Post by StoryTeller on Jan 22, 2006 6:38:39 GMT
Morganna's Soulwrack (Necromancy) o
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: Special
This spell is essentially the same as the 7th level Priest spell, Destruction.
Morgwar's Undead Spellpower
(Alteration, Necromancy) ƒ
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 day per spell level imbued
Area of Effect: One undead
Saving Throw: None
This spell is an improved version of Imbue Undead With Spell Ability. It gives one undead creature which is not normally able to cast spells or
use spell-like abilities like energy drain the ability to cast up to one spell. This spell can be used multiple times on these undead until they
have the power to cast one spell per Hit Die they possess, maximum. For undead which can already use spells or spell-like effects (see above), it gives them the ability to cast one spell for every level of the caster plus one per Hit Die, maximum. These spells it regains at the stroke of midnight, whether cast or not. The spells given and implanted in the undead are given by the caster of the spell. These spells are permanently removed from his memory until they relearn this spell as if they had never heard of it (roll their chance to learn a new spell).
The spells have to be cast during the ritual imbuing the undead with their spell abilities. For these spells, the undead don't need any kind
of components (neither verbal, nor somatic, nor material components) but the material components have to be provided during the ritual in addition to those noted below.
The material component for this spell is one potion of undead control of the type of undead which is imbued with the spell plus one scroll of with the spell to be imbued - and only that spell must be written on that scroll.
Nezrod’s Baleful Bloodletting (Conjuration/Summoning, Necromancy) o
Range: 10 yards
Components: V
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This is a most evil and horrible spell. Speaking a single word of power, the caster can strike dead any living, sentient creature within range whose current hit points do not exceed 45. The helpless victim dies in one round, during which time she can do nothing but vomit forth every drop of blood in her body. A Heal spell cast at this time will save the victim and negate the spell.
Then, as if this weren’t bad enough, at the end of the next round, the victim’s blood takes on life as an 8 hit dice Blood Elemental with 45 hit points. It is fully under the control of the caster, and remains at her service until destroyed or until one turn passes.
If the victim’s blood is blessed or mixed with holy water before the Blood Elemental forms, the monster will not rise to serve the caster. The victim remains dead. She can, however, be restored to life through all the normal means.
Nezrod believes the horrified expressions of his enemies as they witness this spell’s effects are quite amusing.
Night Child (Necromancy) o
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
When this spell is cast, the wizard causes the touched area (usually the stomach) to begin to grow into a clone of the touched victim. Over the period of the next few nights, a wart appears in the affected area. As time progresses, this wart slowly begins to enlarge and take the shape of miniature caricature of the wizard protruding from the skin. The caricature grows for five months and enlarges to one foot in size. It is Ac 10 and can withstand up to 1 hit dice of damage. These hit points are seperate from the caster, but if the caster is slain, the caricature dies as well.
After five months, the caricature drops off the victim. It has all of the memories of the victim, but is considered to have 1 hit dice and be of first level of experience. It has the same ability scores and proficiencies as the victim, save that Strength, Dexterity and Constitution are six points lower on the clone. Over the intervening months, the clone grows in height and experience, growing one foot per month and gaining one experience level per week. It gains one point in Strength, Dexterity and Constitution per month until it reaches par with the victim, though Constitution will be one less than the victim's. It continues to grow until it reaches the victim's height, and gain experience levels until it matches the current experience level of the victim (thus, an adventuring victim could keep the clone growing indefinately, while a level drain attack may cause it to prematurely "catch up").
The clone does not "grow" magical items or other possessions held by the original, nor can it automatically memorize spells available to the caster, though it will certainly be able to learn the same spells the victim does (and be unable to cast the same spells the victim cannot). The clone will know command words, secrets and be privy to the other thoughts of the victim. The victim is dimly aware at all times of the clone's condition, position and point of progression. Neither the clone nor the victim is driven insane by the knowledge of the other, but should the clone catch up to the experience level of the victim, the victim has one month to gain a new level. If the victim does not, the victim melts into nothingness, and the clone becomes the character in all respects (note however, that this could cause a victim who was adventuring to increase his level short some magic items, as the items are not transported with the mental faculties). The clone cannot gain experience points while the victim is alive, and any experience points the clone does gain goes immediately to the victim, though half are lost in the conversion.
