Spells, House Rules and Additions
Hold Person: A person under the influence of a hold person spell is attacked as if he had Dexterity of 1 (-5 on his AC, instead of his normal Dex bonus to AC)he may not use a shield or any Dodge related bonuses. Only armor, natural armor and magical protections apply to his AC. Any attack against a held person is automatically a "sneak attack" for those with that ability.
Harm: The target of a Harm spell does in fact get a will save. However, if they miss the save they still take 3d8+cleric levels (up to +15) points of damage -- same as a cause serious wounds.
New Spells
Corpse Host
Necromancy
Level: Sor/Wiz 7, Necromancer 6
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 10 minutes
Area of Effect: Special
Saving Throw: None
Spell Resistance: No
This spell enables an individual touched by the caster to transfer his or her life force to temporarily animate the fresh corpse of a human, demihuman, or humanoid. This spell will fail if cast on undead. The recipient wills the cadaver to move and act and can even cast spells through it-all while his or her own body is safely up to 5 miles away per level of the caster. While animated by the host's life force, the corpse ceases to decay; however, unless illusionary magic is cast upon it, the cadaver will appear to be a form of undead (such a ju-ju zombie).
The recipient (who may be the caster) can see, hear, and sense through the corpse host. The host can fight, talk hoarsely (with the voice of the corpse), and carry things-in fact, it can perform all tasks less exacting than lock-picking, sewing, and similar handicrafts. It can even go adventuring and earn experience points for its "master."
The recipient's mind functions in two places simultaneously-within the corpse host and within his or her real body. The real body can still sense (see, hear, and so on) exactly as before, even benefiting from enhancements such as a magical ring. The tradeoff is paralysis. Aside from breathing, blinking, and moving his or her eyes, the recipient cannot move his or her real body while the host is animated. (Friendly guards are a wise precaution. So is a pleasant or strategic view). The real body does not need to eat, drink, or sleep.
The recipient is vulnerable when his or her corpse host is the target of magical and psionic powers that affect the mind. The host can be fooled by illusion spells to the same degree as the recipient. It works this way because both recipient and host are actually sharing the same mind.
Physical attacks against the corpse host don't damage the real body, though they do harm the host. The latter has a number of "hit points" equal to the recipient's normal maximum (even if the recipient is currently crippled). The host has the recipient's natural armor class (10), though it may wear armor and employ weaponry with the same restrictions that apply to the recipient. The host does not benefit from anything worn or carried by the recipient's real body, however.
The corpse host can withstand attacks as well as (or as poorly as) the recipient can normally. Note that since the host is not undead, it may not be turned or affected with spells or magical items that influence such creatures.
If the host drops to 0 or fewer hit points, the owner must make a fortitude save at a DC of 15 + the amount of damage taken past the caster's hitpoint total. Failure indicates that the real body also dies along with the host. The spiritual link between the recipient and host can also be abruptly severed by (successfully) casting the wizard spells dispel magic, limited wish or wish or by employing the clerical spell dispel evil. Severance of the spiritual link also requires the recipient to make a fortitude save at DC 15 in order to survive the ordeal.
The recipient of this spell can abandon the link with the corpse host at any time, with no harm to him or herself. The host immediately collapses (resuming its usual decay), and the recipient immediately regains control of his or her real body. The same thing occurs when the spell ends or the corpse host somehow moves beyond the spell's range or to another plane.
The material components include a fresh corpse (of an individual who has been dead for no longer than 1 day per level of the caster) and a freshly-excised patch of the recipient's skin. Harvesting this piece of flesh from the subject at the time of casting also inflicts 1-3 hit points of damage. At the conclusion of the spell, the recipient is entitled to a fortitude saving throw DC 15. If failed, the hit point loss is permanent (consumed by the spell) and cannot be reversed or magically healed except with a wish or restoration spell. If successful, the loss in hit points, while temporary, can only be regained by normal rest.
Corpse Link
Necromancy
Level: Sor/Wiz 2
Range: 30 feet/level
Components: V, S, M
Duration: 10 min./level
Casting Time: 10 minutes
Area of Effect: Caster
Saving Throw: No
Spell Resistance: No
With this versatile spell, a wizard establishes a sensory link between him- or herself and a corpse or freshly animated zombie of a human, demihuman, or humanoid within the spell's range. This link allows the caster to gather sensory information from the vicinity of the cadaver or undead being. For every three levels of experience past the 1st, the wizard gains the ability to collect information from an additional sense via the corpse link. At 4th level, for instance, the wizard may choose up to two senses (up to three at 7th level, four at 10th level, and all five at 13th level).
