Post by StoryTeller on Jan 22, 2006 6:42:31 GMT
Gaze of Night (Necromancy) o
Range: 30 feet
Components: V, S
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
This is the most powerful spell created by Slithtrin. When casted, the wizard need only to look at his chosen prey, which can be as many creatures as the caster's level. All those creatures over 7th level must roll a saving throw verse spell with a -4 penalty, while those of 12th level or higher roll an unmodified saving throw. Those below 7th level get no saving throw. Those who succeed their rolls receive 5d6 points of damage and are stunned for 1d4 rounds, but otherwise unharmed. Those who fail, or those below 7th level will have their alignment immediately switched to chaotic
evil, their bodies turned into a Wight in 1d6 rounds, and attack the nearest creature (other than the caster). The hunger and hatred of these newly
undead will be insatiable, and the creatures continue to attack until all unaffected creatures are dead, or until the caster commands them to
halt.The caster of the spell has limited control over the Wights, and can give them simple commands. The Wights stay with the caster until their
destruction, or until the caster dies. If the latter case happens, the Wights will usually stay in the caster's home or near to it to lair.
The Wights are in all respects normal Wights who are loyal to the wizard that created them. When in his presence, they have no fear, cannot be
turned, and cannot be controlled by another (even if that wizard is using a control undead spell). They also cannot be destroyed by a dispel evil or
holy word spell while in their master's presence. Nothing short of a Wish casted by a wizard of 16th level of higher can bring them back to their
normal selves, but they must roll a system shock roll or die from the transformation. When casting the spell,the wizard can affect any creature
with the parameters above, but someone surrounded by a Negative Plane Protection spell gains a +4 bonus, and any creature from the Upper Planes is immune.This is the most powerful spell created by Slithtrin. When casted, the wizard need only to look at his chosen prey, which can be as many creatures as the caster's level. All those creatures over 7th level must roll a saving throw verse spell with a -4 penalty, while those of 12th level or higher roll an unmodified saving throw. Those below 7th level get no saving throw. Those who succeed their rolls receive 5d6 points of damage and are stunned for 1d4 rounds, but otherwise unharmed. Those who fail, or those
below 7th level will have their alignment immediately switched to chaotic evil, their bodies turned into a Wight in 1d6 rounds, and attack the nearest creature (other than the caster). The hunger and hatred of these newly undead will be insatiable, and the creatures continue to attack until all unaffected creatures are dead, or until the caster commands them to halt.The caster of the spell has limited control over the Wights, and can
give them simple commands. The Wights stay with the caster until their destruction, or until the caster dies. If the latter case happens, the Wights
will usually stay in the caster's home or near to it to lair.
The Wights are in all respects normal Wights who are loyal to the wizard that created them. When in his presence, they have no fear, cannot be turned, and cannot be controlled by another (even if that wizard is using a Control Undead spell).
Genocide (Evocation, Necromancy) o
Range: 5 yards per level
Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: 20-foot radius sphere
Saving Throw: Special
This spell allows the wizard to kill one or more creatures of the same species: the wizard chooses a creature as the initial target for the spell, and after the incantations are complete, a black bolt shoots
forth from the wizard's finger towards the chosen target. If this creature makes its saving throw versus spell at -2 (or if it has 15 or more Hit Dice) there is no effect and the spell terminates.
If the saving throw of the initial target fails, the creature dies, and the spell continues as follows: if there are no more creatures of the same species within the area of effect, the spell ends at this point.
Otherwise, the bolt will continue jumping to other targets. The bolt jumps randomly from one target to the next; range is not a consideration - as long as the target is in the area of effect, and it is of the
appropriate race, it may be hit by the bolt. Each creature that is hit with the bolt must make a successful saving throw versus spell (with no
modifiers) or die.
This spell will affect a number of Hit Dice equal to: 10 HD + 1 HD per level of the wizard (the number of creatures is not a factor). The spell will terminate when one or more of the following occurs: the Hit Dice limit is exceeded, there are no more potential targets in the area of effect, or the bolt strikes a target with more than 15 HD (such a
creature is unaffected by this spell). Each target hit with the bolt counts towards the Hit Dice limit, whether its saving throw was successful or not.
The bolt will never jump to a creature of a different species, or to one that has already been hit (whether living or dead). Any creature with
more Hit Dice than the original target will not be affected by the bolt, but its number of Hit Dice is still counted towards the Hit Dice limit of the spell. If a target's Hit Dice would exceed the limit of the
spell, it is not affected (and the spell terminates).
The bolt will never jump back to the wizard; in addition, the wizard may choose individuals to be unaffected by the spell simply by naming them
as part of the incantations (usually used to avoid killing friends or allies).
