they were beforedeath. Incorporeal undead appearsolid, but do not actually gain sub-stance. Note that this spell does notconfer sentience, and semi-intelli-gent undead are quickly revealed

    under close scrutiny.Material Component: A vial of human blood drawn less than

    one day before casting.

    Mask DeathWith the prevalence of Detect Undead among the northern-

    ers once Gar'Udok began his rise to power, he had to seekways to conceal his risen agents from them. Many of hisagents passed in public wearing the protection of this spellalong with Life's Veil.Illusion (Figment)Level: Clr 2, Sor/Wiz 2, Undead 2Components: V,S,M/DFCasting Time: 1 actionRange: Touch

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    Target: One UndeadDuration: 2 hours / level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

    This spell renders the target undetectable to all undeaddetection methods.

    For the spell's duration, the target does not register asUndead to any spells or spell-like abilities which detectundead. The target is still completely visible, completelyunchanged to the naked eye. The spell does not make thetarget seem to be something else (detect good or detect evilstill detects good or evil undead).

    Arcane Material Component: A paper mask.

    Mend the FallenNo matter the power of the blows stuck, the wounds on

    Gar'Udok's champion always sealed shut moments afterthey were created by Raijin's sword. It was as if the undeadmonstrosity drew it's unholy life force from the chantingpriests around the arena.NecromancyLevel: Clr 3, Death 3, Undead 3Components: V,SCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Target: One UndeadDuration: InstantaneousSaving Throw: Will halves (harmless)Spell Resistance: Yes

    This spell refreshes the negative energy animatingundead, completely restoring lesser creations.

    More effective for healing undead than inflict seriouswounds, this spell heals up to 3d8 points of damage +1 pointper caster level (up to +15). If cast upon the living, there isno effect.

    Minor Globe of Negative EnergyNecromancyLevel: Clr 4, Sor/Wiz 5Components: V,S,M/DFCasting Time: 1 actionRange: 10 ftTarget: 10 ft radius emanation centered on youDuration: 1 round / levelSaving Throw: NoneSpell Resistance: Yes

    A stationary globe of crackling negative energy surroundsyou. Black bolts streak across its surface, while the constanthissing and popping of negative energy reverberate allaround. Any creature that comes into contact (by physicaltouch, attacks by a melee weapon, etc,) with the globe(including the caster), will receive 1d4 negative levels.

    If the subject has at least as many negative levels as HD,he dies. Each negative level gives a creature the followingpenalties: -1 competence penalty on attack rolls, savingthrows, skill checks, ability checks, and effective level (fordetermining the power, duration, DC, and other details ofspells or special abilities.) Additionally, a spellcaster losesone spell or spell slot from her highest available level.

    Negative levels, whether previous or gained in this fashion,stack.

    As enervation, if a subject affected by this spell survives,he regains lost levels after a number of hours equal to yourcaster level.

    Material Components: An onyx gem worth at least 1,000gp.

    Minor Mendings of the FallenThe lowliest of the Fallen Priesthood of Gar'Udok were

    able to increase the survivability of their undead troops withsimple profane blessings and the ability to channel the darkenergies of death into their charges.NecromancyLevel: Clr 1, Death 1Components: V,SCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Target: One UndeadDuration: InstantaneousSaving Throw: Will halves (harmless)Spell Resistance: Yes (harmless)

    This spell refreshes the negative energy animatingundead.

    Specifically designed to heal undead, this spell is moreeffective than the traditional inflict light wounds treatment.The undead recipient is healed of 1d8 points of damage +1point per level of the caster (up to +5). If cast upon the liv-ing, nothing happens.

    Mortification of the FleshHis skin began to draw back across his frame, his stom-

    ach sucked in and any resemblance to a living being wasquickly replaced by his suddenly mummified appearance.TransmutationLevel: Drd 4, Sor/Wiz 4, Undeath 4Components: V,S,MCasting Time: 1 actionRange: PersonalTarget: YouDuration: 1 hour / level

    This spell dessicates the casters body, making him tough,leathery and seemingly without organs.

    Upon casting this spell, the casters skin tightens aroundhis frame, fat seems to almost melt away and internalorgans shrink and atrophy. The skin becomes leathery andworn, eyes sunken, the body of the caster suddenly takingon the semblance of a body mummified by dry desert winds.The spell actually sustains the caster without functionalorgans for the duration, becoming almost one of the undead,a walking husk of a corpse animated by magical energies.

