Drazmorg the Damned

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Pretty much the title. I watched someone play Legend of Zelda: Oracle of Ages and saw the Switch Hook in action, and it was like a light went on.

The Switch Hook, for the uninitiated, is a variant on the old Hookshot. While the hookshot is a powered grappling hook, the Switch Hook adds the effect that it does not pull you to what you have hit, but instead instantly swaps you and what you have hit (in the context of the video game, it only works on a small set of items).

Thinking back onto a few of the problems people have with the Teleport spell, I wonder if it couldn't be made more palatable if you had to swap with an object or another person.

Instead of scrying and then teleporting, what if the Rogue or Ranger had to smuggle in a specially-made doll or carefully-inscribed crystal for the rest of the party to transpose with? Perhaps a bit of Trojan Horseplay with the party face convincing someone to accept an expensive porcelain elephant statue (which the wizard has prepared to act as a teleport device).

It could even make some other classes appear much better than they used to. If Wizards, sorcerers, witches and clerics can only manage to swap with something else, Monks being able to teleport (via Abundant Step) becomes amazing. Shadowdancers and Druids using darkness and plants as gateways to travel instead of needing something in place to trade with gives them a relatively large latitude of freedom compared to others.

For mechanics, what level of spell would it be acceptable to:

Swap with an item prepared ahead of time, at least your size?

Swap with an item prepared ahead of time, between half your size to football-sized?

Swap with an item prepared ahead of time, about the size of a coin?

Versions of the above, with the item well-known to you but no preparation needed, or the preparations can be hidden?

Swap with a willing person (version with prep time required, and another with no prep time needed)?

Also, what kind of caveats are needed? A "no switching with lit bombs" sort of thing, and Constructs and Undead don't count as objects you can swap with are obvious ones. Object ought to be on a flat surface, as Conjuration states. I'm thinking that the preparations on the item need to be magically and physically obvious, and that obfuscating the magical aura left on the object ruins its ability to "swap." Maybe low-level "swap" spells don't allow their items to be carried in Bags of Holding, while higher level ones don't care. The length of time the object can be "swapped" with ought to be linked to caster level somehow, and ought to be within a certain range per spell level.


I've got more variant rules ideas than I really know what to do with, or will ever get to test in a reasonable amount of time. Still, I'd like to throw some of them out there and see what people think of each one- either independently or not.

1. Variant Bleed (HP only):

Bleed damage stacks up to the victim's normal Constitution score. If it doesn't have one but can somehow still Bleed, it can stack as if the being had a score of 10.

Effects that cause a variable amount of bleed damage roll for their amount once, not per round. The amount rolled is added to the total.

Magical curing effects, Fast Healing, and Regeneration only stop an amount of Bleed damage equal to the amount of HP healed.

Magical effects that do nothing but stop all Bleed instead stop an amount equal to their effective Caster Level immediately, then once more at the beginning of the next round.

The Heal check DC to prevent someone from taking Bleed damage is set to 10. If the person performing the check is using Heal untrained, if they make a DC of 12 or greater, no Bleed damage is taken that round and the total ongoing Bleed amount is reduced by 1. If Heal is a trained skill, the amount of ongoing Bleed suffered is reduced by 1 point for every 2 points above DC 10 on the check result. A person can try to stanch their own bleeding as a move action.

(This was born out of a desire to change the way the Rogue's sneak attack worked)


2. Magical Schools as Descriptors:

People treat magic like physics on demand. If you embrace this paradigm, then you would probably agree that there are multiple methods for reaching the same end result of "Fireball."

Spells are spells. Their effects can be achieved using multiple schools. Instead of re-listing an effect in multiple schools as different spells with cosmetic differences, a spell that could be cast different ways gains the most appropriate school as a descriptor. Feats and specialties that operate based on school apply to spells when they have that descriptor. A spell that has a specific school as a descriptor must follow universal rules of that school (such as Conjuration's rule of requiring a surface capable of supporting anything conjured, or Abjuration spells interacting with each other or breaking if forced against a being).

Examples of spells with multiple potential schools: Cure Light Wounds (tradition Conjuration, Evocation, or Necromancy), Fireball (Conjuration from the plane of Fire or Evocation), Phantasmal Killer (Illusion, Enchantment).

