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LordofBones
Master of Realmslore

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Posted - 03 Aug 2018 :  03:13:19  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
[Pathfinder]

So, a new artifact, and a handy way of inserting new spells into your campaign.

VELSHAROON’S BLACK PAGES [Minor Artifact]

The crowned skull on the well-preserved leather cover of this enormous, bulky grimoire seems to smile sardonically, at times even laughing silently to itself. Each page is written in a spidery script, with meticulous notes in the margins describing the results of each spell – often on living targets, dispassionately and in great detail.
Protection Superior lock with arcane lock (DC 50), wail of the banshee (Fort DC 23)

Said to have been penned by the archnecromancer Velsharoon long before his ascension to the Faerunian pantheon, this enormous and valuable tome contains spells of his own design as well as other rare spells from the school of necromancy. Numerous other grimoires of his creation no doubt exist, scattered over the many lairs he maintained as a mortal.

9th – blightfire ray*, engulfing doom*, greater assume undead form*, myrkul’s spiritquench*, soul bind, transmute blood to acid, velsharoon’s palace of damnation*, velsharoon’s soulrend*, wail of the banshee;
8th – blackburst*, death clutch, horrid wilting, soul forge*, soulblast*, soulreaver, spectral gallows*, touch of the graveborn*, velsharoon’s death pact*, waves of infirmity*;
7th – avasculate*, caustic guillotine*, ethereal jaunt, finger of death, grim stalker, hungry darkness, shadow body, umbral strike, wall of torment*, waves of exhaustion;
6th – acid fog, assume undead form*, banshee blast, flesh wall, heartfreeze*, myrkul’s aura of decay*, undeath ward, unwilling shield, velsharoon’s uttercold*, wither limb;
5th – acidic spray, black spot, blood boil, fire snake, hungry pit, mass repair undead, myrkul’s withering hex*, night’s caress*, steal power, suffocation;
4th – animate dead, black tentacles, boneshatter, calcific touch, death knell aura, enervation, greater claw of velsharoon*, greater false life, myrkul’s hammer, wall of bone, wall of blindness/deafness;
3rd – accursed glare, create soul gem, deathwine, eldritch fever, excruciating deformation, gaseous form, gloomblind bolts, halt undead, necrostasis, vampiric touch, waves of blood;
2nd – blindness/deafness, boneshaker, command undead, crafter’s nightmare, defending bone, fleshcurdle, ghoul touch, sentry skull, spectral hand, stricken heart, true casting*;
1st – blood money, chill touch, claw of velsharoon*, detect secret doors, detect undead, grasping corpse, larloch’s minor drain*, midnight bolt*, murderous crow, ray of enfeeblement, ray of sickening.
Specialty Necromancy; Opposed Schools Illusion

Ebon Lore (Su) By infusing necrotic energy into your magic, you render it susceptible to your necromantic might. You can spend this boon as a free action to declare a damage-dealing non-necromancy spell to be ‘nycoptic magic’. Half the damage done by this spell results from negative energy, and this spell becomes a necromancy effect, and benefits from any abilities or feats that influence your necromancy spells and can be applied to the spell you cast (such as Spell Focus). In addition, this edition has notes and observations supposedly penned by Velsharoon himself, allowing you to prepare the following as arcane spells of the same level: deathwatch, harm, inflict critical wounds, speak with dead, velsharoon’s death pact.


NEW SPELLS

ASSUME UNDEAD FORM
School
necromancy and transmutation (polymorph); Level alchemist 6, magus 6, sorcerer/wizard 6 (Velsharoon)
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you wish to assume)
Range personal
Target you
Duration 1 minute/level

This spell functions as undead anatomy II save that unlike other spells of the polymorph subschool, you are allowed to assume the forms of undead that can be created through templates. However, you cannot create spawn even if the form you’ve taken has that ability.

