New Dread Necromancer spell list (courtesy of Grod the Giant and his Dread Necromancer revision)
0 Level Dread Necromancer Spells (Cantrips) - Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Disrupt Undead: Deals ld6 damage to one undead.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Mage Hand: 5-pound telekinesis.
- Read Magic: Read scrolls and spellbooks
- Touch of Fatigue: Touch attack fatigues target
1st Level Dread Necromancer Spells- Bane: Enemies take - 1 on attack rolls and saves against fear.
- Blood Wind (SpC): Subject uses natural weapons at range.
- Cause Fear: One creature of 5 HD or less flees for ld4 rounds.
- Chill Touch: One touch/level deals ld6 damage and possibly 1 Str damage.
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Undead: Reveals undead within 60 ft.
- Hide from Undead: Undead can't perceive one subject/level.
- Inflict Light Wounds: Touch deals ld8 damage +1/level (max +5).
- Magic Fang: One natural weapon of subject creature
- Ray of Clumsiness (SpC): Victim takes 1d6 Dexterity penalty +1/2 levels.
- Ray of Enfeeblement: Ray deals ld6 +1 per two levels Str damage.
- Spirit Worm (SpC): Subject takes 1 point Con damage every round for 1 round/level.
2nd Level Dread Necromancer Spells- Animate Dead: Creates undead skeletons and zombies.
- Blindness/Deafness: Makes subject blinded or deafened.
- Command Undead: Undead creature obeys your commands.
- Desecrate: Fills area with negative energy, making undead stronger.
- Desiccating Bubble (SpC): Globe of air damages by evaporating moisture from subject.
- Gentle Repose: Preserves one corpse.
- Ghoul Touch: Paralyzes one subject, which exudes stench
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Ray of Sickness (SpC): Subject becomes sickened.
- Scare: Panics creatures of less than 6 HD.
- Shadow Spray (SpC): Deals 4 points of Str damage and dazes.
- Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
- Wall of Gloom (SpC): Shadow barrier obscures vision.
3rd Level Dread Necromancer Spells- Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Contagion: Infects subject with chosen disease.
- Dispel Magic: Cancels magical spells and effects.
- Halt Undead: Immobilizes undead for 1 round/level.
- Healing Touch (SpC): Heal subject 1d6/2 levels, but take damage equal to half.
- Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
- Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
- Nauseating Breath (SpC): Exhale a cone of nauseating gas.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Ray of Exhaustion: Ray makes subject exhausted.
- Rejuvenative Corpse (SpC): Negative energy fills corpse, feeding undead healed.
- Shadow Binding (SpC): Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
- Speak with Dead: Corpse answers one question/two levels.
- Vampiric Touch: Touch deals ld6/two levels damage; caster gains damage as hp.
4th Level Dread Necromancer Spells- Clutch of Orcus (SpC): Deals 1d12 damage/round and paralyzes foe.
- Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Delay Death (SpC): Losing hit points doesn’t kill subject.
- Enervation: Subject gains ld4 negative levels.
- Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
- Fear: Subjects within cone flee for 1 round/level.
- Inflict Critical Wounds: Touch attack, 4d8 damage+1/level (max +20).
- Life Ward (SpC): Grants immunity to healing spells and positive energy effects.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Wall of Limbs (SpC): Whirling limbs deal 5d6 damage and grab creatures passing through.
5th Level Dread Necromancer Spells- Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Death Throes (SpC): Your body explodes when you die.
- Doomtide (SpC): Black mist obscures sight, dazes those inside.
- Graymantle (SpC): Inhibits creature’s ability to heal and regenerate for 1 round/level.
- Imperious Glare (SpC): You cause subjects to cower in fear.
- Inflict Light Wounds, Mass: Deals ld8 damage +1/level to many creatures.
- Magic Jar: Enables possession of another creature.
- Slay Living: Touch attack kills subject.
- Spiritwall (SpC): Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
- Symbol of Fear: Triggered rune panics nearby creatures.
- Unhallow (M): Designates location as unholy.
- Waves of Fatigue: Several targets become fatigued.
- Wrack (SpC): Renders creature helpless with pain.
6th Level Dread Necromancer Spells- Antilife Shell: 10-ft.-radius field hedges out living creatures.
- Circle of Death: Kills ld4/level HD of creatures.
- Control Undead: Undead don't attack you while under your command.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Extract Water Elemental (SpC): Pulls water from victim, forms water elemental.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Fleshshiver (SpC): Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
- Ghoul Gauntlet (SpC): Convert victim to a ghoul under your control.
- Harm: Deals 10 points/level damage to target.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
- Spectral Touch (SpC): Your touch bestows one negative level/round.
- Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
7th Level Dread Necromancer Spells- Avasculate (SpC): Reduce foe to half hp and stun.
- Awaken Undead (X) (SpC): Grant sentience to otherwise mindless undead.
- Blood to Water (SpC): 2d6 Constitution damage to subjects.
- Evil Glare (SpC): Paralyze creatures with your glare.
- Finger of Death: Kills one subject.
- Ghost Trap (SpC): Incorporeal creatures turn corporeal.
- Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
- Symbol of Weakness: Triggered rune weakens nearby creatures.
- Waves of Exhaustion: Several targets become exhausted.
8th Level Dread Necromancer Spells- Bestow Curse, Greater (SpC): As bestow curse, but more severe penalties.
- Bodak’s Glare (F) (SpC): You slay a creature, which turns into a bodak 24 hours later.
- Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
- creatures.
- Death Ward, Mass (SpC): As death ward, but more subjects.
- Flensing (SpC): Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
- Heart of Stone (F,X) (SpC): Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
- Inflict Critical Wounds, Mass: Deals 4d8 damage+1/level to many creatures.
