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Necromancy [Evil] Level: Clr 5, Sor/Wiz 5 Components: V, S, F Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: One day/level or until discharged (D) Saving Throw: Special Spell Resistance: Yes Many wizards and priests that travel a dark path often resort to spells to compel others to follow them, binding their allies with magic to try to stave off betrayal. Traitor’s death is similar in many ways to a lesser geas. The spell is enforced by a promise spoken by the target creature to the spellcaster, who then imbues the promise with necromantic energy. The victim is allowed a Will saving throw at this point to resist the spell. The spellcaster knows whether or not the spell takes effect, but, unless the target is informed of the spell, he is unaware of the effect. As long as the target creature does not break that promise, the spell lingers with relative benignity, dissipating with the lapse of the duration, or with the mental command of the spellcaster. If the target creature breaks the promise, not fulfilling his side of the agreement, he must make an immediate Fortitude saving throw. Failing the saving throw, the creature is reduced to -1 hit points and is dying, losing an additional hit point each round. Only magical healing can restore the creature or arrest hit point loss. Focus: A small poppet bound in silver chains, worth at least 250 stl.

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