Note that some races are closely related, but are not considered identical species for purposes of this spell (i.e. goblinkind).
"Half-breeds" will be affected by this spell if either of their parent-race is targeted, as well as when the cross-breed is specifically targeted. However, if a parent-race is named as the target, a half-breed
of that race earns a +2 to its saving throw. For example, a half-elf is affected normally if half-elves are named as the target of this spell.
They would also be affected if either humans or elves were targeted, although they would gain a +2 to their saving throws in the latter two cases.
After this spell is cast, the wizard must make a successful system shock roll or fall unconscious for 1d10 rounds. Note that the DM may wish to inflict other penalties on the wizard due to loss of blood (see material components below), especially if the spell is cast more than once is a short period of time.
The material components of this spell are a pint of the wizard's blood and a figurine or statuette of the race to be targeted. The blood is consumed at the time of the casting, and the figurine is also destroyed, unless the wizard makes a successful saving throw versus spell.
Golem (Necromancy) ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One statue
Saving Throw: None
This spell animates a statue as a particular type of golem with standard golem statistics. An iron statue becomes an Iron Golem, a stone statue becomes a Stone Golem etc. Statue types which do not have accompanying golem types (Gold, Platinum etc.) leaves the DM plenty of Leeway with regard to the golem's capabilities.
The material component is rainwater from a thunderstorm and dust from a Manual of Golems ( Ravenloft version will work as well ). The Manual of Golems had to be never be used (the caster must have burned it or be sure it was never used). If it was used and burned as a result of this, the golem will be free – willed and it’ll try to kill the caster at once.
Hellfire (Necromancy) o
Range: 300 miles
Components: V, S
Duration: Special
Casting Time: 9
Area of Effect: One person
Saving Throw: None
The victim of a hellfire spell bursts into flame. Damage from the spell is 2d4 per round until the victim falls to 0 HP. At that point, the damage becomes even more severe, being 1 energy level per round. If all energy levels are drained, then the victim becomes a half-Strength wraith under the control of the caster. There are several ways to stop
or extinguish a hellfire: Wish, Limited Wish, and Remove Curse; Limited Wish and Bless; or Remove Curse, Bless, and any cold- or ice-related
spell or attack capable of inflicting 6d6 or more HP of cold damage.
Note that resistance or immunity to fire reduces hellfire damage to 1d4 per round but does not slow the energy drain once it begins. Victims take no cold damage while under the effect of a hellfire spell.
Hollitt's Enslaving Spirit Entrapment (Conjuration/Summoning, Necromancy) ƒ
Range: Special
Components: V, S, M
Duration: Permanent until broken
Casting Time: Special
Area of Effect: One human or demi-human
Saving Throw: Negates
This evil spell is a variation of the Trap the Soul spell. It forces the soul of the victim (not the body) into a previously prepared gemstone. The victim loses all of his self-will. He will follow the commands of the last person to touch the gemstone.
The victim is not dead, but neither is he alive. As long as his soul is in the gem, his body will not age. He will continue to function until completely dismembered. In effect, he has double the normal amount of hit points. However, the damage must actually harm to body (i.e. electricity could burn and blow the body apart, but cold could only slow it down). Piercing weapons cause only half damage, and no magic affecting the life force or the mind will work on such a victim. The spell's recipient keeps his combat skills as in "life" (i.e. THAC0, specializations, Backstab, etc.). However, he cannot use any psionics or magic. He no longer eats, sleeps, breathes, or even heals (only a Wish can recover lost hit points). He can still speak in any language known.
To cast this spell, the wizard must have a gem worth 1,000 gp per level or HD of the victim. The gem must be enchanted with an Enchant an Item spell, followed by an Energy Drain spell, and then a Limited or Full Wish. The intended victim's name must be engraved upon the gem as well. The spell must be cast on the night of the victim's birthday and the gem must be soaking in the blood of the caster and the victim. The actual ritual takes a full hour to complete and cannot be interupted or both caster and victim die (save vs. death). At the end of the hour, the victim must make a System Shock roll. If it fails, he dies with no chance of resurrection. If it succeeds, the soul is sucked into the gemstone.
To return a character's life force, the gem must be powdered and consumed by the victim. When this occurs, he must make a second System Shock roll. If successful, his soul returns to his body. If not, he dies. If his body has taken more damage than he normally has hit points, he dies as well.
There is no limit to the number of slaves a character may have at any one time, but there is no telepathic link between master and slave. A slave retains full Wisdom and Intelligence, just no will. He will do as instructed to the best of his abilities. Original ideas and plans must come from the master.