If the victim dies at any time, the mental faculties of the victim are immediately transferred to the clone, preventing ressurection of the dead body. If the clone was seperate from the caster, but still in the growing stage (even if it reached maximum height but not level), the clone continues to grow until it catches up to match the character at the time of his death. Experience points can be accumilated during this time, but will probably be outadvanced by the rise in levels.
The material component of the spell is a vial of the victim's blood, which is smeared on the area the clone is to grow from.
Nondeath (Abjuration, Necromancy) ó
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Creature/Item Touched
Saving Throw: None
The most powerful of the abjuration spells, this spell makes a being totally incapable of being slain, regardless of what is done to it. For the duration of the spell, the recipient cannot be brought below his current hit points, and cannot be affected by any attack form that causes instant death or destruction of the recipient. Spells such as Death Spell, Disinitigrate, and the even the destructive power of a Wish cannot harm the being. The recipient could be left in a vacuum, dropped into a volcano, or survive on the negative material plane without fear of being harmed. The spell can be dispelled by a Dispel Magic, Destroy Magic, coming into the area of effect of a Anti-Magic Shell, or if other such magic is used against it. Until the spell is negated or expired, the recipient cannot be physically harmed, though he could be entrapped, pinned, or teleported anywhere (even if teleported into solid earth would not kill the recipient unless the victim is not extracted before the spell expires). The victim's possessions can be affected normally, unless this spell is cast directly on an item, in which case the item is indestructible until the spell expires. This spell cannot be made Permanent on a living being.
The material component of this spell is a small vial of the recipient's blood kept in a glass vial worth no less than 1000 gp in value. If cast on an object, a splinter from the item must be placed in the vial. Though the contents vanish at the end of the spell, the glass vial is not destroyed in the casting of the spell.
Noska Trades' Selective Death Spell (Necromancy) o
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 6 hours
Area of Effect: ½ mile per level
Saving Throw: None
This spell will slay a selected type of creature in the designated area of effect with the effectiveness of a double-strength death spell (with respect to numbers of creatures slain). For example, all the first born of a specific race could be slain in the area of effect.
During the 6 hour casting time, black storm clouds form over the wizard's location and slowly pillar to the ground. Upon completion of the casting the cloud touches the ground and vanishes and the selected group of creatures slowly dies over a one-round period.
The first material component is a blade of grass from the grave of a creature of the type to be selected. The single blade of grass must be
picked in the direct light of a full moon. The second material component is 5,000 gp worth of powdered diamond.
Nrok's Lethal Weapon IV
(Evocation, Necromancy) o
Range: 0
Components: S,M
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Negates
The magic is identical to the ever-powerful Lethal Weapon I spell, but this enhanced version of the spell also allows for the silence introduced with the Lethal Weapon III spell.
This version of the spell allows the saving throw vs. death magic to be made with a -2 penalty to the victim. Strongly enhanced also is the percentage roll, which is done at 70%. If the percentage roll is made below 70% the victim automatically dies, while getting above 70% means the weapon does six times its normal damage.
This version of the spell also has special duration amounts. The magic won't go away unless the bladed weapon hits an enemy, rather then when the weapon is swung or used. However, if the weapon isn't used or hits an enemy within 2 turns, the power is lost. This shortened pass time disallows for some ideas allowed for other lower versions of the spell.
The material component of this version of the spell is 700 gp worth of black gem, crystalline material from both the silver and yellow urchin, and a small amount of sulfur. This material must be kept absolutely dry.
Nrok's Nova Item
(Evocation, Enchantment/Charm, Necromancy) o
Range: 50 feet + 10 feet/2 level (max of 200 feet)
Components: V, S
Duration: Instantaneous
Casting Time: 3 rounds
Area of Effect: 1 item
Saving Throw: Negates
Any item (that can fit with a 5 feet long cylinder that is 2 feet in diameter) can be effected by this spell. The item naturally gets a saving throw vs. spell (if the item is touched then it gets a -4 penalty to save, special) to negate the Nova Item spell effects.