It is possible that re-classified spells have minor differences. A Conjured Fireball might require a flat, unoccupied surface 5 feet across to be cast, but ignore SR.

Since this weakens the drawback of Prohibited Schools, it is encouraged to either extend the -4 penalty to all skill checks involving Prohibited schools or drop the extra spell provided each level for Specialists (the school boons of specialists would still be granted).


3. New Weapon Qualities:

Rugged: The weapon has a well-deserved reputation for being able to function despite casual abuse, mistreatment or minor neglect. This can be because of robust design, excellent crafting, high-quality materials or any combination thereof. Whenever the weapon must make a Fortitude save (be it weather, a special attack, magic, or an inherent failure chance), it gains a +2 inherent bonus to that check. Its Break DC is two points higher than normal at all times. The weapon also has extra overall hit points: one extra for Fine or smaller objects, two for Diminutive, Tiny or Small objects, and three for Medium or larger. Long-term neglect, such as never cleaning the weapon or years of exposure, may eventually negate this quality or even replace it with Shoddy.

Shoddy: The weapon is a particularly poor specimen of its type. This can be because of flawed design, a lack of maintenance, poor crafting, substandard materials, or some unfortunate combination of the previous. The weapon has its Break DC lowered by two points, a -2 inherent penalty to Fortitude saves, and fewer hit points than normal (always to a minimum of one hit point): One less for Fine or smaller objects, two less for Diminutive, Tiny or Small objects, and three fewer for Medium or larger. Some ceremonial weapons, designed to be more decorative than useful, fall into this category.

Close-Quarters: Ranged weapons with this quality were designed to be used at short range, usually in cramped spaces or other situations where an enemy can suddenly close in. They do not provoke an attack of opportunity when fired at an opponent in melee range. Any reloading still provokes an attack of opportunity as normal.

Regional: The weapon is only found in a few select areas or cultures, and those outside will not be familiar with its specific nuances or full capabilities without tutelage or an inordinate amount of experimentation. These include the atl-atl, broadsword, katana, kukri, kunai, rapier, shuriken, tonfa, and pilum among others. The weapon type is excluded from general proficiencies granted by levels unless the character in question hails from/was trained in the appropriate region. Full proficiency can be gained normally via bonus feats, Deity favored proficiency, or RP methods approved by the GM.

(the last would likely need a change in the "Weapon Proficiency" feat to be that workable- something like the ability to gain 4 weapons with Weapon Proficiency instead of one. I always liked that idea anyway.)


A programmer colleague of mine has (rather generously) crafted a random result roller for my magic house rules. Based on the random tables in the book Wild Spellcraft, whenever a spell (arcane or divine) fails, or a 1 is rolled on a caster level check, a "mishap" occurs. These can be either good or bad, and can run the gamut from funny (gain a -2 kitten penalty to Dexterity for an hour as it rains kittens upon you), bad (you forget a random common word of your language), to really really good (you gain a Wish, no strings attached).

The tables I used were based on spell level, with Minor, Major and Wild. His program is currently crafted to accept these three levels of results, differentiate between arcane and divine, and possibly "escalate" (take the current result, then roll on the next highest table appropriate to the type of magic).

The best part of the program though, is that it accepts input from a text file I can modify. So I'm putting the call out for some wild magic results. After I have enough to use in a game and can test the program out some, I'll give him some feedback on how it went and he's agreed to release it under GPL (So you all get something for your time!)

Show off your creativity, give me some stuff to mess with my players with and get a new toy in return!


Thinking about making a change to how the spell Magic Weapon (and related spells) work. Instead of affecting the object alone, the spell instead affects a specific wielder. Any weapons they wield for the duration gain the benefit- any weapons that leave their possession lose the benefit by the end of the round as the magical energy "bleeds off."

The goal is to help dual weapon users and thrown weapon users who want to make full attack actions, as well as switch-hitters. I've rarely seen Magic Weapon or GMW used unless the party is stripped of gear, but with this in place, maybe that would change a little.


I'm trying to think of a list of minor powers that players could get through various means. Ones that, while neat, either can't short-circuit a story arc or would have to be selected with foreknowledge to affect gameplay negatively.

I admit, I'm having a really hard time with this since my mind seems oriented towards mechanics, and this is almost exactly the opposite direction I want it to go!

