Jakelobs Wild Nercosis (3.5e Spell)

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Jakelobs Wild Nercosis
Necromancy [Evil, Chaotic]
Level: Sorcerer/Wizard 9
Components: V, S
Casting time: Full Round Action
Range: 120ft
Area: 20 ft. radius + 5 ft./per level burst from caster
Duration: 1/minute per level
Saving Throw: See text
Spell Resistance: Yes


With a surge of necromatic energies, the area around the caster becomes despoiled with foul powers. The area is treated as if under an Unhallow spell for its duration. In addition to the effects of Unhallow, every round, including the round it comes into place, you roll a d10, causing a random event to occur, effecting all those in range, unless otherwise specified. The caster is immune to the effects of his spell, but his allies may not be.

DC Effect
1 Caster loses 1d6 hp, all those in area take 1 point of divine damage, no save.
2 6d6 cold damage to all those in the area, Reflex save for half.
3 6d6 negative energy damage to all those in the area, Will save for half.
4 6d6 dehydration damage to all those in the area, Fort save for half. Deals 6d8 to plants and water elementals, and provides no save.
5 Animate Dead cast on all valid corpses in area, rising under the caster's control.
6 A vile field of energy inhibits turning attempts for this round, unless the subject succeeds on a caster level check against the caster.
7 Negative energy damage is Maximized this round.
8 A vile field of energy inhibits healing magics for this round, unless the subject succeeds on a caster level check against the caster.
9 Any melee attacks made by the caster in this round are vampiric, damage dealt is restored as temporary hp while in the area of effect, up to double their normal hp.
10 All living creatures in the area are struck with bolts of vile darkness, take 6d6 half negative energy/half divine damage, no save.



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