    Whenever the caster is subject to a critical threat from anyattack, the check to confirm a critical must also fall withinthen critical range for the weapon with the natural result ofthe d20 check. This makes critical hits significantly less like-ly, as the casters corpse is almost entirely without vitalorgans besides the brain for the duration of the spell.

    Material Component: A scrap of flesh dried in the sun.

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    NecropolisIn the ancient city of Mires Ford it is said he made his last

    stand against the armies massed against him. The city hadfallen centuries before to a demonic plague during a greatsiege, and since then none had travelled there until that finalbattle. In the last hours of the war, it is said that all the deadbehind those ancient walls stood up and took arms in thedefense of Gar'Udok..NecromancyLevel: Sor/Wiz 9, Bones 9Components: V,S,MCasting Time: 1 dayRange: SpecialTarget: Ruined SettlementDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

    This spell raises the populace of an entire city as skeletalwarriors.

    There are few spells more powerful in a necromancer'srepertoire than the ability to raise an entire civilization fromdeath. From the ruins of an ancient town or city, the necro-mancer causes skeletons to claw their way out of the ground,to rise up in perfect servitude to his every demand.

    The spellcaster must be upon the site of a ruined anddeserted settlement to cast this spell successfully. Completeskeletons are not required for the use of this powerful spell(scattered dust and bones are just fine) but no sentient crea-ture must have lived within the settlement for at least 50years.

    Once cast, a number of skeletons will animate in accor-dance with the size of the settlement as it was when it wasinhabited. A small village will yield between 60 and 600skeletons (1d10x60), a town between 800-8000 (1d10x800),and a city between 1,000 and 10,000 (1d10x1,000). Theskeletons will be under the necromancer's complete controluntil destroyed. These skeletons do not count against themaximum amount of undead the caster can control. Adestroyed skeleton cannot be reanimated again and oncecast, this spell may never be cast again by another wizard inthe same location.

    The skeletons created by this spell are unable to venturefurther than 25 miles from the settlement. Any ordered to doso will instantly crumble to dust and are destroyed.

    Material Component: Ruined, deserted settlement and acollection of items from the ruined settlement worth at least5,000gp. The items are consumed in the casting, the settle-ment itself remains intact, but can never be used as a com-ponent for this spell again.

    XP Cost: 10 XP per skeleton raised.

    One with the DeadAs the wars went on, it became necessary to incinerate the

    corpses after each battle, as the priesthood would concealthemselves among the corpses on the field. Soon the armiesmarched under a cloud of the black soot of charred humanflesh, through the stench of the ovens running all day, everydayTransformation

    Level: Clr 2, Sor/Wiz 2Components: V,S,MCasting Time: 1 actionRange: PersonalTarget: YouDuration: 10 minutes / levelSaving Throw: NoneSpell Resistance: No

    This spell alters the caster to seem as one of the dead.Through the use of this spell, you can alter your appear-

    ance and form to that of a corpse or zombie of the same sizeclass. Body temperature will feel cold, limbs will stiffen andflesh will appear putrid and rotting. Although the usualundead abilities and immunities are not granted by One withthe Dead, the caster gains a +2 resistance bonus to savesagainst cold, electrical, sleep and poison attacks. In addition,the caster no longer needs to breathe whilst the spell is ineffect.

    If used to hide among the dead, the spell grants a nearflawless image. Assume the caster has taken 20 with aDisguise check, adding the caster's level and ranks inDisguise as additional bonuses. Generally, such a checkneed only be taken if the caster is being carefully examined.The caster may still move freely, however, and will appearmuch like an ordinary zombie, though he does not gain anyfurther benefits other than those outlined above.

    Material Component: Dirt from a fresh humanoid grave.

    Osseous StaffGar'Udok reached to his belt and with but an arcane ges-

    ture, his hands came away wielding an ivory staff of palpableevil that smote down Koran.Conjuration (Creation)Level: Clr 2, Sor/Wiz 2, Death 2, Bones 2Components: V,S,MCasting Time: 1 actionRange: TouchTarget: One touched chip of boneDuration: 1 minute / levelSaving Throw: NoneSpell Resistance: No

    This spell creates a staff of bone in the caster's hand. Thebone staff created by this spell is unusually effective. Itbecomes a weapon with a +2 enhancement bonus to attackand damage rolls. It deals 2d6 points of damage (+2 for theenchantment) with a critical threat range of 19-20 when thecaster wields it. If the caster does not wield the staff it crum-bles to dust, just as it does at the end of the spell duration.

