Change Person (Necromancy)
This spell creates a real change in a creature. Hit points, statistics, personality, the whole works can be changed. Even the race of the character can be modified. The caster must be 15 levels above the creature. This spell can be used with resurrection to resurrect a creature with no more Constitution points, but finding the help of a wizard 15 levels above you can be tricky! A mortal caster loses one Constitution point, permanently. If caster fails a Wisdom check, the caster's hit points drop to zero and he falls unconscious. Else, the caster takes half damage. A demigod caster must roll 1d20; on a 20, he takes half damage, otherwise, he takes none. Full deities are immune to any harmful effects.
Create Life (Necromancy)
This spell create the body and soul of a new creature. The exact details are spelled out during the very long casting time. The new creature is always level 0, and must be trained like a new baby. The creature may have innate abilities, but cannot breed. The created creature is not magical and is immune to dispel magic (although the creature may be able to wield magic once trained). A mortal caster loses two points of Constitution, permanently. If the caster fails a Wisdom check, he dies. Else, the caster takes 2d12 points of damage. A demigod caster must roll 1d20; on a 20 his hit points drop to 1. Else, he takes 1d12 points of damage. Full deities take 1d6 points of damage.
Create Race (Necromancy)
This spell creates a new race. A spell such as this created the elves, for instance. The spell creates enough creatures to start the race. A mortal caster loses 8 points of Constitution, permanently. Next, he ages 40 years, and dies. If his Constitution was lower than 1, he cannot be raised. A demigod caster loses 2 Constitution points. Roll 1d20; on a 20, the demigod dies. Else, he takes 3d12 points of damage. Full deities lose one point of Constitution, permanently.
Oblivion (Alteration)
All creatures not casting the priest at the culmination of this spell will be subject to it. Any break in concentration during the day will fail the spell. The priest can do nothing but concentrate on the spell. At the culmination of the spell, all life in the area of effect is destroyed. Trees, animals, insects, humans, tarrasques, demons and microbes are all wiped out. No trace of any life is found. Structures within the area may survive. This spell can only be granted to a priest of death (note: be careful with this spell. I don't need to tell you how powerful it can be). If the priest's concentration is broken during the casting, the spell will fail, and the priest must ask for the spell again from his deity. Obviously the deity will not be as likely to give the spell. Any other priests of death near the priest may join hands, and concentrate with the priest for the casting time. If they do, their levels will be added to the priest's for consideration of range. Any creatures within the range of the spell are forever lost. Not even a deity may bring them back. Any demi-god caught in the spell effect must roll a saving throw versus death magic or be irreversibly destroyed. Greater and lesser gods are immune. After casting the spell, the priest will fall into a coma for 13 days. Upon waking from the coma, all statistics will be 3, and they will be regained at the rate of 1 point per day. No sacrifice is needed after this spell, because the massive loss of life in the area is more than enough to please a deity of death. The user of the spell may be held responsible for its effects by any rangers, druids, or even cults entirely wiped out by the spell effect. Vast armies chasing after the caster is not considered rare. The deity will not specifically assist the priest in dealing with the consequences of the spell, but he will not hold back on spells. The only time the deity will intervene is if another god sees fit to divulge his wrath upon the caster. In which case the deity will appear to fight off the other deity, or avatars sent by the other deity.
Obviously the caster must be of absolute alignment, in extreme favour with his deity, and most likely will have to be the most powerful death priest on the continent (except in special DM cases). Misuse of this spell is frowned upon, to say the least.
Sphere: Necromantic
Range: 0
Duration: Permanent
Casting Time: 10
Area of Effect: Creature touched
Saving Throw: None
Author: John Dupuy <jdupuy@bigcat.missouri.edu>
Sphere: Creation, Thought
Range: 0
Duration: Permanent
Casting Time: 2d4 days
Area of Effect: Creature touched
Saving Throw: None
Author: John Dupuy <jdupuy@bigcat.missouri.edu>
Sphere: Creation, Thought
Range: 0
Duration: Permanent
Casting Time: 2 weeks
Area of Effect: Special
Saving Throw: None
Author: John Dupuy <jdupuy@bigcat.missouri.edu>
Sphere: Necromantic
Range: 0
Duration: Permanent
Casting Time: 1 day
Area of Effect: 1000-yard radius per level
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>