Sixth 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).   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
CONTROL UNDEAD RANGE: 60'
NECROMANCER 6 DURATION: 6 ROUNDS/LEVEL
  This spell allows for complete control of up to 3 HD/caster level of undead for a short period of time. Verbal control is required, but they will understand regardless of the language used. If communication is not possible, they will still not attack. Intelligent undead creatures may save vs. Spells to resist and will remember if they are controlled. Unintelligent undead do not get a saving throw and the control is permanent. Any unintelligent undead controlled using this spell count against the total control limit from re-animation.     ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
EYEBITE RANGE: 60'
NECROMANCER 6 DURATION: 1 ROUND/3 LEVELS
  Each round the caster may target a single living creature for the duration of the spell. The affected creature suffers effects depending on its total hit dice. If the target has 10 HD or more, it is sickened. If the target has 5 HD through 9 HD, it is panicked and sickened. If the target has 4 HD or fewer, it is comatose, panicked, and sickened. The effects are cumulative and concurrent. Targeting each additional creature after the first requires an action, and only one may be targeted in a given round.   The target must save vs. Death Ray to avoid the worst effect of the spell. If the target is affected by more than one effect, the remaining effects are still present.   If a creature is sickened, it suffers from a -2 modifier for attack rolls, damage rolls, and saving throws. This effect lasts for 1 turn per caster level.   If a creature is panicked, it will flee for 1d4 rounds. After that, the victim will flee again for 1d4 rounds if it can still see the caster. Even after the fleeing ends, the creature is still affected by the sickening as described above.   If a creature is comatose, it falls into a coma for 1 turn per caster level. During this time, the victim cannot be awakened by any means short of dispelling the effect. Even if the coma is dispelled, the creature is still subject to fleeing if the caster is visible, and is still sickened. This is not a sleep effect.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
SYMBOL OF FEAR RANGE: SEE TEXT
NECROMANCER 6 DURATION: SEE TEXT
  This spell functions like symbol of pain, except that all creatures within 60 feet of the symbol of fear become panicked for 1 round per caster level. A panicked creature will drop whatever it is holding and flee using any means necessary. If cornered, the creature will cower in fear. The victim will also suffer a -2 to all saving throws. The creature will do this for the duration of the spell. If a save is made, the victim is still shaken and suffers -2 to attack rolls and saving throws for 1 round.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
UNDEATH RANGE: 240'
NECROMANCER 6 DURATION: 6 TURNS
  This spell can be used to bring back individuals to the world of the living. Upon casting this spell, the caster brings back a dead character (or creature) in an undead state, whether as some sort of reanimated body or as spiritual or ghost-like form. Wicked, cruel, murderous, or so-called evil beings will often want to continue their predations in undeath, but for most beings the subject's soul is not willing to return in such a state. Most normal individuals roll a saving throw vs. Spells to avoid coming back (rolled as if they were still alive and well), and if successful the spell fails completely as the soul cannot be compelled to return.   Roll on the following table to determine what sort of undead creature the character becomes. Entries marked with (FG) indicate creatures from the Basic Fantasy Field Guide.  
d% Undead Form
01-25 Ghoul
26-40 Ghast (FG)
41-50 Mummy
51-55 Spectre
56-60 Vampire
61-75 Wight
76-84 Wraith
85-90 Ghost
91-00 Other (GM's choice)
  Since the dead character is returning in a state of undeath, all physical ills and afflictions are generally irrelevant. The condition of the remains is not really a factor so long as the body is largely intact. The magic of the spell repairs or otherwise accommodates any changes necessary to conform to the new undead state, the process taking one hour to complete. When the spell is finished, the new undead being becomes aware and active. The caster has absolutely no special control over the newly-'risen' being. Of course, subsequent spells may be cast, having completely normal effects upon the new undead.   The newly-undead character recalls the majority of its former life and form. Its class is unchanged, as are the character's Intelligence, Wisdom, and Charisma (but see below). The physical abilities of Strength, Dexterity, and Constitution should be re-rolled or determined by the parameters of the new form. The subject’s level (or Hit Dice) is reduced by 1; this is a real reduction, not a negative level, and is not subject to magical restoration. The subject of this spell takes on all the abilities, hindrances, and disadvantages of the new undead state, having either the undead creature's normal hit dice or will have hit points according to the character's reduced level, whichever is higher. In either case, the character's class abilities are available to the newly-risen form excepting any obviously contradicting situations. For instance, Climbing is probably of little importance to a ghost-like form.   The spell can thus create generally-superior undead beings who often go on to lead others of their kind. The undead creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but also must confront any special tendencies of the new state. For instance, a newly-risen ghoul hungers voraciously for fetid flesh, and a new vampire thirsts for blood. The compulsions of the undead is very strong, and the behaviors will soon overcome any previous relationships with living beings, although it may experience remorse over killing its former friends. For undead such as ghouls, ghasts, wights, and similar beings, the urges to kill and feed are so strong that they can become effectively mindless (-6 to Intelligence and Wisdom scores) until the urges are temporarily satisfied. Vampires have a bit more conscious control over their hunger and do not have this penalty. For other types of undead not listed here, the GM may assign relevant behaviors that must be followed.   Constructs, elementals, and similar creatures cannot become undead. The creature must have originally been a living corporeal being with some semblance of intelligence. The GM has the final say whether this spell affects any specific being. Likewise the GM decides any special situations or special manifestations that may occur from the use of this spell. Generally, any character who becomes an undead immediately becomes an NPC under the control of the GM unless he or she has made special accommodations to allow for undead player characters.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
UNDEATH TO DEATH RANGE: 240'
NECROMANCER 6 DURATION: INSTANTANEOUS
  This spell functions exactly as the death spell, except that it affects undead creatures rather than living creatures.