The best example I have is something I rolled once for an NPC on a random table of mutations long ago- the ability to predict the local weather one day in advance with perfect accuracy. Magical manipulation of the weather would foil it, but otherwise it worked well as a practical power to have.

What are some others people can think of?


This had started out as a way to make a class ability for a song-based spellcaster, but then it took off as a way to mechanically differentiate the varying styles of spellcasting altogether without a complete overhaul of how spells work.

I tried to make any bonuses worthwhile, and at the same time not intolerably high. Most of the feats have you give up a possibility to get something in return, with the notable exception of Ritualist (and because of that I'm a little worried about it).

Feats to modify magic

This would add a crunch variety to the different fluff interpretations as to how magic works for a character... I was a little dissatisfied that two seemingly exclusive explanations for magic in 3.5 had no trouble sharing, copying, identifying or stealing spells from one another.


I have a player who is fond of defensive builds, as well as the desire to have a class of enemy that is extremely tough to defeat. Being dissatisfied with the standard sword & board fighter, I wanted to create a class that focused on defense instead of attack (but could still contribute in combat). This was the result.

The Prevailer


Originally inspired by the Kingdoms of Kalamar base class, and interest rekindled by this thread, I originally started working on it as a sorcerer bloodline. However, some abilities seemed too powerful for the "bloodline" concept, while others seemed too weak. So I spun it out into a base class framework to see how it fits.

Spellsinger Base Class

The design philosophy behind it is to create a spellcaster that has a musical theme to its abilities, but not to pin down its role to that of a Siren. Rather, to allow it to be general with spells known.

I've got an idea for a capstone power, but I'm still refining it. I'm wondering if a capstone power is even needed given the other abilities.


Looking for some feedback on the Bard-like minion class I created.

Link: The Puppeteer

The Progression Table


For my custom campaign setting. Built with VoodooMike's racial creation guidelines.

Sea Elves

While the Merfolk have the distinction of being the most famous of the aquatic races, the Sea Elves could probably be called the most successful. Whereas Merfolk occupy the largest swathes of ocean, they generally stick to deeper waters, coming close to the shore only to harass ships or make mischief as Sirens. The Sea Elves, however, occupy the shallower waters of the continental shelf and slope- putting them in the most convenient position possible for trade between the empires of the land races and the Merfolk.
Almost as soon as the land races had sailing ships routinely plying the waters, territorial disputes with the aquatic races cropped up. Peace treaties were reached (though occasional piracy remains a problem), and not long after that trade opened up. Some say the goods on board the first few sunken ships were what created the strong desire for trade...
This trade proved particularly profitable; giant pearls, salves, and creature oils all fetch incredible prices on land, while herbs, crystals, glass, and anything that requires a forge fetches similar prices in the aquatic markets. The Sea Elves strategic location between the two primary markets gave them an unparalleled opportunity; one they have seized with gusto. Their society has become very rich from leveraging dealer's fees, transportation fees, import/export taxes and other mercantile charges. In fact, it has become so rich, so quickly that it is experiencing some growing pains in the form of friction between the working class, former aristocracy (largely made up of religious authority and Sirens) and the new merchant class aristocracy.

Racial Build:

+2 racial bonus to Charisma

Sea elves share an unearthly grace with Merfolk, and the rigors of their aqueous environment has forced them to overcome their normally frail physique.

50' swim speed (4 points)
30' land speed (0 points)

Sea Elves are quick underwater, but suffer no penalties to their land movement.

Immunity to sleep effects (2 points)

+2 racial bonus vs. Enchantment effects (2 points)

Sea Elves retain much of their elvish resistances, as well as their ability to trance.

+2 racial bonus to Perception checks (1 point)

While their senses have adapted to be more suited to an aqueous environment than a terrestrial one, Sea Elves are still quite perceptive wherever they find themselves.

Darkvision 60' when underwater, which changes to low-light vision above water (1 point)

Sea Elves would be hard-pressed to function in the dark of water without the ability to see in darkness. However, in air, they are only partially better than humans.

While no longer amphibious, a one-hour ritual appealing to the goddess of the sea will grant a given Sea Elf the ability to breathe air for a week. If performed at the height of the tide of the new moon, the effect lasts for one month instead. This ritual requires specific components (which are not consumed and may be re-used) and must be presided over by a priest or priestess of the sea goddess. A priest or priestess may perform this ritual for themselves.