    Material Component: A chip of bone, which enlarges intothe staff.

    Pet CemeteryAs Mikael settled down to sleep in the only private room in

    the Inn, a rat began to root through his backpack. When hereached in after it, he suddenly jerked back his bloody hand,with the tiny creature still attached by it's teeth. A quicksmash against the wall killed it, although it proved to be thepoor thing's second passing.Necromancy

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    SPELLS

    Level Sor/Wiz 0, Clr 0Components V,S,M/DFCasting Time 1 actionRange TouchTarget One tiny animal corpseDuration InstantaneousSaving Throw NoneSpell ResistanceNo

    This spell turns the body or bones of an animal into anskeleton or zombie.

    This spell will only animate dead animals of tiny-size. Theskeleton or zombie can follow you or can remain in an areaand attack any creature (or just a specific type of creature)entering the place. The skeleton or zombie remains animat-ed until it is destroyed. A destroyed skeleton or zombie can-not be reanimated again. Regardless of the number of timesthis spell is cast, only a single undead animal from this spellmay be controlled at any one time by a single caster. If anundead animal is animated using this spell whilst another isalready under your control, the original animal becomesuncontrolled. This undead does not count against your HDlimit of controlled undead.

    An undead animal can be created only from a mostly intactskeleton or corpse. If a skeleton is made from a corpse, theflesh falls off the bones. Statistics for a tiny-sized skeleton orzombie can be found in the System Resource Document.

    Arcane Material Component: A shiny chip of black stone.

    PlagueThe "passing" of Chondri the Dark didn't only spell the end

    of Bulboros' voice in the northlands, but also of a large num-ber of the halfling populace in Gar'Udok's encampment.Strange disease ripped through their ranks, decimatingthem by the time healing magics were brought to bear.NecromancyLevel: Clr 6, Drd 6, Sor/Wiz 7Components: V,SCasting Time: 1 actionRange: 30 feetTarget: All creatures in a 30 ft radius sphere around casterDuration: InstantaneousSaving Throw: Fort negatesSpell Resistance: Yes

    This spell causes a mass of infectious diseases to strikewithin it's area.

    Everyone within the radius except for the spellcasterimmediately contracts a disease, which strikes immediately(without an incubation period). Except as indicated above,this spell acts identically to the Contagion spell in theSystem Reference Document.

    Renew the Tide of UnlifeAs he moved down the hall where the battle took place,

    Gorath the Cursed touched each fallen undead and, in turn,each stood up as if the wounds of their latest downfall hadnever been landed.NecromancyLevel: Clr 0, Sor/Wiz 1Components: V,S,F/DF

    Casting Time: 1 actionRange: TouchTarget: One corpse touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

    This spell prepares a corpse for animation as undead.A corpse touched by this spell becomes ready for anima-

    tion using an animate dead spell. Normally this makes nodifference for a body, except for slain undead. An undeadthat has been reduced to zero hit points is normallydestroyed and cannot be re-animated. Through the use ofthis spell, destroyed undead can be made to be animatedonce again through animate dead or any other spell thatturns corpses into undead.

    Risen ArmiesKerrick looked down at the fallen soldiers as he picked his

    way across the hills of Loch Ural. Commander Truoc's half-orcs had been decimated here it seemed, their corpses leftupon the field, with the carrion birds working them over.Then suddenly they were beset by a Wyvern with a FellPriest upon it's back. As it struck the head of their unit, thePriest raised her arms, and the fallen half-orcs took up armsonce again, but this time fighting for the necromancer.NecromancyLevel: Clr 7, Death 7, Sor/Wiz 8Components: V,S,M/DFCasting Time: 1 full roundRange: 10 ft / levelEffect: 10 ft / level radius spread centered on casterDuration: 1 minute / levelSaving Throw: NoneSpell Resistance: No

    This spell animates all of the dead within range, for a shortperiod of time.