Range: 30 feet
Components: V, S
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
This is the most powerful spell created by Slithtrin. When casted, the wizard need only to look at his chosen prey, which can be as many creatures as the caster's level. All those creatures over 7th level must roll a saving throw verse spell with a -4 penalty, while those of 12th level or higher roll an unmodified saving throw. Those below 7th level get no saving throw. Those who succeed their rolls receive 5d6 points of damage and are stunned for 1d4 rounds, but otherwise unharmed. Those who fail, or those below 7th level will have their alignment immediately switched to chaotic
evil, their bodies turned into a Wight in 1d6 rounds, and attack the nearest creature (other than the caster). The hunger and hatred of these newly
undead will be insatiable, and the creatures continue to attack until all unaffected creatures are dead, or until the caster commands them to
halt.The caster of the spell has limited control over the Wights, and can give them simple commands. The Wights stay with the caster until their
destruction, or until the caster dies. If the latter case happens, the Wights will usually stay in the caster's home or near to it to lair.
The Wights are in all respects normal Wights who are loyal to the wizard that created them. When in his presence, they have no fear, cannot be
turned, and cannot be controlled by another (even if that wizard is using a control undead spell). They also cannot be destroyed by a dispel evil or
holy word spell while in their master's presence. Nothing short of a Wish casted by a wizard of 16th level of higher can bring them back to their
normal selves, but they must roll a system shock roll or die from the transformation. When casting the spell,the wizard can affect any creature
with the parameters above, but someone surrounded by a Negative Plane Protection spell gains a +4 bonus, and any creature from the Upper Planes is immune.This is the most powerful spell created by Slithtrin. When casted, the wizard need only to look at his chosen prey, which can be as many creatures as the caster's level. All those creatures over 7th level must roll a saving throw verse spell with a -4 penalty, while those of 12th level or higher roll an unmodified saving throw. Those below 7th level get no saving throw. Those who succeed their rolls receive 5d6 points of damage and are stunned for 1d4 rounds, but otherwise unharmed. Those who fail, or those
below 7th level will have their alignment immediately switched to chaotic evil, their bodies turned into a Wight in 1d6 rounds, and attack the nearest creature (other than the caster). The hunger and hatred of these newly undead will be insatiable, and the creatures continue to attack until all unaffected creatures are dead, or until the caster commands them to halt.The caster of the spell has limited control over the Wights, and can
give them simple commands. The Wights stay with the caster until their destruction, or until the caster dies. If the latter case happens, the Wights
will usually stay in the caster's home or near to it to lair.
The Wights are in all respects normal Wights who are loyal to the wizard that created them. When in his presence, they have no fear, cannot be turned, and cannot be controlled by another (even if that wizard is using a Control Undead spell).
Genocide (Evocation, Necromancy) o
Range: 5 yards per level
Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: 20-foot radius sphere
Saving Throw: Special
This spell allows the wizard to kill one or more creatures of the same species: the wizard chooses a creature as the initial target for the spell, and after the incantations are complete, a black bolt shoots
forth from the wizard's finger towards the chosen target. If this creature makes its saving throw versus spell at -2 (or if it has 15 or more Hit Dice) there is no effect and the spell terminates.
If the saving throw of the initial target fails, the creature dies, and the spell continues as follows: if there are no more creatures of the same species within the area of effect, the spell ends at this point.
Otherwise, the bolt will continue jumping to other targets. The bolt jumps randomly from one target to the next; range is not a consideration - as long as the target is in the area of effect, and it is of the
appropriate race, it may be hit by the bolt. Each creature that is hit with the bolt must make a successful saving throw versus spell (with no
modifiers) or die.
This spell will affect a number of Hit Dice equal to: 10 HD + 1 HD per level of the wizard (the number of creatures is not a factor). The spell will terminate when one or more of the following occurs: the Hit Dice limit is exceeded, there are no more potential targets in the area of effect, or the bolt strikes a target with more than 15 HD (such a
creature is unaffected by this spell). Each target hit with the bolt counts towards the Hit Dice limit, whether its saving throw was successful or not.
The bolt will never jump to a creature of a different species, or to one that has already been hit (whether living or dead). Any creature with
more Hit Dice than the original target will not be affected by the bolt, but its number of Hit Dice is still counted towards the Hit Dice limit of the spell. If a target's Hit Dice would exceed the limit of the
spell, it is not affected (and the spell terminates).
The bolt will never jump back to the wizard; in addition, the wizard may choose individuals to be unaffected by the spell simply by naming them
as part of the incantations (usually used to avoid killing friends or allies).