As opposed, may aristocrats or wealthy merchants wishing to visit the land often wear Water Cloaks. These cloaks are perpetually dripping wet with seawater, leaving the gills of the Sea Elf moist enough to breathe. As a side effect, anyone may attempt to track the character with -5 to the usual DC from the wet trail it leaves on the ground. The cloak can also be used to extinguish fires, and provides +3 to saves to resist spells with the [fire] descriptor.
Base Market Price is 3000 gp. The spell used is Create Water, caster level 3rd, Craft Wondrous Item.
(based on an item in Broadsides, 3rd edition book)

Looking for comments or criticisms...


I'm wanting to run a campaign with a strong necromancy theme, and came up with a few spells with the intention of creating skeletal "champions" for necromancers. Part of the goal is to have the players acquire the spells as a reward of sorts, so I wanted to run the spells past the wisdom of the forums to see if there are any obvious pitfalls beforehand.

Bones of Steel:

Necromancy
Level: Sorcerer/Wizard 4
Components: V, M
Casting Time: One Minute
Range: Close (25' + 5'/level)
Targets: One Undead
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell imbues the subject undead with the powers of a particular metal. This spell isn't limited to just steel, as the name would imply. This spell has no effect on intelligent undead or undead with the incorporeal quality.
Common iron grants the undead an extra two hit points per hit die, +4 Strength, +2 to fortitude saves and +3 natural armor bonus (stacks with any existing natural armor). Silver grants +2 Strength, +1 to fortitude saves, +2 Charisma, +1 natural armor bonus and the natural weapons count as silver for overcoming damage reduction. Armor or weapon quality steel grants the undead two hit points per hit die, +4 Strength, +3 to fortitude saves and +4 natural armor. Mithral grants two hit points per hit die, +4 Strength, +4 to fortitude saves, +4 Dexterity and +4 natural armor, as well as counting natural weapons as mithral for damage reduction. Adamantine grants four hit points per hit die, +6 Strength, +6 to fortitude saves and +8 natural armor bonus, as well as natural weapons counting as adamantine.
Material Component: Roughly two pounds of the appropriate metal.

Cannibalize Essence:

Necromancy
Level: Cleric 4, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: See Text
Range: See Text
Target: Two undead
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: No

The caster drains the unholy vitality from one undead, using it to enhance another.
One undead being (failing its will save) is wholly consumed by the spell, leaving nothing but ash. The other undead involved in the ritual gains half the consumed undead's hit dice. The maximum number of hit dice the recipient can gain is half again the caster's own hit dice (any excess is lost). The undead also receives a +2 bonus to an attribute score of the caster's choice if this is the first time the undead has had this spell cast on them. Intelligent undead do not gain any feats, skill points, improved spellcasting abilities, character levels, etc. from these hit dice, only raw hit points. Unintelligent undead do gain feats, skill points and base attack bonus according to the Bestiary entry for undead. Feats and skill points are chosen by the DM. Size category for skeletons and zombies does not change.
The spell requires ten minutes per hit die transferred, and both undead must remain inside traced sigils and signs on the ground. The caster may not be one of the undead involved.
Material Component: A pair of chalked circles, a bit of muscle and a copper wire.

Fortifying Shroud:

Necromancy
Level: Cleric 2, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead, +1/five levels
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell weaves a nimbus of death around an undead target, strengthening it. The undead gains fast healing 5 + 1 per two levels of the caster and turn resistance +4 unless its own turn resistance is greater, in which case it is increased by 1.
Any attacks it does also deal +2 negative energy damage in addition to whatever damage they already deal (+1 damage per three levels of the caster). This extra damage can be withheld at the whim of either the undead (if intelligent) or the controller (if unintelligent).


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This started as a re-build of the Dread Necromancer, but contains a great deal of new material as well. Let me know of any balance issues you see.