    Upon completion, every corpse within the spell's area ofeffect rises as a skeleton or zombie under the caster's com-mand, as appropriate. This spell ignores all limitations on theamount of undead that may be controlled at one time, plac-ing (potentially) armies of the undead at the caster's finger-tips. However, any undead still functional at the end of thespell's duration disintegrate, collapsing into piles of dust.Note that this spell does not supply any form of armamentfor the undead it creates. Furthermore, the time it takes todig oneself out of the grave is part of the duration, so that itis most useful on battlefields or in crypts.

    In all other respects, this spell acts as animate dead.Material Component: A black onyx gem worth at least

    500gp.

    Scattered EscapeDrelga led the rush into the fell necromancers lair. They

    had caught him by surprise as he was making his way to thevault he slept in. But the surprise was quickly theirs as heseemed to shatter into a thousand tiny insects that rushedaway through holes in the floor.TransmutationLevel: Drd 6, Vermin 8

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    Components: V,SCasting Time: 1 actionRange: PersonalEffect: YouDuration: 20 minutes / level (D)

    This spell turns the caster into a swarm of insects.The Scattered Escape spell transforms the caster (and all

    equipment and carried possessions) into a swarm of minutesinsects which carpet the area - the caster can select eitherspiders or flying beetles as the plural form. Casting the spell,like any polymorphing, initially restores lost hit points as if thecaster had rested for a full day.

    The caster retains control over his new plural form, and itacts under his control, moving as a single creature. In thisway, the plural form acts identically to the swarm from a sum-mon swarm spell.

    In the plural form, the caster is subject to magic that affectsvermin. Spells that target one creature or total hit dice lessthan the casters character level have no effect. The pluralform cannot be fought with weapons, but area effect spellsand attacks deal damage as normal to the caster. The cast-er cannot cast spells with somatic, material or focus compo-nents while in this form.

    If the swarm is scattered in any way (through the effects ofa gust of wind or stinking cloud spell as per the summonswarm spell description or through the voluntary choice of thespellcaster), it shatters from a swarm into one thousand indi-vidual insects which all depart in different directions. Of theseinsects, one group of 100 insects contains the life-force of thespellcaster. This group has 10% of the casters remaining hitpoints, and travels (as do the other insects) at a speed of 30feet for spider or 90 feet for flying beetles. Once an insect ismore than 180 feet from the central life-force of the swarm, itdissipates harmlessly in a puff of acrid smoke. The group of100 insects that contains the casters life force can be detect-ed as being different from the rest of the swarm only througha true seeing effect.

    When the spell ends, or the caster desires, the swarm (orthe life-force carriers if the swarm has scattered) reforms intothe spellcaster and all his equipment and possessions.

    ShrapnelWith a blast the bone in his hand exploded, raining sharp

    fragments across the armored ranks that faced him down.Evocation (Force)Level: Clr 3, Sor/Wiz 2, Bones 3Components: V,S,MCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Effect: ConeDuration: InstantaneousSaving Throw: Ref halfSpell Resistance: Yes

    This spell detonates a piece of bone, spraying fragmentsover a small area.

    All targets in the area of effect take 1d10 piercing damage+1 force damage / caster level (max 1d10+10) from theshrapnel of magically-propelled bone fragments projected bythe spell. A reflex save reduces the damage by half.

    Material Component: A sizeable (1lb) chunk of bone.

    Skeletal CohortGorath the Cursed stared down once again at his mangled

    legs before summoning his manservant to carry him down-stairs for the meeting. The manservant, Aaron, had been withhim for years, and only thought of the needs of Gorath. Aaronhad even become ever so thin, obviously not taking propercare of himself this past while.NecromancyLevel: Sor/Wiz 1, Clr 1, Blk 1, Bones 1Components: V,S,MCasting Time: 1 actionRange: TouchTarget: One corpse or skeletonDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

    This spell turns the body or bones of a person or creatureinto a skeleton.

    This spell will only animate dead creatures of medium-sizeor smaller. The skeleton can follow you and follows your com-mands or can remain in an area and attack any creature (orjust a specific type of creature) entering the place. The skele-ton remains animated until it is destroyed. A destroyed skele-ton cannot be reanimated again. Regardless of the numberof times this spell is cast, only a single skeleton from thisspell may be controlled at any one time by a single caster. Ifanother skeleton is animated using this spell whilst another isalready under your control, the original becomes uncon-trolled. This undead does not count against your HD limit ofcontrolled undead.

