Description and History
Nithanul is ummune to normal weapons and requires a +1 or better weapon to
hit, by him touching or being touched causes 1d10 damage to whatever is touching him (aura
of cold) and a save vs paralyse or be immobile until dispelled. Immune to charm,
sleep, enfeeblement, polymorph, cold, electricity, insanity, fear, command, friends,
hypontism, forget, hold person, ray of enfeeblement, scare, cause fear, charm monster,
confusion, emotion, fumble, suggestion, chaos, feeblemind, hold monster, magic jar, quest,
and death spells. Regeneration of 4HP per round.
He gains a +4 to hit aside from strength, weapon, and proficency
bonuses. AC = -3 Magic Resistance of 25% any successful unarmed attack made by him causes
a deadly mummy rot disease to take affect and the victim will die in 1d3 days if
not cured (see mummy rot). He can also cause fear with in any creature
within 10' of him who he directly looks into his eyes (save vs fear with a -4 penalty or
run away in terror).
He can also specialize in any weapon of his
choosing and he can wear any armor and cast wizard spells (spells and magic supplement)
but cannot cast wizard spells with a sword. He also takes 1/2 damage from any weapon that
could hurt him (this applies to weapons only).
After killing millions in his conquest to take
over Faerun, Nithanul was forced to fight several avatars, demi-gods, lesser gods, greater
gods, and powerful heroes of the Realms in order to complete his goal of ruling all of the
Forgotten Realms. After Destroying all of his enemies (as listed above) the powerful god
known as Ao sent Nithanul to the Domains of Dread (better known as the Ravenloft campaign
setting). It was in Ravenloft where Nithanul gained far more power than he ever could in
Faerun. It was here, where he made a special elixir that would turn him into a very
powerful being known as a lich. But this elixir he made was not the normal potion or
formula used to turn one into a lich (see Monstrous Manual I, II, or Monstuous
Compendium for more info) he tweeked it. He added some rather unique components and
spells in order to not just turn him into a lich but a combination Lich \ Death Knight \
Vampire \ Mummy \ Abashi. With some divine help (the DM and his deity) he was turned into
a unique form of lich (combination lich \ greater mummy) with only powers and limitations
of both however. He became a unique form of undead. With his new found abilities it did
not take him long to attract the attention of the dark powers (see Domains of Dread
source book for more info). The dark powers granted him even more abilities but twisted
his mind into turning against all of creation. After escaping Ravenloft (by means of a
wierd machine created by some hag) he returned to Faerun this time not in hopes of
conquering it but this time bent on its total destruction. Nithanul created a very
powerful form of Tarrasque using remains of one he had slain. This new Tarrasque he called
the Paragon Tarrasque which was more powerful than he was!
The Paragon Tarrasque ended up Destroying Faerun (for it was near impossible for any
mortal to kill and impossible to be killed by any god). Because of Nithanul's evil ways,
he was transported back to Ravenloft and was given his own little pocket domain that
resembled Faerun in every aspect but the irony the dark powers bestowed upon him (or curse
as other player's and DM's call it) was that no matter how powerful he was he could never
quite rule or destroy Faerun thus putting him in his own private Hell.... For Now!
Supporting Spells and
Armor: With this ability, a wizard may ignore the normal restriction
against using armor, in this case he can wear any armor but not use a shield.
Bonus Spells: A wizard with this ability increases the number of
spells of each level that he can memorize by one. The bonus spell can be any spell the
wizard can cast.
Casting time reduction: Spells cast by the wizard are unusually
swift and have a casting time of 1 less than normal. The wizard may accelerate all spells
Enhanced spell duration: Non-instantaneous spells cast by the
wizard last an additional time unit (round, hour, day,etc.) per two levels. The exact time
unit depends on the normal duration of the spell. This applies to all of the wizards
Improved Hit Die: The wizard uses a D8 instead of a D4 for a Hit
No Components: With this talent, a wizard may designate one
spell of each level as a spell that requires no mmaterial components. The wizard may
select spells from any school but no spells from the schools of alchemy or arrtifice for
Range Increase: All ranged spells from all schools known to the
wizard have their range increased by 50%.
Thief Ability: A wizard with this talent possesses one thief
ability of his choice. (note: Backstab is counted as a thief ability). For
addition point spendage he may shoose another thief ability. Modifiers for race, armor
worn, and exceptional Dexteriry score all apply.
Weapon Selection: The wizard is completely unrestricted in his
choice of weapons and may gain proficiency in any weapon she spends a slot to learn.
Weapon Specialization: With this power, the wizard gains the
ability to specialize in a weapon.
Lay on the Hands: Cures 2HP per level of the caster.