ASSUME UNDEAD FORM, GREATER
School
necromancy and transmutation (polymorph); Level sorcerer/wizard 9 (Velsharoon)
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you wish to assume)
Range personal
Target you
Duration 1 minute/level

This spell functions as undead anatomy IV save that unlike other spells of the polymorph subschool, you are allowed to assume the forms of undead that can be created through templates. If you assume an incorporeal form, the duration is not changed. You otherwise obtain all that form’s special attacks, immunities, resistances and vulnerabilities. Any spawn you create are counted against the number of undead you can create through animate dead and similar spells.

AVASCULATE
School
necromancy [death, evil]; Level sorcerer/wizard 7, witch 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Target one creature
Duration instantaneous
Saving Throw Fort partial; Spell Resistance yes

You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood or other vital fluids through his skin. You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. The damage inflicted by this spell counts as bleed damage. On a successful Fortitude saving throw, the subject is not stunned.

BLACKBURST
School
necromancy [darkness]; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (coal ash)
Range long (400 ft. + 40 ft./level)
Area 80-ft.-radius burst
Duration instantaneous (see text)
Saving Throw Fortitude partial; see text; Spell Resistance yes

This spell produces a globe of utter blackness that explodes silently from a point you select. Creatures caught within the globe are nauseated for 1d4+1 rounds and take 1d6 points of damage per caster level (maximum 25d6). Half this damage is cold damage and half is negative energy damage, with a successful Fortitude save resulting in the creature being sickened for 1 round and reducing the damage by half. Undead creatures in the area of effect ignore cold damage from this spell and are not nauseated or sickened, even as the negative energy heals them of 1d6 points of damage per two caster levels (maximum 12d6). Blackburst dispels any light spells of lower than 9th level within its area.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

BLIGHTFIRE RAY
School
necromancy; Level cleric/oracle 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. +5 ft./2 levels)
Effect ray
Duration instantaneous/5 rounds; see text
Saving Throw Fortitude partial; see text; Spell Resistance yes

You shoot forth a flaming, night-black ray that strikes with an appalling and shadowy chill. A night-black flame begins to burn on the victim’s body. If the victim fails a Fortitude save, it suffers 4 points of Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being drained of an additional 4 points of Constitution per round. The caster gains 10 temporary hit points whenever it drains 4 points of Constitution. These temporary hit points last a maximum of 1 hour. If the victim is slain by blightfire ray, only icy fragments of the victim remain.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

CAUSTIC GUILLOTINE
School
evocation [acid]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a vial of acid)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Reflex half and Reflex partial, see text; Spell Resistance yes

You create a paper-thin sheet of pure, undiluted acid within the target’s space. The target suffers 2d6 points of acid damage per caster level, and suffers an additional amount of bleed damage equal to your caster level. A successful Reflex save halves the damage and negates the bleed damage.

Source: Advanced Arcana Volume V. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback.

CLAW OF VELSHAROON
School
necromancy [evil]; Level cleric/oracle 1, sorcerer/wizard 1 (Velsharoon)
Casting Time 1 standard action
Components V, S
Range touch
Targets one or more dismembered hands touched
Duration instantaneous
Saving Throw none; Spell Resistance no

You turn a dismembered hand into a crawling hand. The crawling hand can be made to follow you or stay in one area indefinitely. You can create one crawling hand per level, and the hand remains under your control indefinitely. Each crawling hand counts as 1 HD of undead against the normal limit of undead you can create and control.

CLAW OF VELSHAROON, GREATER
School
necromancy [evil]; Level cleric/oracle 4, sorcerer/wizard 4 (Velsharoon)

This spell functions as claw of velsharoon, except that you create giant crawling hands instead.

ENGULFING DOOM
School
necromancy; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (1,000 gp onyx)
Range medium (100 ft. + 10 ft./level)
Area 20 ft. radius emanation
Duration 1 round/level or until discharged
Saving Throw Reflex half; Spell Resistance yes