BAB: poor
HD:d6
Good Saves: Will
Skill Points: 4 + Int mod
Class Skills:
Appraise, Bluff, Craft, Disguise, Intimidate, Knowledge(Arcana), Knowledge(dungeoneering), Knowledge(local), Knowledge(religion), Linguistics, Profession, Sense Motive, Spellcraft

Level / Ability
1 / Channel Negative Energy 1d6, Channeling Feat
2 / Dread Grip or Reaper's Fingers
3 / Channel Negative Energy 2d6,Death Within or Death Without
4 / Bonus Spell, Cold Mind +2
5 / Channel Negative Energy 3d6
6 / Brush With Death or Dread Reach
7 / Channel Negative Energy 4d6
8 / Bonus Spell, Swell the Ranks +2, Master's Champion or Dark Talisman or Summon Familiar
9 / Channel Negative Energy 5d6, Swarm Form
10 / Cold Mind +4, Cold Eyes and Dead Ears, Swell the Ranks +4
11 / Channel Negative Energy 6d6
12 / Bonus Spell, Swell the Ranks +6
13 / Channel Negative Energy 7d6
14 / Swarm Form Teleport 3 times/day, Swell the Ranks +8
15 / Channel Negative Energy 8d6, Cold Mind +6
16 / Bonus Spell
17 / Channel Negative Energy 9d6
18 / Crafting Feat
19 / Channel Negative Energy 10d6
20 / Bonus Spell, Lich Ascension

Class Abilities:

Channel Negative Energy: The Dark Necromancer can channel negative energy as an evil cleric can, with two differences- she uses her Charisma modifier for any saving throws and number of times per day it can be used, and she may choose to affect herself with her channeled energy. The latter will become significant later.

Channeling feat- choose one at 1st level
1. Selective Channeling: The Dark Necromancer gains the Selective Channeling feat, assuming she can meet the prerequisites.

2. Control Undead: The Dark Necromancer gains the Control Undead feat, assuming she can meet all the prerequisites.

At 2nd level
Choose one
1. Dread Grip: The Dark Necromancer can secret a spell in their body for more potent use on their target later. Any necromancy spell that affects a single target (such as a ray spell) can be instead cast on the Necromancer. The spell has no immediate effect, but can be stored for a number of minutes equal to the Dark Necromancer's class level. If she has the Extend Spell feat, this turns into a number of hours equal to her class level. The spell remains dormant until the Necromancer makes bodily contact with the intended victim (such as a handshake, a kiss, a melee grab, or a grapple). As long as the spell has been "stored" for at least one full turn, the saving throw becomes one point higher. Storing it for a minute or more raises the saving throw by two points. If the spell is not discharged by the end of the duration, she suffers the effects unless she makes a fortitude saving throw of 10 + the spell's level, not counting any metamagic modifiers.

2. Reaper's Fingers: The Dark Necromancer's fingers become drawn, and the last bone of each digit lengthens to a point. The Dark Necromancer gains claws and immediately becomes proficient in them. They deal the same amount of damage as an unarmed strike, but she is considered armed while using them. She loses the use of her claws while wearing magical gloves or gauntlets. At 5th level, they become charged with death, allowing her do deal +4 points of negative energy damage with any weapon she wields. This becomes +8 damage at 10th level, and +12 damage at 15th level. She may choose not to deal this negative energy damage.

At 3rd level
Choose one
1. Death Within: The Dark Necromancer can temporarily infuse herself with the aspect of Death. During this time she gains +4 to resist mind-affecting effects, sleep effects, poisons, and negative energy effects, she gains DR of 5/bludgeoning and magic, and mindless undead ignore her unless she directly attacks them. She will have no pulse, cannot be made to Bleed, and does not need to breathe (but can if she wants to). She can also opt to look rotted or desiccated. This power can be activated 3 + her Charisma modifier times a day.
This power can be activated two ways; if activated as a swift action, it lasts for a number of turns equal to her class level. If activated using a minute-long ritual, it lasts a number of hours equal to her Charisma modifier, but this activation can only be done once a day and prevents any further use that day. It takes a similar one-minute ritual to end the effect prematurely.
The bonuses grow to +6 to resist and DR 10/bludgeoning and magic at level 10, and +8 to resist and DR 15/bludgeoning and magic at level 15. Note the bonus to resist doesn't stack with Cold Mind, it overlaps it.

2. Death Without: Undead are treated as their previous creature type with regards to how the Dark Necromancer's spells affect them. For example, a human zombie would be treated as a human, and therefore susceptible to Scare. A skeletal giant would count as a giant, a Dracolich would count as a dragon, etc.
They also gain a bonus spell at 7th and 9th Dark Necromancer levels.

