I recently had some ideas for a few necromancy spells that would go great in one of my campaigns, and since I'm such a sharing and caring type of guy I thought I'd type some of them up for any pathfinder/d&d 3.5 loving friends of mine to use if they so choose.
Arrythmia
School – necromancy [evil]; Level - sorcerer/wizard 2, witch 1, inquisitor 1
Casting Time 1 standard action
Components V, S, M (heart of a small bird or fish who died in excruciating pain)
Range touch
Target living creature touched
Duration 1d4 rounds, or 1 round
Saving Throw fortitude partial; Spell Resistance yes
By succeeding on a melee touch attack you issue forth waves of diffused negative energy which temporarily disrupts the rhythm of the targeted creatures heart.
Subjects who fail a fortitude save are staggered for 1d4 rounds. While the subject remains staggered any standard action or move action at more than base speed causes them to suffer from a mild heart attack, reducing them to zero hit points and temporarily granting them the disabled condition for any remaining rounds. If the subject takes no further strenuous actions during the remaining rounds the spell ends and all hit points lost are returned to the subject.
If the subject of this spell succeeds on its save it is instead sickened for one round and may act normally.
Pulsating Pustules
School – necromancy [acid]; Level - sorcerer/wizard 3, cleric 4
Casting Time full round action
Components V, S, M (vial of pus, lye, handful of dried moss)
Range medium (100 ft. + 10 ft./level)
Area multiple 10 ft. radius bursts, see text
Duration instantaneous, see text
Saving Throw reflex half, fortitude negates, see text; Spell Resistance no
You cause hideous green and black pustules to erupt from the surrounding scenery, growing and pulsating and eventually bursting to splash their surroundings with acidic slime.
Upon casting this spell two pustules form within range, each taking up space as a medium creature. Pustules must be placed at least 15 feet from each other, as they each must draw minerals from their surroundings in order to form. Living creatures always treat pustules as hostile and may not pass through a square currently occupied by one.
As an immediate action you may burst any existing pustules you have created, which ends the spell. Each pustule sprays forth acidic slime in a ten foot radius burst, dealing 3d6 acid damage. Creatures caught within the radius of a bursting pustule may attempt a reflex save for half damage. Those unlucky enough to be caught within the radius of two or more pustules take a -4 penalty on their reflex saves and must save separately for each one. This slime is created from raw materials absorbed by the pustule and is therefor non-magical and not subject to spell resistance.
Pustules have an AC of 10 and and burst immediately when struck with a weapon, spell or other damaging effect. You may only have one casting of this spell active at any time. For every two levels beyond fifth you gain additional pustules – three at 7th, four at 9th, to a maximum of five at 11th.
On Swift Wings
School – necromancy [evil]; Level - sorcerer/wizard 4, anti-paladin 3
Casting Time 1 standard action
Components V, S, M (one bat wing, huecuva bone dust)
Range Long (400 ft. + 40 ft./level)
Target 1 or more undead creature you control
Duration 1 round per level
Saving Throw fortitude negates (harmless); Spell Resistance yes (harmless)
Upon completion of this spell undead you control sprout appropriately themed wings (skeletal wings for skeletons, leathery gaunt wings for ghouls) and gain a flight speed of 40 ft. (poor). Undead with 5 or more HD instead gain a flight speed 50 ft. (average), and undead with 10 or more HD are also granted the flyby attack feat as a bonus feat for the duration of this spell. Skeletal creatures appear to have cobwebs or finely woven strands of sinew stretched across their new wings.
This spell may effect any number of undead you control, so long as they do not exceed 2 HD per caster level, or half the total number you control rounded down, whichever is less.
Undead casters such as liches can themselves benefit from this spell, growing ghastly undead wings alongside their minions and taking to the skies to harry opponents. In this case the casters HD count towards the total number of HD that this spell can affect. Anti-paladins may also benefit from the effects of this spell, but they do not count towards the total HD affected and the appearance of her wings is up to the anti-paladin or her patron deity.
Patient Swing of the Pendulum
School – necromancy [death] [curse]; Level - sorcerer/wizard 6, witch 5
Casting Time varies
Components V, S, F (masterwork clock or metronome consisting
of costly materials worth at least 1000 gp)
Range Unlimited, see text
Target 1 intelligent creature
Duration varies
Saving Throw none or will negates, see text; Spell Resistance yes
You place a curse upon a persons intended time-line, hastening them to their grave, and driving them mad in the process. The targeted creature immediately begins to hear a faint ticking sound that gets louder and more drawn out over the duration of the spell. The subject knows intuitively that this sound represents a countdown, but unless diagnosed they can only guess at what awaits. Immediately following the end of this spells duration the targeted creature is slain.
You may cast this spell as long as you have line of sight to the target as a swift action, standard action, full round action, or taking even more time if you so desire. If you do not have line of sight to the target creature you must spend at least ten minutes casting, and the subject receives a Will save to negate the effect. This Will save functions identically to the save provided by the Scrying spell.
The duration of this spell becomes shorter the longer you spend casting it.
6: Swift action – 1 year
5: Standard action – 1 month
4: Full round action – 1 week
3: 10 minutes – 1 day
2: 1 hour – 1 hour
1: 24 hours – 1 minute
Depending on the HD of the target creature this duration may be increased or decreased by one or more steps. Creatures with 21 or more HD cannot be affected by this spell.
1-4 HD = -1
5-8 HD = 0
9-12 HD = +1
13-16 HD = +2
17-20 HD = +3
21+ = X
In this way, if you spent 24 hours casting patient swing of the pendulum on an 18 HD creature, it would still take one full week for the spells duration to expire, since an 18 HD creature automatically increases the duration by three steps, from 1 to 4.
Remove curse, miracle, wish, and time stop will all safely dispel the effects of patient swing of the pendulum. The caster of the spell may dispel the effect at any time which will not harm the creature either. A successful dispel magic may also be used to dispel this effect, but since it causes the spells duration to expire normally this would kill the targeted creature. If both spells were cast by the same caster the spell is dispelled normally. You may only affect one creature with this spell at any time.