This spell summons forth a shrieking maelstrom of negative energy that completely fills the target area. Any living creature caught in the initial burst suffers 15d6 points of negative energy damage, though a successful Reflex save reduces this damage by half. For each creature in the area of effect that is killed by the engulfing doom, the radius of the emanation increases by 5 feet at the beginning of the following round and the damage caused increases by 1d6. If, for example, 3 targets are killed by the spell, at the beginning of the next round the radius increases by 15 feet, and the damage caused increases by 3d6 to cause a total of 19d6 hit points of damage to all creatures caught in the area of effect. The maximum damage this spell can cause in a given round is 25d6 hit points, but there is no maximum to the area of effect. If the spell fails to kill a creature the spell discharges. Undead creatures in the area are healed for half this amount of damage.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

HEARTFREEZE
School
necromancy [cold, death]; Level sorcerer/wizard 6, witch 7
Casting Time 1 standard action
Components V, S, M (a strip of dried humanoid sinew)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration three rounds, instantaneous, see text
Saving Throw Fort negates, Fort partial, see text; Spell Resistance yes

You slowly encase the target’s heart in black ice. The target receives a Fortitude save every round to negate the effect. If this save is failed, the creature becomes fatigued the first round of the spell. On the second round of the spell, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fortitude save. Creatures that fail the first save but succeed at the second remain exhausted and take 1d8 points of cold damage per four caster levels.

A character attempting to save the victim of a heartfreeze spell must use a healing spell or effect on the victim as well as succeed on a caster level check, otherwise the victim will succumb to the heartfreeze and die.

LARLOCH’S MINOR DRAIN
School
necromancy; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a fang from a bat)
Range close (25 ft. + 5 ft./level)
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance yes

A red-black ray springs from your pointing fingertip. You must succeed on a ranged touch attack roll to hit a target. You deal 1d4 negative energy damage every two caster levels (to a maximum of 5d4 at 9th caster level) to the subject and are healed by the amount of damage done. If you are already at maximum hit points, then you gain temporary hit points equal to the damage dealt. A successful saving throw halves the damage.

MIDNIGHT BOLT
School
necromancy; Level cleric/oracle 1, druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a stone that has spent the night beneath a full moon)
Range close (25 ft. + 5 ft./level)
Duration Instantaneous
Saving Throw none; Spell Resistance yes

This spell causes a ray of necromantic energy to fly from the caster's hand at a target. The blast draws its power from the powers of darkness and night, and so is more effective when the sun is down. During the day, between sunrise and sunset, the bolt deals 1d6 points of negative energy damage on a successful hit (maximum 5d6 at 10th level). At night, however, between sunrise and sunset, it deals 1d8 points of negative energy damage per caster level (maximum 5d8 at 5th Ievel).

A midnight bolt has no effect on undead creatures or constructs.

Source: Advanced Arcana Volume II. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback.

MYRKUL’S AURA OF DECAY
School
necromancy [evil]; Level cleric/oracle 6, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, M/DF (a mummified rat)
Range 30 ft.
Target 30-ft. radius, centered on you
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes

You fill the area around you with a suffocating red light, which draws upon the powers of death and decay, and causes nearby creatures, both living and dead, to begin to fall apart. For the duration of the spell, you are surrounded by a 30-foot aura of death which causes living creatures that enter the area or begin their turn within the aura to succeed on a Fortitude save or suffer 1 point of Constitution damage. Corpses and lifeless plants within the area decay, immediately disintegrating into powder if they fail their Fortitude save. Undead creatures that enter the area or begin their turn within the aura also wither away quickly, losing 1 point of Strength and Dexterity on a failed saving throw.

Source: Advanced Arcana Volume V. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback. Note: this spell appeared as Sorvithal’s Aura of Decay. Adapted for use in the Forgotten Realms Campaign Setting.

MYRKUL’S SPIRITQUENCH
School
necromancy [death, evil]; Level cleric/oracle 9, sorcerer/wizard 9 (Myrkul)
Casting Time 1 standard action
Components V, S, M/DF (a miniature scythe made of ebony with a silver blade worth at least 1,000 gp)
Range close (25 ft. + 5 ft./2 levels).
Target one living creature
Duration instantaneous, one round/level; see text
Saving Throw Fortitude partial; Spell Resistance yes

Creation of this spell was attributed to the Lord of Bones during his years as a mortal necromancer and had since spread to the highest-ranking spellcasters of his clergy in the years before his destruction atop Blackstaff Tower. Knowledge of this spell was thought lost with the death of Myrkul but has since been rediscovered by adventuring necromancers.