Bonus Spells: The Dark Necromancer gains further knowledge of their chosen specialization at certain levels, and by expressing a desire to concentrate further, can learn even more. Bonus spells are taken from the necromancy school from either the cleric or sorcerer/wizard spell lists. (this ability is meant to enable you to gain non-core spells: Encyclopedia Arcane: Necromancy is a good source)

Cold Mind: Constantly dwelling on the mystic secrets of death affects the Dark Necromancer's thought patterns. They gain +2 to saving throws to resist mind-affecting effects and sleep effects. This bonus grows to +4 at 10th level, and +6 at 15th level. On a roleplaying note, she becomes more somber and matter-of-fact, with any humor most likely to be deadpan.

At 6th Level
Choose one
1. Brush With Death: Should the Dark Necromancer have taken the Death Within ability, they may pass it to a willing subject with a touch. That subject gains the abilities and attributes (including the optional withered appearance, chosen by the Necromancer).
Also, when the subject of Death Within takes negative energy damage, they are instead healed for one-quarter of the damage that would have been dealt.

2. Dread Reach: The Dark Necromancer gains a form of blindsight that can detect only living and undead targets. The Necromancer can only distinguish if the target is living or undead; constructs, oozes and equipment carried by the targets cannot be detected. The targets appear as semi-colorful silhouettes, and can be seen up to a range of 120'. Using this form of sight is a swift action, and turns the Necromancer's eyes black or dull grey. Spells that blind the necromancer have a 50% chance of negating this form of blindsight- blindfolds and shades have no effect. Deafness does not affect the blindsight.
By spending a spell slot one higher than the original, they can attempt to draw a line of effect to match their blindsight. This allows the spell to ignore cover and obscuring objects, but other living or unliving things will block the line of effect as normal.
They gain a bonus spell at 11th Dark Necromancer level.

At 8th Level
Choose one
1. Master's Champion: The Dark Necromancer may appoint any one undead under her sole control to be her champion. This undead must be controlled and either mindless or willing to be so appointed. This requires a touch and a quick incantation, but grants the undead many benefits. It loses any appetites or diet needs it previously had (such as a ghoul's hunger for flesh or a vampire's thirst for blood), but can still gain benefits from partaking (if any). It gains +1 to attack rolls (+1 per 3 levels of the Dark Nec.), the same in deflection modifier to AC, and 3 additional hit points per hit dice. These last until the Dark Necromancer withdraws the boon, appoints a new champion, or the undead is destroyed. The boon can be withdrawn at any time with a similar incantation (a free action).

2. Dark Talisman: The Dark Necromancer can form a potent talisman of Death. This can take many forms, from a mummified hand, a jar full of eyes, a scroll of skin, an etched chalice, a cursed mirror, all the way to a painted skull on a strap. By brandishing this talisman and reciting eldritch passages, the Dread Necromancer can amplify their spells. While maintaining concentration (a move action) to recite the passages, any spells cast will either be treated as though affected by Heighten Spell with no cost or it will heighten the caster level by 2 levels. Reciting the eldrich passages is necessary for the function of the talisman, but does not interfere with the verbal components of the spell.
Constructing this talisman is a very personal task, and can take hours or days depending on the item. Regardless of its type, materials worth around 100 gp and one day-long ritual to bind the item to the Dark Necromancer's aura are needed.
They also gain a bonus spell at 15th level.

3. Summon Familiar: As per wizard.

Swarm Form: The Dark Necromancer can break down their entire body into numerous small creatures, either blackbirds, rats, flies, worms or beetles. During this time, they cannot cast spells, wield weapons, wear armor or use class abilities. In all forms except blackbirds, they cannot communicate verbally. They have complete control over where the swarm moves and can interact with objects one size category smaller than their original body. The swarm is considered to have hit dice, hit points and saving throws equivalent to the Necromancer. The swarm can be attacked and dispersed; if this happens, the Dark Necromancer reforms in the square of the swarm at 0 hit points and dying. A swarm dispersed by nonlethal damage will reform once it recovers positive hit points once again.
While in this form they take on the properties of a Swarm. They can use movement speeds appropriate to their constituent beasts (burrow 10' for worms, fly 20' for beetles, fly 30' for flies and fly 40' for blackbirds) and can fit into any space small enough to permit a single animal, though exact passage time is GM prerogative. The swarm does not attack per se, but deals damage to creatures within the swarm as per the Bestiary entry for the Swarm subtype.
Assuming Swarm Form is a full-round action that provokes an attack of opportunity. They can assume swarm form for a total of their class level in minutes per day. These minutes do not need to be spent in one use.
At 14th level they can deliberately disperse the swarm to reform elsewhere as if casting teleport. This form of teleport has a d4 +2 round delay before arrival, during which the Dread Necromancer cannot be harmed physically and cannot perceive their surroundings except for their destination. They can do this up to three times per day.