    An undead skeleton can be created only from a mostlyintact skeleton or corpse. If a skeleton is made from a corpse,the flesh falls off the bones. Statistics for skeletons based onsize can be found in the System Resource Document.

    Material Component: A small black onyx worth 50gp,placed in the skeleton or corpse's eye socket or mouth. It isdestroyed in the casting.

    Skeletal StrengthEven once destroyed, bereft of the animating forces of neg-

    ative energy, Binford found the bones of the skeletal legionwere incredibly heavy and hard, nearly impossible to breakbetween his hairy hands.TransmutationLevel: Sor/Wiz 3, Undead 2Components: V,SCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Effect: One 10 ft cube / level or 1 Hit Die of Creatures / level.Duration: 1 minute / levelSaving Throw: Fort negates (harmless)Spell Resistance: Yes (harmless)

    This spell makes bone harder and more resistant to dam-age.

    This spell enchants bone. Mostly used to bolster skeletonsand undead, even bone armor and walls can be strength-ened by this enchantment. Some common bone targets andthe effects upon them are listed below.

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    Living Creature: +2 Constitution (with Hit Point bonuses),+2 enchantment bonus to Fort saves.

    Skeleton, Lich or Skeletal Undead: +2 hp per hit die.Other Undead: +1 hp per hit die.Bone Armor: +2 armor class bonusBone Weapon: +2 damageInanimate Objects: Increase hardness of parts made of

    bone by 5

    SkinWalkingSkindancer they called her. She had come in to the

    encampment as a commoner with the last prisoners from thefortress city of North Bay. As the prisoners were paradedone last time before Nox Ulgi, she reached up and peeledthe old commoners face away from her own. With a blacklaugh that seemed to break his face assunder, Nox wel-comed her back.TransmutationLevel: Clr 4, Sor/Wiz 3, Ass 4, Agl 3Components: V,S,FCasting Time: 1 full roundRange: TouchTarget: Touched creatureDuration: 3 hours / levelSaving Throw: Will negs (harmless)Spell Resistance: Yes

    Through this spell, a person can take on a full semblanceof someone they have slain.

    The target of this spell gains a perfect visual disguise ofthe slain individual, in addition to their voice and intonation,tics, mannerisms and so on. This grants a +25 on all dis-guise checks to imitate the slain individual for the duration ofthe spell. The spell can be dispelled by the target by remov-ing the spell focus (see below).

    Spell Focus: The skin from the face of the slain individualto be imitated. The skin must be peeled off and placed overthe face of the target of this spell. The skin is only good for1 day times the result of a Wilderness Lore roll made by theperson skinning the victim. Persons who rely on this spellsuch as the SkinDancer are known to carry three or foursuch skins at a time.

    Strength of the DeadA dark energy coursed through his veins, lifting his arms

    high, imbuing his fists with the power to tear down cities.NecromancyLevel: Sor/Wiz 3, Clr 3Components: V,SCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 20 minutes / levelSaving Throw: Fort negatesSpell Resistance: Yes

    A more potent form of Bulls Strength, drawing upon theenergies of the negative energy plane.

    The target of this spell gains 1d6+2 Strength for the dura-tion of the spell. Once the duration expires, the target suffersfrom the ravages of the negative energy, and gains the effect

    of a negative level for the same duration as the duration ofthe spell. This negative level is short-lived enough that itnever results in actual level loss.

    Visceral WoundsWitnesses to the third death of Lord Gareth indicate that a

    single pin-prick started him to bleed, and twenty more fin-ished him off in a pool of his hot vitae..NecromancyLevel: Sor/Wiz 2, Blk 2Components: V,S,F/DFCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Effect: RayDuration: 2 rounds / levelSaving Throw: Fort partialSpell Resistance: Yes

    A more potent form of Weeping Wounds, below.This spell accelerates injuries to living tissue and makes

    wounds more serious. With this spell, even a small pin prickcan cause a subject to bleed to death, as the wound resistsall attempts to halt the flow of blood.

    A ranged touch attack must be made against the subject.If the target succeeds at a Fortitude save, then he is affect-ed as if struck by a Weeping Wounds spell, but should hefail, the subject will suffer one point of damage each roundfrom blood loss and rapid decomposition, for the duration ofthe spell, for every attack that is augmented by the weepingwounds effect (for example, a target struck three times dur-ing the spell duration will suffer 3 damage per round fromblood loss and decomposition). Stopping this damagerequires the application of any form of magical healing or aHeal check at DC 15. This spell has no effect on undead,constructs, animated objects, outsiders and oozes.