With a single gesture from your bone-white hand, you slay a single living target within range if he fails a Fortitude save. If the target succeeds, he suffers 1d6 points of negative energy damage per two caster levels to a maximum of 10d6 at caster level 20th. If the target dies, his corpse is infused with negative energy and he becomes a puppet under your control. He gains the Juju Zombie template and his hit points are fully restored. At the end of the spell’s duration, the juju zombie is treated as though it were created by the animate dead spell (meaning that you can only continue to control it if the sum of the juju zombie’s Hit Dice plus the total Hit Dice of all undead you control that were created by animate dead is less than four times your caster level).

If you are unable to control the juju zombie at the end of the spell’s duration, you may either choose to cease animating it (in which case it falls lifeless to the ground), or to release it (in which case it becomes free to act as it pleases). In either case, the target’s memories of its previous life are vague at best, and such creatures rarely remember their enmity to you.

If the juju zombie is slain, the target’s soul is immediately condemned to the Gray Waste. Any attempt to raise or resurrect the target must be made after a successful miracle or wish restores the target’s soul.

NIGHT’S CARESS
School
necromancy; Level magus 6, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range touch
Duration instantaneous
Saving Throw Fort partial; Spell Resistance yes

You cloak your hand in complete darkness which disrupts the life force of a living creature. Your touch deals 1d6 points of damage per caster level (maximum 15d6) and 1d6 points of Constitution damage +1 per five caster levels. (A successful Fortitude saving throw negates the Constitution damage.) The spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1 round per caster level.

SOUL FORGE
School
necromancy (evil); Level cleric 8, psychic 7, sorcerer/wizard 8, witch 7
Casting Time 1 standard action
Components V, S, M/DF (beak of a parrot)
Range close (25 ft. + 5ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

You sever off of a piece of a creature’s soul and graft it onto your own. The target gains 1d4 negative levels and you gain a bonus on attack rolls, saving throws, and skill and ability checks equal to the number of negative levels lost by the target, as well as a number of temporary hit points equal to 10 x the number of negative levels lost by the target. Additionally, you learn which feats the target has, and may choose a single feat from among them. For the spell’s duration, the target loses access to that feat, and you gain access to that feat, even if you would not normally qualify for it.

Source: A Necromancer’s Almanac 2015. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback.

SOULBLAST
School
necromancy [evil]; Level cleric 8, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, M (one soul)
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

A bolt of black, coruscating energy extends from your fingertip, striking the target unerringly and causing him to wither and rot with extreme rapidity. The target gains one permanent negative level per two Hit Dice of the soul used to cast the spell. If the target succeeds on a Fortitude save, then half of these negative levels are temporary negative levels, instead. Negative levels imposed by this spell cannot be removed by spells that are normally able to remove negative levels, such as restoration. A wish or miracle spell can remove all negative levels imposed by this spell, provided that the caster succeed on a caster level check (DC 10 + the Hit Dice of the soul used to cast the spell).

Source: A Necromancer’s Almanac 2013. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback.

SPECTRAL GALLOWS
School
conjuration [creation]; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (a thin golden chain worth at least 100 gp, painted black)
Range medium (100 ft. + 10 ft./level)
Area 30 ft. radius spread
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes

This spell calls forth invisible tentacles that encircle the necks of creatures in the affected area in an attempt to choke the life from them. Creatures that fail their Reflex save immediately suffer 1d8 hit points of damage per level of the caster (maximum 20d8) and are considered pinned. If attempting to escape or break a pin, assume that the tentacles have CMB equal to 10 + your caster level + your relevant caster ability modifier. The tentacles continue their pins each round, causing 1d3 points of Constitution damage each round as they strangle the life from their targets. The tentacles will attempt to grapple any free opponents in the area each round with the same bonus as grapple attempts, though initial grapple attacks only deal 1d8 points of damage and pin the opponent. In following rounds, however, 1d3 points of Constitution damage will be dealt if the opponent has not broken free.