Sight: The caster can see what the corpse or undead creature sees as if looking through one of the creature's eyes.
Sound: The wizard can now hear through one ear, exactly as if standing at the corpse's current location (if a wizard/thief, the caster can use his or her hear noise ability too).
Smell: With one nostril, the wizard can now smell things exactly as if standing at the corpse's current location. The spell conveniently masks the putrefying stench of the cadaver (if any) so that subtle variations of aroma (like the scent of a rose) can easily be detected.
Taste: The caster can taste any substance which is introduced into the corpse's mouth. The substance (which may be solid or liquid) tastes exactly as if the wizard had placed it on one side of his or her own tongue. This can be especially useful when checking for poison in food or identifying unknown potions. Thankfully, the taste of the corpse's own rotting flesh can be masked out by the spell.
Touch: The caster gains the ability to sense the textural and environmental conditions, with a single hand, as if standing at the corpse's location. The wizard can gauge the surface texture and temperature of any object or substance which is placed in contact with the corresponding hand of the corpse.
The type and number of sensory signals is chosen by the wizard at the time of casting, and cannot be changed for the duration of the spell. The caster collects all the sensory information through a single organ (eye, ear, nostril, half of the tongue, or hand) belonging to the corpse or undead recipient. This organ need not be attached to the rest of the cadaver for the spell to function properly.
While the spell is in effect, the wizard can still see/hear/smell/taste/touch normally through other (unlinked) organs. For example, a necromancer harvests the left eye from a fresh cadaver (with a successful Anatomy ability check) and places it on a high ledge, with a strategic view of a front door. If the spell is now cast, the wizard's left eye would be able to see through the left eye of the corpse and spy on any visitors, while his or her right eye remains normal.
Furthermore, if the target of the spell is a zombie, the magic enables the caster to issue simple commands to the undead creature via this link. The commands can be no longer than four words and can deal only with the creature's movement (turn left, walk forward two steps, and so on) If either the caster or the undead creature moves beyond the range of the spell, the effects are negated. Corpse link does not impart any animation to dead tissue; if cast on a regular cadaver, it remains stationary for the duration of the spell.
The material component is a fresh corpse or a newly-animated zombie. Unless some form of preservative magic has been employed to protect the corpse's decaying sensory organs (such as embalm or spirit bind), this spell cannot be employed on the remains of one who has been dead for longer than 1 day per level of the caster. This spell also requires the appropriate sensory organ of an animal or monster noted for its keen senses (such as the eyes of a hawk, ear of a rabbit, snout of a pig, and so on).
Graft Flesh
Necromancy
Level: Sor/Wiz 5
Range: touch
Components: V, S, M
Duration: Special
Casting Time: 1 full round
Area of Effect: One individual
Saving Throw: None
Spell Resistance: No
With this spell, a wizard can graft any freshly harvested flesh to the body of the recipient, either replacing a lost limb or serving as a disguise. The duration is limited only by the compatibility of the grafted flesh to the host's own body. Flesh harvested from the recipient him- or herself (such as a severed limb) can be permanently reattached with this spell. If the grafted limb were taken from a fresh corpse, however, the maximum duration of the spell would be 1 day/level of the caster. Only musculo-skeletal tissues are affected by this spell; it cannot be used to graft organs or attach additional appendages (such as an extra arm) to the recipient.
Graft flesh can also disguise the subject (who may be the caster) with the flesh from a cadaver. While the subject gains the facial and bodily appearance of the deceased individual, the transformation is only "skin deep." The recipient retains his normal voice, knowledge, spells, and other abilities. Furthermore, the subject does not gain any physical or sensory abilities associated with his new appearance (the spell cannot, for instance, increase the host's physical strength or replace lost eyesight). This application lasts 1 day/level of the caster.
For the duration of the spell, grafted flesh literally becomes an extension of the host's own body (affected tissue radiates a faint aura of necromancy, however). The recipient has complete control over the flesh as if it were his or her own. At the conclusion of the spell, the grafted flesh slowly deadens and ultimately drops away. A successful dispel magic ends the spell prematurely.