    Arcane Focus: autopsy tools or a sacrificial dagger.

    Wall of the GraveMikheal caught himself just before colliding with the wall of

    bones that was suddenly before him where none wasbefore. Jurgosh the ogre wasn't so skillful and smashedstraight into it, sending bones and fragments flying. Theywere of all sorts, human and animal, strange and haunting-ly familiar, forged from death.Conjuration (Creation)Level: Clr 3, Sor/Wiz 3Components: V,S,M/DFCasting Time: 1 actionRange: Medium (100 ft + 10 ft / level)Area: 5 ft sq / levelDuration: 10 minutes / level (D)Saving Throw: NoneSpell Resistance: No

    This spell summons a wall formed of bones into existence.Similar to other wall spells, this conjuration causes a wall

    formed of tightly-packed human bones to appear. Up to 5 ftsquare per caster level can be created with this spell. Thewall is 1 inch thick per 4 caster levels, and like other walls,can be thickened at the expense of area. Doubling thicknesshalves the area. Bones, while hard, are quite brittle, and this

  • spell is more useful for slowing an enemy down than outrightstopping him. Each 5-ft segment has 8 hit points per inch ofthickness and a hardness of 4. If a section of the wall isreduced to 0 hit points, it is breached and crumbles.

    Arcane Material Component: A femur.

    Weeping WoundsWith each slash, the creature's blade seem to strike deep-

    er and closer to the bone, and soon Mikael was splatteringblood across the floor and walls with each thrust and parry inthis macabre ballet.NecromancyLevel: Sor/Wiz 1, Blk 1Components: V,S,F/DFCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Effect: RayDuration: 2 rounds / levelSaving Throw: NoneSpell Resistance: Yes

    This spell accelerates injuries with small amounts ofnegative energy.

    By infecting the target with a minute amount of neg-ative energy, this spell accelerates injuries to livingtissue and makes wounds more serious. Even a smallknife wound can be made to bleed more heavily, theflesh around it turning septic as the spell works itsdark magic.

    A ranged touch attack must be made against thesubject. If successful, the subject will take an addi-tional 1d6 damage every time it takes damage fromany weapon or non-energy damage source (so notfrom spells that deal energy damage, or breathweapons), for the duration of the spell. This spell hasno effect on undead, constructs, animated objects,outsiders or oozes.

    Arcane Focus: a small bonesaw.

    Zombie CohortGeneral Sahinn was never seen in public without

    the corpse of his latest concubine shambling aroundwith him. As they grew older and began to decom-pose to the extent of losing limbs, he would replacethem from the slave pits.NecromancyLevel: Sor/Wiz 2, Cleric 2, Blk 2Components: V,S,MCasting Time: 1 actionRange: TouchTarget: One corpse touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

    This spell turns the body of a creature into a zom-bie.

    This spell will only animate dead creatures of medium-size or smaller. The zombie can follow you and follows yourcommands or can remain in an area and attack any creature(or just a specific type of creature) entering the place. The

    zombie remains animated until it is destroyed. A destroyedzombie cannot be reanimated again. Regardless of the num-ber of times this spell is cast, only a single zombie from thisspell may be controlled at any one time by a single caster. Ifanother zombie is animated using this spell whilst another isalready under your control, the original becomes uncon-trolled. This undead does not count against your HD limit ofcontrolled undead.

    A zombie can be created only from a mostly intact corpse.Statistics for zombies based on size can be found in theSystem Resource Document.

    Material Component: A small black onyx worth 50gp,placed in the corpse's eye socket or mouth. It is destroyed inthe casting.

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    SPELLS

  • This chapter details a selection of creatures (mostlyundead and constructs) from the era of GarUdok. All crea-ture stats (from the size of the creature through to theadvancement range) as well as everything after the COM-BAT entry is open game content. Creatures are arrangedalphabetically, standard creatures first, then creature tem-plates and finally the BlackHand Kobolds, a new characterrace of draconic kobolds. Creature statistics (everythingstarting at the creatures size and type and ending at theAdvancement range) are Open Game Content, as is allmaterial after the COMBAT header until the next creaturebegins (or the sample character is presented). Stat blocksfor the sample creatures are also Open Game Content.

