Second Level Necromancer Spells

Necromancers cast spells through the exercise of knowledge and will. They prepare spells by study of their spellbooks; each Necromancer has his or her own spellbook containing the magical formulae for each spell the Necromancer has learned. Spellbooks are written in a magical script that can only be read by the one who wrote it, or through the use of the spell read magic. All Necromancers begin play knowing read magic, and it is so ingrained that it can be prepared without a spellbook.   A Necromancer may only prepare spells after resting (i.e. a good night's sleep), and needs one turn per each three spell levels to do so (rounding fractions up). Spells prepared but not used on a previous day are not lost. For example, a 3rd level Magic-User preparing all three of his or her available spells (two 1st level and one 2nd level) is preparing a total of 4 levels of spells, and thus needs 2 turns (4 divided by 3 and rounded up).   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
BONESKIN RANGE: SELF
NECROMANCER 2 DURATION: 1 TURN/LEVEL
  Protects the caster; the caster manifests a chitinous bone-like armor, giving the caster a +4 bonus to AC. No actual bulk is added to the caster, so it doesn’t affect other spell-casting.   -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
COMMAND UNDEAD RANGE: 30'
NECROMANCER 2 DURATION: SPECIAL
  This spell allows the caster to influence an undead creature. If the undead creature is intelligent, this spell operates as charm person, except that the caster can influence 2 HD per caster level, instead of just a flat 4 HD. It otherwise operates the same, including duration. If the undead creature is unintelligent, the caster immediately gains complete control, the creature gets no saving throw, and the duration is permanent. Any unintelligent undead controlled using this spell count against the total control limit from re-animation.   -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
CONTINUAL DARKNESS RANGE: 360'
NECROMANCER 2 DURATION: 1 YEAR/LEVEL
This spell creates a spherical region of darkness, as dark as a moonless midnight up to a 30' radius, with darkness of lesser intensity to a radius of 60'. Continual darkness can be cast on an object, into the air, or at a creature, just as with the darkness spell, up to a maximum range of 360' from the caster. The spell remains in effect for one year per level of the caster. As with darkness, this spell can be used to blind a creature if cast on its visual organs. Creatures targeted by this spell are allowed a save vs. Death Ray; if the save is made, the spell is cast into the air just behind the target creature. A penalty of -4 is applied to the blinded creature's attack rolls if the saving throw fails.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
FIRESKULL FAMILIAR RANGE: TOUCH
NECROMANCER 2 DURATION: 1 HOUR/LEVEL
This spell animates a single skull to serve the Necromancer. Wrapped in cold magical flames and gifted with a form of levitation-based flight, the flaming skull can fetch small items, convey messages, or other similar tasks for the Necromancer. When not tasked with a specific duty, the fireskull familiar generally hovers near its master, providing light equal to torchlight. A Necromancer may have only one instance of this spell active at a time. Subsequent castings have no effect unless the first instance of the spell is dismissed or destroyed. The fireskull familiar is not designed for combat, having hit points equal to 25% of the Necromancer's total hit points. The skull has an Armor Class of 13 and only a single attack for 1d2 points of damage, attacking with the same basic chance to hit as the Necromancer. The skull can be charged with spells that must be delivered by touch, with the spell effect being available to the skull on the following round. While a fireskull familiar is within 5 feet, the caster's chance of being surprised is reduced by 1. Of interesting note, although each skull does not remember any details of its former life, it does retain many personality traits, making each skull distinct from the next. Practitioners of this spell often have favorite skulls that they use regularly, and skulls that they are loathe to animate. Any particular skull that is destroyed through damage may never again be used.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
GHOULISH HANDS RANGE: TOUCH
NECROMANCER 2 DURATION: 1 ROUND/LEVEL
This spell causes the hands of one living creature to become like the horrible claws of ghouls. The bearer of these ghoulish hands may make two claw attacks that cause 1d4 points of damage each. If the recipient of this spell already had better claw attacks, then they gain a +2 damage bonus to their damage rolls while this spell is in effect. In addition to the damage, those struck by the hands must save vs. Paralysis or be paralyzed for 2d8 turns (elves are immune), exactly like the attacks of a ghoul. Recipients of this spell must be true living creatures; other creatures such as undead, constructs, elementals, and the like are immune. There is a 1% non-cumulative chance that on any particular casting of this spell that the recipient is actually infected with ghoul fever (per the monster description), which if proper curative steps are not taken, may ultimately result in the recipient's death and rising as an actual ghoul.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
MAGGOT SPRAY RANGE: 10'
NECROMANCER 2 DURATION: 1 ROUND/LEVEL
From the caster’s mouth sprays a stream of filth containing live flesh-eating maggots, affecting all within a 10-foot section immediately adjacent to and chosen by the caster. Those struck by the spray must save or be sickened for 2d6 rounds (like the stench spell, causing a penalty of -2 to their attacks). Additionally, the maggots eat into the flesh, causing 1d4 points of damage immediately and on subsequent rounds an additional 1d4 points of damage per round for a number of rounds equal to the caster's level. Individuals may stop the damage by using an entire round to brush off the maggots (no movement, attacks, and loss of any Dexterity or shield bonuses during this round). Those taking the time to brush off the maggots take normal damage that round. Removing the maggots does not remove the sickening effect of those who failed their save.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
PROTECTION FROM GOOD RANGE: TOUCH
NECROMANCER 2 DURATION: 1 TURN/LEVEL
This spell protects the caster or a creature touched by the caster (the "subject") from good; specifically, the spell wards against summoned creatures, creatures with significantly good intentions, and extraplanar creatures of good nature. A magical barrier with a radius of just 1 foot is created around the subject. The barrier moves with the subject, and provides three specific forms of magical protection against attacks or other effects attempted by the affected creatures against the subject. First, the subject receives a bonus of +2 to their Armor Class, and a similar bonus of +2 on all saving throws. Second, the barrier blocks all attempts to charm or otherwise control the subject, or to possess the subject (such as with magic jar). Such attempts simply fail during the duration of this spell. Note however that a creature who receives this protection after being possessed is not cured of the possession. Third, any and all summoned creatures and extraplanar creatures of good nature are unable to physically touch the subject. Attacks by such creatures using their natural weapons simply fail. This effect is canceled if the subject performs any form of physical attack (even with a ranged weapon) on any affected creature, but the other features of the spell continue in force.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
REMOVE PARALYSIS RANGE: TOUCH
NECROMANCER 2 DURATION: INSTANTANEOUS
This spell permits the caster to free the creature touched from paralysis induced either by magical means or by monster attack (e.g. venom or ghouls).