Graft flesh only functions on living human, demihuman, or humanoid subjects. The material component is the host's own severed limb or else a suitable replacement from a fresh corpse (dead for no longer than 1 day per level of the caster). Grafted tissue must be harvested from the same species as the host. Graft flesh cannot be combined with other enchantments (such as embalm or spirit bind) which are used to preserve a corpse. By the conclusion of the spell, all grafted flesh has decayed past all utility and cannot be used in a subsequent casting.
Embalm
Necromancy
Level: Sor/Wiz 3
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 full round
Area of Effect: 1 corpse
Saving Throw: None
Spell Resistance: No
An embalm spell enables the caster to protect a corpse (or a harvested part thereof) against the natural forces of decay and dissolution, until some later time when it is needed for a spell. If the embalmed cadaver is later animated as a zombie, golem, or other form of animated undead, the creature gains +2 hit points per hit die (8 hp/HD maximum) because of the greater strength and resiliency imparted by the spell to the dead tissue. It has no beneficial effect if cast on skeletal remains or on previously animated undead.
Thus preserved, a corpse permanently retains the same odor and appearance it had at the time of casting. Embalm does not reverse the effects of putrefaction, but it does prevent any further decay of an individual's physical remains. Embalm does not facilitate subsequent resurrection of a corpse. The material component is a drop of vinegar.
Delay Death
Necromancy
Level: Sor/Wiz 3
Range: 30 feet
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 action
Area of Effect: One creature
Saving Throw: No
Spell Resistance: No
This spell enables one person or creature to postpone death. If delay death is cast before the indicated creature or person reaches 0 hit points, he is able to fight, cast spells, communicate, and take all other normal actions until he reaches -10 hit points. However, from the time he reaches 0 hit points until he is reduced to -10 hit points, the affected person or creature makes all attack rolls and saving throws at a -2 penalty, and his movement rate is reduced by half.
When the subject reaches -10 hit points, he is dead and delay death is no longer in effect. Note that the spell has a limited duration; if the spell expires after the affected subject has reached 0 hit points but before he has been reduced to -10 hit points, the subject dies instantly. A deceased subject previously under the effect of delay death can be raised normally by raise dead and similar spells.
The material component for this spell is a chip from a tombstone or a sliver of wood from a coffin
Empathic Wound Transfer
Necromancy
Level: Sor/Wiz 5, Necromancer 4
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 action
Area of Effect: Creature touched
Saving Throw: No
Spell Resistance: No
By casting this spell, a wizard transfers some of the wounds of another creature to him- or herself, thereby partially curing the recipient. Up to 2 hp per level of the caster may be transferred, so a 10th level necromancer could cure an ally of a 20-hp wound (but the wizard will then take 20 hp in damage).
The hit point loss could have originally resulted from physical attacks, certain poisons, spell effects, diseases, or curses (except those that cannot be removed by the remove curse spell). This spell cannot restore amputated limbs, drained life levels, or lost life. It also cannot undo any continuously acting poison or disease. The spell only temporarily reverses such harm, which will then continue to affect the victim.
The caster cannot drain his or her own life. Normally, a wizard can only transfer up to his or her current number of hit points. However, if the DM makes use of the rules for "hovering on death's door" (page 75 of the DMG), then a necromancer might be voluntarily drained to the brink of death (-9 hp). Of course, the mage immediately loses consciousness in such a case (as noted in the DMG), but his or her condition does not deteriorate unless further wounded by another agent. At the DM's discretion, this spell also enables a necromancer to immediately restore an incapacitated and dying victim, as per the 3rd-level priest spell death's door. Unlike the priest version, however, hit points cured by the wound transfer are inflicted on the caster. Hit points lost by the wizard may be regained by normal healing or magic.
Finally, after the transfer is complete, the wizard temporarily loses four points of Constitution due to extreme exhaustion; each point may be recovered by six turns of complete rest. If the caster's Constitution drops below 3, unconsciousness results, and full Constitution is not regained for 24 hours. The material components are hair and blood from both the recipient and the caster, two newt eyes, and two wolf teeth (each from a different animal). These components are consumed in the casting.
Foebane
Evocation
Level: Rgr 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. Furthermore, while the caster wields the weapon, he or she gains a +4 resistance bonus to saving throws against effects created by creatures of that type.
The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason. The caster cannot have more than one foebane weapon at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with exacting shot or any other spell that might modify the weapon in any way. This spell does not work on artifacts.
Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.