Cold Eyes and Dead Ears: The Dark Necromancer can, at will, shift their consciousness into an undead thrall they control. They perceive the world as if their senses were located in the thrall's body (for those thralls with no ears, eyes, nose, skin or tongue such as skeletons). Their own body remains in a state of deep concentration, and is immobile and for all purposes helpless. While controlling the thrall, they can cast spells, verbally communicate as long as the thrall has a mouth (the magic enables the communication, the thrall's form is merely the focus), use class abilities appropriate to their thrall's form and make use of any supernatural attacks they have. They do not retain any magical item effects while controlling the thrall, however.
In combat, use the Necromancer's base attack bonus and the thrall's physical statistics. Should the thrall be attacked while the Necromancer is casting a spell, the spell can be disrupted as normal. Should the thrall suffer enough damage to destroy it, or another entity gain control of the thrall, the Necromancer is thrown back into their body and dazed for d4 rounds. Any attempts to gain control of the thrall become a contest against the Necromancer's caster level + Charisma modifier. The Necromancer suffers only one-quarter of the damage (max of one quarter, rounded down, of the thrall's max hit points) and none of the effects the thrall suffered.
Should the Necromancer's body come under attack, the Necromancer immediately knows this and feels any pain the attack causes. Any effects suffered by the necromancer's body are similarly experienced by the Necromancer while controlling the thrall (stunning, Bleeding, coup de grace, etc), though the body is immune to visual and auditory effects (their senses are elsewhere). If the Necromancer's body is destroyed or reduced to 0 hit points, the Necromancer's consciousness returns to their body and they suffer normal effects of the damage (up to and including death).
Cold Eyes and Dead Ears is initiated as a move-equivalent incantation. Ending it is a reflexive immediate action. It can be maintained as long as the Necromancer wishes.

Swell the Ranks: The Dark Necromancer's ability to control undead greatly surpasses that of others. While other casters are able to command 4 HD worth of undead per caster level, the Dark Necromancer adds this bonus to the number of hit dice per caster level they can control. So at 8th level, with Swell the Ranks + 2, the Dark Necromancer can control 6 HD worth of undead per caster level. At 10th level this grows to 8 HD per caster level, and at 12th level it grows to 10 HD per caster level. Finally, at level 14, it grows to 12 HD per caster level.

Crafting Feat: The Dark Necromancer gains the Craft Wondrous Items feat if she does not already have it. If she does, she gains another crafting feat of her choice she doesn't already have.

Lich Ascension: At the apex of her career, the Dark Necromancer tranforms into an undead creature. She gains the Senses, Armor Class, Hit Dice, Defensive abilities, ability modifiers and skills of the Lich template, and acquires the Undead subtype. She does not gain any of the Melee attacks or Special attacks of the Lich template.

Spell List::

Cantrips: Read Magic, Bleed, Detect Magic, Detect Undead, Disrupt Undead

1st level
Cause Fear, Chill Touch, Ray of Enfeeblement, Hide From Undead, Doom, Deathwatch, Detect Chaos/Evil/Good/Law

2nd level
Blindness/Deafness, Command Undead, False Life, Scare, Spectral Hand, Inflict Moderate Wounds, Remove Paralysis (for making fast zombies)

3rd level
Contagion, Halt Undead, Ray of Exhaustion, Vampiric Touch, Speak with Dead, Inflict Serious Wounds

4th level
Animate Dead, Bestow Curse, Enervation, Fear, Death Ward, Poison, Inflict Critical Wounds

5th level
Blight, Symbol of Pain, Waves of Fatigue, Slay Living, Inflict Light Wounds (Mass),

6th level
Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Harm, Inflict Moderate Wounds (Mass)

7th level
Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Inflict Serious Wounds (Mass)

8th level
Create Greater Undead, Horrid Wilting, Symbol of Death

9th level
Energy Drain, Soul Bind, Wail of the Banshee

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