Undead, constructs and other creatures that have no respiratory system or heads are still constricted by the tentacles and are considered pinned until they break free. These creatures suffer only 1d4 hit points of damage per level of the caster when they are initially pinned and an additional 1d4 hit points of constriction damage each round thereafter. When a creature escapes a tentacle’s pin or the duration of the spell ends, releasing the creature, it is considered stunned for one round while it attempts to catch its breath or regain its balance.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

TOUCH OF THE GRAVEBORN
School
necromancy; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous/1 round per level; see text
Saving Throw Fortitude partial, Will negates; Spell Resistance yes

Your melee touch attacks channel negative energy that disrupts the life force of living creatures, dealing 10d6 points of damage. You can use this melee touch attack up to one time per three levels. Any target that has one or more negative levels also takes 1d6 points of Strength drain; a successful Fortitude save negates this secondary effect.

An undead creature you touch takes no damage or Strength drain, but it must make a successful Will save or be controlled by you (as if you had cast control undead) for 1 round per level. You can't control more than one undead creature in this fashion (a second use frees the first controlled undead), and any undead with HD of more than twice your caster level is unaffected.

TRUE CASTING
School
divination; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V
Range personal
Target you
Duration see text

You gain temporary, intuitive insight into the immediate future that assists with your spell casting against a singular opponent. Your next spell that targets a single creature (if it is made before the end of the next round) gains a +1 insight bonus to the save DC. If that creature successfully saves, your next spell that targets that same creature and only that creature (if it is made before the end of the following round) gains a +2 insight bonus to the save DC. This process continues until your insight bonus reaches its maximum of +5, you fail to cast a spell targeting the same singular creature in each following round, or the target creature fails a saving throw.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

VELSHAROON’S DEATH PACT
School
necromancy; Level cleric/oracle 9, shaman 9, sorcerer/wizard 9 (Velsharoon)
Casting Time 1 standard action
Components V, S, M (seven drops of the caster’s blood and an onyx worth 10,000 gp cut into a hexagon)
Range personal
Target you
Duration 1 day/level
Saving Throw none (harmless); Spell Resistance no

You bind your soul to a place of your choice, usually a private sanctum or allied temple. Hereafter, if you are ever brought to 0 hit points or less, you are immediately recalled to the place you are bound to as though by word of recall. There, you gain the benefits of resurrection (if you are dead), have all negative or debilitating spell effects purged as though by greater dispel magic, and have severed or amputated body parts regenerated. You lose 2 points of Constitution for as long as the death pact is active and regain them when it is discharged.

If you are an undead creature, you are recalled to the location of your bound soul if you are targeted by an attack that would bring you to 0 hit points, and gain the benefits of a harm spell in addition to the spell’s other beneficial effects. You do not need to pay the blood material component unless you are capable of bleeding, such as through being a vampire.

VELSHAROON’S PALACE OF DAMNATION
School
necromancy; Level cleric/oracle 9, sorcerer/wizard 9, witch 9
Casting Time 1 standard action
Components V, S, M (skull made from basalt)
Range 30 ft.
Effect 30-ft. emanation centered on you.
Duration 1 round/level
Saving Throw Will negates, Fortitude partial, see text; Spell Resistance yes

You surround yourself with an aura of doom which weakens all who approach you and allows you to fill the very air with death. Any creature that enters or begins its turn in the spell’s area suffers a -6 morale penalty on attack rolls and weapon damage rolls for the spell’s duration, even if he leaves the spell’s area during that time. A successful Will save negates the effect, and renders the creature immune to this effect even if they leave the spell’s area and re-enter it.

Interactive: As a standard action, you can concentrate on the spell in order to unleash a wave of life-draining energy. This inflicts 4 points of damage per caster level to each creature within the spell’s area. A successful Fortitude save halves this damage. If a creature is killed as a result of this damage, you gain a number of temporary hit points equal to twice the creature’s Hit Dice.

Source: Advanced Arcana Volume V. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback. Note: this spell appeared as Sorvithal’s Palace of Damnation. Adapted for use in the Forgotten Realms Campaign Setting.

