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- Chapter four delves into the art of necromancy, the lost school of magic that can bring back the dead. It tells that mortal man's attempts have left them scarred and disfigured, but that the secrets in this book will keep your mortal shell intact.
- You can learn 3 of the following spells, adding them to spells you know and have prepared, at the cost of no prepared slots. They cast with INT when needed. If you dont have the needed spell level, you get one of those casts per day to cast only the spells that you learned from this book.
- 1. Magic Jar
- 2. Vampiric Touch
- 3. Create Undead
- 4. Resurrection (Can cast 3 times per lifetime, no material cost, shreds a piece of your soul. 3 casts kill you)
- 5. Ray of Enfeeblement
- 6. False Life
- 7. Circle of Death
- 8. Snuff (V, S - 4th level. Con up to 1 min) Creatures makes a CON saving throw. On failed save, target becomes unconcious for the duration. At the end of each of its turn, it attempts a resave. On failure, takes a death failure throw (even if their HP isnt 0. Attacking them won't cause extra death saving throws, will effect HP as normally). On success, effect ends and they awaken.
- 9. Power Word: Carcosa (V - 9th level). You can not comprehend the effect of this spel.
- 10. Power Word: Duat (V - 9th level) You can not comprehend the effect of this spell.
- Your sanity eclipses, and the power of the dark arts burns through your bones. Your hair becomes ghost white, and your body wastes away (Your base CON drops to 8. You can no longer add stats to your con. The negative mod you have acts rectroactively to your total HP). Furthermore, your madness multiplies. You are now CERTAIN fate will one day twist and turn to stop you, that your luck will run dry and you will die for it. To use Tides of Chaos or Luck, you must succeed a DC 25 CHA save. On a failed throw, you can not use the ability. You can not use Luck or Tides of Chaos on that saving roll.
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