TEXT: Just a Second #5: New Necromancy © 2019, 
  Legendary Games; Author Steven T. Helt,
  First publication September 2019. 
  Legendary Games
  524 SW 321st St. 
  Federal Way, WA 98023
  makeyourgamelegendary.com
  Just a second #4:        
  new necromancy
  The new Pathfinder Second Edition has a ton of customizable options, and 
  the Just a Second line gives you about a page of new rules content to 
  incorporate into your campaign. A set of feats, linked spells, clever magic 
  items, and so on. No fuss, no muss, just new ideas and mechanics for GMs 
  and players alike! 
  Follow Legendary Games on Facebook, follow us on Twitter, and check out our 
  website at www.makeyourgamelegendary.com.
  credits
   
  Author: Steven T. Helt
  Design AnD LAyout: Richard Kunz
  PubLisher: Jason Nelson
  executive PArtner: Neil Spicer
  business Director: Rachel Ventura
  
  Just a second 4: new necromancy
  Pathfinder Second Edition brings significant change to the way spells 
  and magic function. While the game offers many of our old favorites, 
  there’s still significant need for an expanded spell repertoire. Specialist 
  wizards who really want to focus on their arcane school need more 
  options to demonstrate discipline in their field, and nobody loves their 
  sinister secrets like necromancers do! 
  AniMAte DeAD 
   
   
   
  sPeLL 4
  Traditions arcane, divine, occult
  Cast 10 minutes
  Target 1 corpse
  You choose the corpse of a Medium or smaller creature. You create 
  a skeleton or zombie creature of level 2 or less. The spell creates an 
  empathic link between you and the created undead, allowing you to 
  give it simple mental commands. Once you cast the spell you sacrifice 
  a spell slot of the level you cast this spell at (including any heightened 
  levels) to power the undead creature’s connection to you and the 
  negative material plane. The undead creature lasts until you memorize 
  a new spell (or prepare the spell sot) in the sacrificed spell slot or until 
  the created creature is destroyed. A necromancer can memorize this 
  spell as a bonus spell form his school specialization and maintain the 
  spell by sacrificing his bonus spell slot.
  Heightened [6th level] As above, except you can animate a total number 
  of creature levels equal to your level, with no one creature being 
  higher level than the spell level you cast. This spell has a casting time 
  of 10 minutes per animated undead.
  Heightened [7th level] As 6th level above, except you can also animate 
  ghouls and wights.
  Heightened [8th level] As 7th level above.
  Heightened [9th level] As 8th level above, except that you can also 
  animate graveknights and mummies.
  boLster 
   
   
   
  cAntriP 1
  Traditions arcane, divine, occult
  Cast  somatic
  Range 30 feet
  Duration 1 minute
  You strengthen the necromantic power that animates a corpse. One 
  undead creature gains 5 temporary hit points. A creature can only 
  benefit from this spell once at any time. If you cast it on a creature that 
  still has temporary hit points from this spell, its temporary hit points 
  increase to 5 and the duration resets to 1 minute.
  Heightened [3rd level] Your target also gains resistance positive 5 and 
  the duration increases to 2 minutes.
  Heightened [5th level] Your target gains 5 temporary hit pints, resistance 
  positive 5, and gains a +1 status bonus on attack roles for 2 minutes.
  cAnoPic contingency  
   
  sPeLL 8
  Traditions arcane, occult
  Cast 1 hour material, somatic, verbal
  Duration see below
  You remove your own vital organs via magical surgery. Each organ 
  continues to pulse and writhe with its normal activity. While the spell is 
  in effect, you are immune to critical hits, precision damage, persistent 
  damage, and fatigue. If you recover from the dying condition you do 
  not counted as wounded. Finally, you do not take additional hit point 
  damage from critically failing a saving throw or similar check. When 
  you memorize spells, you can leave an 8th level spell slot uncast to keep 
  this spell in effect. The spell lasts until dispelled or until you memorize 
  a spell in canopic contingency’s place. When the spell ends, your 
  organs return to your body from any location and function normally, 
  even if damaged while being stored.
  DAMn eneMies 
   
   
  sPeLL 10
  Traditions arcane, divine, occult
  Cast  somatic, verbal
  Range 120 feet; Targets up to 6 living creatures
  Saving Throw simple Fortitude; Duration 1 minute
  Negative energy courses through the bodies of your targets. Each 
  target must attempt a Fortitude save when the spell is cast. On a failed 
  save, a target takes 3d8 persistent negative damage and gains doomed 
  1 as malevolent spirits attempt to control its body. If a target with the 
  doomed condition from any source dies within 120 feet of you its body 
  rises on the following round as an undead version of itself. The corpse 
  has the same physical ability scores as its deceased version, with an 
  additional +4 bonus to Strength. It has half the hit points of its donor 
  and the same proficiencies but cannot take reaction or use feats and 
  other class features. This creature obeys your mental commands and 
  attacks your enemies to the best of its abilities. Any undead created by 
  this spell collapse and become normal corpses when the spell expires. 
  Effects that would return an affected corpse to life don’t function until 
  the spell expires.
  enervAtion  
   