    AAllaabbaasstteerr MMaaiiddeenn

    "She was beautiful in a sense that mortals wouldn't dare.Purest white skin, tall, fierce, with eyes that would strike aman dead at 30 paces."

    "Come now, skald, surely beauty can be described as lessthan fatal!"

    "For your bride-to-be, certainly. But not for this young crea-ture of the night. She wooed and loved, but when angered,death was sure to follow in her wake. This is the story ofCaramina, the only woman ever to find herself in fellGar'Udok's eyes."

    Medium-size UndeadHit Dice: 6d12+3 (42 hp)Initiative: +2 (Dex)Speed: 30 ftArmor Class: 22 (+2 Dex, +10 Natural Armor)Attacks: 1 Slam +6 (melee), Snakes +1 (melee)Damage: Slam 1d8+3, Snakes 1d4+1 and Poison

    Face/Reach: 5 ft x 5 ft / 5 ftSpecial Attacks: Deadly Gaze, PoisonSpecial Qualities: Undead, Darkvision 60 ft, DamageReduction 10/+3, Turn Resistance +2, Magic VulnerabilitySaves: Fort +2, Ref +4, Will +6Abilities: Str 16, Dex 15, Con -, Int 12, Wis 13, Cha 20Skills: Bluff +14, Diplomacy +7, Disguise +10, Intimidate +8,Listen +12, Move Silently +11, Spot +12Feats: Alertness, Toughness, Weapon Finesse (Snakes)Climate / Terrain: Any Land or UndergroundOrganization: SolitaryChallenge Rating: 8Treasure: Double StandardAlignment: Lawful Evil (usually)Advancement: By character class

    The first Alabaster Maiden is said to have been created byan Arch-Devil who had fallen in love with a Medusa who waslater struck by her own gaze and turned to stone. Ratherthan bring her back to flesh, the Arch-Devil in question hadher re-sculpted and then animated her now-statuesque formto be his eternal consort.

    The procedure has since been reproduced on severaloccasions, always producing these beautiful, infernal mon-sters. The form of the Alabaster Maiden is that of a beauti-ful, pale white woman with serpentine hair, seemingly madeof actual alabaster (as she is). Her eyes are pure black,appearing as pits into the void to those few who survive hergaze. Because her skin tone and form is more closelyhuman, the Alabaster Maiden has a much easier time thannormal medusas insinuating themselves into cities.

    Alabaster Maidens prize art, jewellery, and wealth,although their unlives do not revolve around these goals asmuch as they did in life.

    COMBATAlabaster Maidens disguise their true form until victims are

    within range of it's attacks, using subterfuge and bluffing toconvince it's victim that they are not in danger. They rarelycarry any weapons, unless highly appropriate to their classor mission (or a particularly prized magic item). Their magi-cally stony form prevents most weapon damage, and beingundead they are immune to their own gaze, and are there-fore usually more brave in combat than most medusae.

    Undead: Immune to mind-influencing effects, poison,sleep, paralysis, stunning, disease and similar effects. Notsubject to critical hits, subdual damage, ability damage,energy drain or death from massive damage.

    Deadly Gaze (Su): Slay living, 30 foot range, resisted witha Fortitude Save (DC 18)

    Darkvision (Ex): Alabaster Maidens have 90 foot darkvi-sion.

    Poison (Ex): Persons struck by the Alabaster Maiden'ssnakes are also injected with their lethal poison. FortitudeSave (DC 18), initial damage 1d8 temporary Strength, sec-

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    Chapter 2 - Risen Creatures of the North

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    CREATURES

    ondary damage 2d8 temporary Strength. Unlike mostStrength damage, if Strength is reduced to or below zero bythis poison, the victim is struck dead, as if they had beenreduced to zero Constitution.

    Magic Vulnerability (Ex): A transmute rock to mud spellslows an Alabaster Maiden (as the slow spell) for 2d6rounds with no saving throw, while transmute mud to rockheals all of her lost hit points. A stone to flesh spell makesher vulnerable to any normal attack for the next 1d4 rounds.

    Caramina, The White MaidenCaramina was one of the most beautiful women of the

    northlands. Skalds o