If the saving throw is failed, then the item goes super-nova (kind of like when a star goes super-nova, but on a smaller scale and similar in effect to certain detonate skills) and the items explodes in to flames. The item will be destroyed beyond repair, but the danger comes in the flames that shoot forth from the item. The explosion covers a 6 feet sphere in all directions around the item causing 2d4 points of damage to anything within the explosion's area (save vs. spell for half damage).
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: Special
This spell is essentially the same as the 7th level Priest spell, Destruction.
Morgwar's Undead Spellpower
(Alteration, Necromancy) ƒ
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 day per spell level imbued
Area of Effect: One undead
Saving Throw: None
This spell is an improved version of Imbue Undead With Spell Ability. It gives one undead creature which is not normally able to cast spells or
use spell-like abilities like energy drain the ability to cast up to one spell. This spell can be used multiple times on these undead until they
have the power to cast one spell per Hit Die they possess, maximum. For undead which can already use spells or spell-like effects (see above), it gives them the ability to cast one spell for every level of the caster plus one per Hit Die, maximum. These spells it regains at the stroke of midnight, whether cast or not. The spells given and implanted in the undead are given by the caster of the spell. These spells are permanently removed from his memory until they relearn this spell as if they had never heard of it (roll their chance to learn a new spell).
The spells have to be cast during the ritual imbuing the undead with their spell abilities. For these spells, the undead don't need any kind
of components (neither verbal, nor somatic, nor material components) but the material components have to be provided during the ritual in addition to those noted below.
The material component for this spell is one potion of undead control of the type of undead which is imbued with the spell plus one scroll of with the spell to be imbued - and only that spell must be written on that scroll.
Nezrod’s Baleful Bloodletting (Conjuration/Summoning, Necromancy) o
Range: 10 yards
Components: V
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This is a most evil and horrible spell. Speaking a single word of power, the caster can strike dead any living, sentient creature within range whose current hit points do not exceed 45. The helpless victim dies in one round, during which time she can do nothing but vomit forth every drop of blood in her body. A Heal spell cast at this time will save the victim and negate the spell.
Then, as if this weren’t bad enough, at the end of the next round, the victim’s blood takes on life as an 8 hit dice Blood Elemental with 45 hit points. It is fully under the control of the caster, and remains at her service until destroyed or until one turn passes.
If the victim’s blood is blessed or mixed with holy water before the Blood Elemental forms, the monster will not rise to serve the caster. The victim remains dead. She can, however, be restored to life through all the normal means.
Nezrod believes the horrified expressions of his enemies as they witness this spell’s effects are quite amusing.
Night Child (Necromancy) o
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
When this spell is cast, the wizard causes the touched area (usually the stomach) to begin to grow into a clone of the touched victim. Over the period of the next few nights, a wart appears in the affected area. As time progresses, this wart slowly begins to enlarge and take the shape of miniature caricature of the wizard protruding from the skin. The caricature grows for five months and enlarges to one foot in size. It is Ac 10 and can withstand up to 1 hit dice of damage. These hit points are seperate from the caster, but if the caster is slain, the caricature dies as well.
After five months, the caricature drops off the victim. It has all of the memories of the victim, but is considered to have 1 hit dice and be of first level of experience. It has the same ability scores and proficiencies as the victim, save that Strength, Dexterity and Constitution are six points lower on the clone. Over the intervening months, the clone grows in height and experience, growing one foot per month and gaining one experience level per week. It gains one point in Strength, Dexterity and Constitution per month until it reaches par with the victim, though Constitution will be one less than the victim's. It continues to grow until it reaches the victim's height, and gain experience levels until it matches the current experience level of the victim (thus, an adventuring victim could keep the clone growing indefinately, while a level drain attack may cause it to prematurely "catch up").
