Necroenergy (3.5e Spell)
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| Necromancy | |
| Level: | Sorcerer6/Wizard6 |
|---|---|
| Components: | A human skull or similar holdable body part |
| Casting time: | 1 standard action |
| Range: | personal |
| Duration: | 1 round per two levels of the caster |
| Saving Throw: | None |
| Spell Resistance: | No |
The wizard must hold a limb weighing no more than 5 pounds, and no less than 3 pounds in one of his hands during the whole spell. If he puts the flesh down or drops it, his spell comes to a halt and no spells are cast. The flesh is dropped if the spellcaster takes any damage while the spell is being sewn. If the spellcaster drops his held limb while siting incantations, he cannot use the same spell again for 1 day. However, if the spell succeeds, and the spellcaster isnt damaged in anyway (including ability damage, or subdual damage), the spell is cast free of material cost and XP cost (limited to 1500gp in materials and 1500 in XP). Also, if the spellcaster has the Evil subtype, and a creature or sentient being with the Good subtype damages them, they take an additional 1d3 points of damage.
For the duration of the effect, the wizard can cast spells without the material or somatic elements, just by holding the severed limb/head. The wizard still needs to speak during to cast those spells. The wizard suffers 1d6 points of damage for each spell cast that way.
[edit] Material Component
A human skull, hand, or foot, consumed after the spell duration.
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