- Symbol of Death: Triggered rune slays nearby
- Trap the Soul: Imprisons subject within gem.
9th Level Dread Necromancer Spells- Energy Drain: Subject gains 2d4 negative levels.
- General of Undeath (SpC): Increases your maximum HD of controlled undead by your level.
- Implosion: Kills one creature/round.
- Plague of Undead (M) (SpC): Animates horde of undead.
- Power Word Kill: Kills one creature with 100 hp or less.
- Soul Bind: Traps newly dead soul to prevent resurrection.
- Vile Death (M,X) (SpC): Undead creature gains fiindish template.
- Wail of the Banshee: Kills one creature/level.
Feats:
Vast Crypt
Requirement: Must be able to create undead creatures with a Spell/SLA, or be able to Rebuke Undead, or be able to Create Spawn
Benefit: You dramatically improve your ability to control the undead.
When using Animate Dead or Rebuke Undead or your Create Spawn ability the number of undead you can control is based on the higher of your Hit Dice or your CR. A vampire with a CR of 15 and a level of 12 would thus control 30 vampire subordinates with its Create spawn ability instead of the usual 24; 2 subordinates per the vampire’s 15 CR instead of the usual 2 subordinates per the vampire’s 12 Hit Dice.
Should you possess more than one means of controlling undead you may combine all of your control pools; the methods you use to control any particular undead under your command remains unchanged.
Vast Crypt may be taken multiple times. Each time Vast Crypt is taken after the first you increase your total undead control pool by your Charisma Score; every 24 hours the improvement from this feat adjusts to reflect your current Charisma score.
Calling Coffins
Requirement: Rebuke Undead
Benefit: Your undead servants may be interred for future use.
After trapping an undead in a coffin anointed with expensive reagents worth at least (Undead CR * 100 GP) you may call it to your side. By expending a use of your Rebuke Undead ability as a Fullround you may Call this coffin, and the undead within it, to a square adjacent to you; the undead you Call immediately takes action on the turn you call it, and then acts on your initiative count thereafter. As a Called creature the undead is a particular individual that has been transported to your side, not a facsimile summoned with Conjuration magic. Returning the undead to its original location requires you spend another Fullround Action while that undead is trapped within the same coffin to banish that undead and coffin back from whence they came; this does not expend another use of your Rebuke Undead ability.
Should the anointed Coffin be destroyed the undead remains at your side and cannot be banished back to the coffin’s point of origin, but it is otherwise unaffected. Should the undead be destroyed then the Coffin may be used to store a new undead under your control, assuming the undead is of an appropriate CR for that Coffin.
Coffins used for this feat carry a faint aura of Necromancy and Calling subschool Conjuration magic, but are otherwise unchanged. Each Coffin used for this feat may only contain one undead creature at a time; should you try to Call a Coffin occupied by multiple creatures, or a Coffin occupied by a creature that is not undead, then the attempt fails and the Rebuke ability is expended fruitlessly. An individual Coffin may be improved by anointing it with additional expensive reagents such that the total value of reagents used upon it reaches or exceeds the value needed to call a stronger undead.
Crypt Keeper
Requirement: Must be able to create undead creatures with a Spell/SLA, or able to Create Spawn
Benefit: After collecting many specimens you have learned to create rare undead creatures
After trapping an undead creature in a Sarcophagus anointed with special reagents worth at least (Undead CR^2 * 100 GP) you may create more of that creature with your spells, SLA, or Create Spawn ability. Corporeal Undead with a CR no greater than 10 may be created with “Create Undead”, while any undead of up to 20 CR may be created with “Greater Create Undead”. Your Caster Level must exceed the CR of the undead you attempt to create or that attempt fails.
If you can Create Spawn then you add the new option to the list of possible Spawn you can create. Your HD, or CR, must be at least twice the CR of the undead you attempt to create or that attempt fails.
The Sarcophagus used for this feat carries a strong aura of Necromancy magic, but is otherwise unchanged. Each Sarcophagus used for this feat may only contain one undead creature at a time. An individual Sarcophagus may be improved by anointing it with additional expensive reagents such that the total value of reagents used upon its reaches or exceeds the value needed to spawn more powerful undead.
"New" Items
Barrels
Barrel | Gallon Capacity | Dry Capacity | Cost |
Quarter Cask | 10 Gal | 80 lb | 5 SP |
Rundlet Cask | 20 Gal | 160 lb | 1 GP |
Barrel | 40 Gal | 320 lb | 2 GP |
Hogshead | 80 Gal | 640 lb | 4 GP |
Puncheon | 120 Gal | 960 lb | 6 GP |
Butt Cask | 150 Gal | 1200 lb | 7.5 GP |
Drum Cask | 180 Gal | 1440 lb | 9 GP |
Gorda Cask | 200 Gal | 1600 lb | 10 GP |
Tun Cask | 250 Gal | 2000 lb | 12.5 GP |
Tank Cask | 400 Gal | 3200 lb | 20 GP |
Storage Tank | 1000 Gal | 8000 lb | 50 GP |
Coffin: A common wooden coffin typically uses the same statistics of a barrel that can contain that corpse or undead’s weight in alcohol; complete human zombies would typically fit in a coffin based on a Barrel, while a Human skeleton would easily fit within a Quarter-Cask. Coffins cost 2 times as much as the barrel they are based upon.
Sarcophagus: an ornate and carefully crafted casket typically uses the same statistics of a barrel that can contain that corpse or undead’s weight in alcohol; complete human zombies would typically fit in a Sarcophagus based on a Barrel, while a Human skeleton would easily fit within a Quarter-Cask. Sarcophagi are often made from stone, metal, or rare woods cost 50 times as much as the barrel they are based upon.