Note that some races are closely related, but are not considered identical species for purposes of this spell (i.e. goblinkind).
"Half-breeds" will be affected by this spell if either of their parent-race is targeted, as well as when the cross-breed is specifically targeted. However, if a parent-race is named as the target, a half-breed
of that race earns a +2 to its saving throw. For example, a half-elf is affected normally if half-elves are named as the target of this spell.
They would also be affected if either humans or elves were targeted, although they would gain a +2 to their saving throws in the latter two cases.
After this spell is cast, the wizard must make a successful system shock roll or fall unconscious for 1d10 rounds. Note that the DM may wish to inflict other penalties on the wizard due to loss of blood (see material components below), especially if the spell is cast more than once is a short period of time.
The material components of this spell are a pint of the wizard's blood and a figurine or statuette of the race to be targeted. The blood is consumed at the time of the casting, and the figurine is also destroyed, unless the wizard makes a successful saving throw versus spell.
Golem (Necromancy) ƒ
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One statue
Saving Throw: None
This spell animates a statue as a particular type of golem with standard golem statistics. An iron statue becomes an Iron Golem, a stone statue becomes a Stone Golem etc. Statue types which do not have accompanying golem types (Gold, Platinum etc.) leaves the DM plenty of Leeway with regard to the golem's capabilities.
The material component is rainwater from a thunderstorm and dust from a Manual of Golems ( Ravenloft version will work as well ). The Manual of Golems had to be never be used (the caster must have burned it or be sure it was never used). If it was used and burned as a result of this, the golem will be free – willed and it’ll try to kill the caster at once.
Hellfire (Necromancy) o
Range: 300 miles
Components: V, S
Duration: Special
Casting Time: 9
Area of Effect: One person
Saving Throw: None
The victim of a hellfire spell bursts into flame. Damage from the spell is 2d4 per round until the victim falls to 0 HP. At that point, the damage becomes even more severe, being 1 energy level per round. If all energy levels are drained, then the victim becomes a half-Strength wraith under the control of the caster. There are several ways to stop
or extinguish a hellfire: Wish, Limited Wish, and Remove Curse; Limited Wish and Bless; or Remove Curse, Bless, and any cold- or ice-related
spell or attack capable of inflicting 6d6 or more HP of cold damage.
Note that resistance or immunity to fire reduces hellfire damage to 1d4 per round but does not slow the energy drain once it begins. Victims take no cold damage while under the effect of a hellfire spell.
Hollitt's Enslaving Spirit Entrapment (Conjuration/Summoning, Necromancy) ƒ
Range: Special
Components: V, S, M
Duration: Permanent until broken
Casting Time: Special
Area of Effect: One human or demi-human
Saving Throw: Negates
This evil spell is a variation of the Trap the Soul spell. It forces the soul of the victim (not the body) into a previously prepared gemstone. The victim loses all of his self-will. He will follow the commands of the last person to touch the gemstone.
The victim is not dead, but neither is he alive. As long as his soul is in the gem, his body will not age. He will continue to function until completely dismembered. In effect, he has double the normal amount of hit points. However, the damage must actually harm to body (i.e. electricity could burn and blow the body apart, but cold could only slow it down). Piercing weapons cause only half damage, and no magic affecting the life force or the mind will work on such a victim. The spell's recipient keeps his combat skills as in "life" (i.e. THAC0, specializations, Backstab, etc.). However, he cannot use any psionics or magic. He no longer eats, sleeps, breathes, or even heals (only a Wish can recover lost hit points). He can still speak in any language known.
To cast this spell, the wizard must have a gem worth 1,000 gp per level or HD of the victim. The gem must be enchanted with an Enchant an Item spell, followed by an Energy Drain spell, and then a Limited or Full Wish. The intended victim's name must be engraved upon the gem as well. The spell must be cast on the night of the victim's birthday and the gem must be soaking in the blood of the caster and the victim. The actual ritual takes a full hour to complete and cannot be interupted or both caster and victim die (save vs. death). At the end of the hour, the victim must make a System Shock roll. If it fails, he dies with no chance of resurrection. If it succeeds, the soul is sucked into the gemstone.
To return a character's life force, the gem must be powdered and consumed by the victim. When this occurs, he must make a second System Shock roll. If successful, his soul returns to his body. If not, he dies. If his body has taken more damage than he normally has hit points, he dies as well.
There is no limit to the number of slaves a character may have at any one time, but there is no telepathic link between master and slave. A slave retains full Wisdom and Intelligence, just no will. He will do as instructed to the best of his abilities. Original ideas and plans must come from the master.