   
  sPeLL 4
  Traditions arcane, occult
  Cast  somatic, verbal
  Range 60 feet
  Saving Throw Fortitude
  You make a ranged spell attack against a living target’s touch AC. If you 
  hit, the subject makes a Fortitude save.
  Critical Success The spell has no effect.
  Success The target gains clumsy 1, drained 1, and enfeebled 1 for 1 hour.
  Failure The target gains clumsy 2, drained 2, and enfeebled 2. The value 
  of these conditions decreases by 1 each time the subject gets a full 
  night’s rest.
  Critical Failure As failure, and the subject gains doomed 1.
  Heightened [6th level] The values for the failure effect increase to 3.
  Heightened [8th level] The spell effects up to ten targets within range. You 
  make 1 attack roll and compare the result to each target’s touch AC.
  
  essence DrAin 
   
   
   
  sPeLL 9
  Traditions arcane, divine, occult
  Cast  somatic, verbal
  Range 60 feet; Targets 2 living targets
  Saving Throw Fortitude
  Negative energy erupts from inside your targets’ bodies, corrupting 
  both flesh and spirit. The more life force you erode from your enemies, 
  the more power you gain. The target attempts a Fortitude save when you 
  cast the spell and at the start of its turn the following two rounds.
  Success The target retains the drained condition from previous failed saves 
  but suffers no additional effects this round. You retain any benefits from 
  the spell gained as a result of failed saving throws against it.
  Failure The target gains drained 1. You gain a +2 status bonus on 
  saving throws for 1 minute so long as any target fails at least 1 save. 
  You gain 5 temporary hit points each time a target fails a saving 
  throw against this spell. These hit points last for 1 hour. Each day a 
  drained target gets a full night’s rest its drained value reduces by 1. 
  Critical Failure As Failure, except the target gains drained 2and you 
  also gain quickened 1 for 1 minute.
  rigor Mortis 
   
   
   
  sPeLL 5
  Traditions arcane, divine, occult
  Cast  somatic, verbal
  Range 120 feet; Target 1 living creature
  Save Fortitude
  Your target’s body exhibits the symptoms of recent death. The muscles 
  harden and atrophy, causing pain and restricting the target’s movement. 
  The level of discomfort depends on the subject’s saving throw.
  Critical Success The spell has no effect.
  Success The target is slowed 1 and clumsy 1 for 1 round.
  Failure The target is slowed 2 and clumsy 2. The value of these conditions 
  decreases by 1 each time the target gets a full night’s rest.
  Critical Failure The target takes 3d6 negative damage, is slowed 3 and 
  clumsy 3. The value of these conditions decreases by 1 each time the 
  target gets a full night’s rest.
  shADoW thieF 
   
   
   
  sPeLL 6
  Traditions arcane, occult
  Cast  somatic, verbal
  Range 30 feet; Target 1 living creature
  Saving Throw Will
  You invite an undead spirit to possess your target’s shadow. The shadow 
  attacks as a greater shadow (Pathfinder Bestiary (Second Edition)) until 
  destroyed or the spell expires. If the greater shadow kills your target, it 
  takes the victim’s shadow and returns to the Plane of Shadow.
  Critical Success The spell has no effect, but the target feels a cold chill 
  and is aware they were targeted.
  Success The greater shadow makes a single shadow hand attack before 
  disappearing.
  Failure The greater shadow makes one attack when you cast the spell, 
  then attacks for a full round before disappearing.
  Critical Failure As failure but the greater shadow uses its darkness 
  innate spell as a free action when you cast the spell and the shadow 
  attacks each round for 1 minute.
  tethereD souL 
   
   
   
  sPeLL 7
  Traditions arcane, divine, occult
  Cast  somatic, verbal
  Range 60 feet; Target 1 creature.
  Saving Throw simple Will
  The target’s soul remains in the same location the creature was 
  when it was affected by the spell. Whenever the target moves at all, a 
  translucent image representing its soul is visible as its physical body 
  partially separates. Each time the target attempts any action other than 
  remaining perfectly still it takes 3d6 mental damage. The target cannot 
  move from its position while the spell remains in effect.
     Each round the target can attempt to overcome the spell by moving 
  and attempting a new Will save. On a successful save the spell effect 
  ends and the target is immune for 1 hour. The target takes the mental 
  damage whether successful or not.
     This spell has no effect on constructs, mindless creatures, or creatures 
  with an Intelligence bonus of -5.
  
  LegaL
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  Just a Second 4: New Necromancy © 2019, 
  Legendary Games; Author: Steven T. Helt.
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