VELSHAROON’S SOULREND
School
necromancy [death]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (a handful of scales taken from a black emperor cobra and a crushed vampire’s tooth)
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature per two caster levels
Duration one round per caster level
Saving Throw Fortitude partial; Spell Resistance yes

This terrifying spell was created by the necromancer Velsharoon long before he rose to become the Lord of Necromancy, and only a few scrolls are known to exist. When you cast velsharoon's soulrend, writhing tendrils burst from the tip of your pointing finger and take the form of night-black serpents with glowing crimson eyes that are visible only to you and your target. The serpents constrict around the targets of the soulrend, and begin attempting to swallow the spell’s victims head-first.

The target can attempt to resist this spell’s effects with a Fortitude save-if he succeeds, he suffers 1d6 points of Constitution damage and is merely exhausted for 1 round. If the target fails, the serpent begins to constrict its coils. On the target’s next turn, he suffers 1d6 points of Constitution drain. One round later, the target suffers 2d6 points of Constitution drain. One round after that, the target dies regardless of his Constitution score. Each round, the target can delay that round’s effects from occurring by making a successful Fortitude save, but the spell continues for its listed duration, and each time a target fails his Fortitude save, he moves one step further along the track to death. The target dies anyway if his Constitution score reaches 0.

The serpents created by the spell are invisible to anyone except the caster and the target. For every round the victim fails his or her saving throw, the serpent engulfs more of the victim’s body until he dies, whereupon the serpent seems to swallow him whole and returns to the caster before vanishing, leaving only the victim’s body behind. This has no other effect outside of being rather unnerving to witness.

If prepared or cast with the Thanatopic Spell metamagic feat, this spell deals Charisma drain instead of Constitution drain.

VELSHAROON’S UTTERCOLD
School
necromancy (cold); Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a chunk of black ice)
Range long (400 ft. + 40 ft./level)
Area 20 ft. radius spread
Duration instantaneous, one round per four caster levels
Saving Throw Ref half, Fort partial; Spell Resistance yes

Created by the necromancer Velsharoon before his ascension to godhood, this spell is otherwise identical in all respects to the fireball spell, with the following changes:

First, you deal 1d6 points of damage per caster level (to a maximum of 15d6 at caster level 15th). Half of this is cold damage, the other half is negative energy damage. A Reflex save halves the damage.

Second, any creature within the area must additionally make a Fortitude save or have the chill of the grave seep into their bones. A creature that fails its save is paralyzed and frozen in place for one round per two caster levels. On a successful Fortitude save, they suffer half movement rate and a -2 penalty to attack rolls, damage rolls and armor class for one round.

In addition, the flames generated by an uttercold spell are blue-black.

WALL OF TORMENT
School
necromancy; Level cleric/oracle 7, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect an invisible plane up to 20 ft. long/caster level or a ring with a radius of up to 5 ft./2 caster levels; either form 40 ft. high
Duration concentration + 1 round/level
Saving Throw Fortitude partial; see text; Spell Resistance yes

An immobile, invisible, intangible plane of pure pain springs into existence. The wall of torment deals 2d6 points of Dexterity damage and 2d6 points of Strength damage to any creature passing through it, and such creatures additionally take a –4 morale penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for the duration of the spell (or until the effect is dispelled). If you create the wall in a creature’s space, the creature takes damage as if it passed through the wall. A successful save negates the damage and reduces the morale penalties to –2.

See invisibility and similar effects reveal the wall to be composed of turbulent energy.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

WAVES OF INFIRMITY
School
necromancy; Level cleric/oracle 8, sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

Drawing upon the lethal arcane energies of the grave, this spell brings into existence a horrid stream of negative energy. The subjects suffer 3d6 points of Constitution damage. The victims’ Constitution scores cannot drop below 1. A successful save reduces the damage to 2 points of Constitution damage and the subject is immune to further effects from this spell for 24 hours.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

Edited by - LordofBones on 03 Aug 2018 03:15:26

Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 03 Aug 2018 :  04:09:56  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Very cool. Good work.
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