The clone does not "grow" magical items or other possessions held by the original, nor can it automatically memorize spells available to the caster, though it will certainly be able to learn the same spells the victim does (and be unable to cast the same spells the victim cannot). The clone will know command words, secrets and be privy to the other thoughts of the victim. The victim is dimly aware at all times of the clone's condition, position and point of progression. Neither the clone nor the victim is driven insane by the knowledge of the other, but should the clone catch up to the experience level of the victim, the victim has one month to gain a new level. If the victim does not, the victim melts into nothingness, and the clone becomes the character in all respects (note however, that this could cause a victim who was adventuring to increase his level short some magic items, as the items are not transported with the mental faculties). The clone cannot gain experience points while the victim is alive, and any experience points the clone does gain goes immediately to the victim, though half are lost in the conversion.
If the victim dies at any time, the mental faculties of the victim are immediately transferred to the clone, preventing ressurection of the dead body. If the clone was seperate from the caster, but still in the growing stage (even if it reached maximum height but not level), the clone continues to grow until it catches up to match the character at the time of his death. Experience points can be accumilated during this time, but will probably be outadvanced by the rise in levels.
The material component of the spell is a vial of the victim's blood, which is smeared on the area the clone is to grow from.
Nondeath (Abjuration, Necromancy) ó
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Creature/Item Touched
Saving Throw: None
The most powerful of the abjuration spells, this spell makes a being totally incapable of being slain, regardless of what is done to it. For the duration of the spell, the recipient cannot be brought below his current hit points, and cannot be affected by any attack form that causes instant death or destruction of the recipient. Spells such as Death Spell, Disinitigrate, and the even the destructive power of a Wish cannot harm the being. The recipient could be left in a vacuum, dropped into a volcano, or survive on the negative material plane without fear of being harmed. The spell can be dispelled by a Dispel Magic, Destroy Magic, coming into the area of effect of a Anti-Magic Shell, or if other such magic is used against it. Until the spell is negated or expired, the recipient cannot be physically harmed, though he could be entrapped, pinned, or teleported anywhere (even if teleported into solid earth would not kill the recipient unless the victim is not extracted before the spell expires). The victim's possessions can be affected normally, unless this spell is cast directly on an item, in which case the item is indestructible until the spell expires. This spell cannot be made Permanent on a living being.
The material component of this spell is a small vial of the recipient's blood kept in a glass vial worth no less than 1000 gp in value. If cast on an object, a splinter from the item must be placed in the vial. Though the contents vanish at the end of the spell, the glass vial is not destroyed in the casting of the spell.
Noska Trades' Selective Death Spell (Necromancy) o
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 6 hours
Area of Effect: ½ mile per level
Saving Throw: None
This spell will slay a selected type of creature in the designated area of effect with the effectiveness of a double-strength death spell (with respect to numbers of creatures slain). For example, all the first born of a specific race could be slain in the area of effect.
During the 6 hour casting time, black storm clouds form over the wizard's location and slowly pillar to the ground. Upon completion of the casting the cloud touches the ground and vanishes and the selected group of creatures slowly dies over a one-round period.
The first material component is a blade of grass from the grave of a creature of the type to be selected. The single blade of grass must be
picked in the direct light of a full moon. The second material component is 5,000 gp worth of powdered diamond.
Nrok's Lethal Weapon IV
(Evocation, Necromancy) o
Range: 0
Components: S,M
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Negates
The magic is identical to the ever-powerful Lethal Weapon I spell, but this enhanced version of the spell also allows for the silence introduced with the Lethal Weapon III spell.
This version of the spell allows the saving throw vs. death magic to be made with a -2 penalty to the victim. Strongly enhanced also is the percentage roll, which is done at 70%. If the percentage roll is made below 70% the victim automatically dies, while getting above 70% means the weapon does six times its normal damage.
This version of the spell also has special duration amounts. The magic won't go away unless the bladed weapon hits an enemy, rather then when the weapon is swung or used. However, if the weapon isn't used or hits an enemy within 2 turns, the power is lost. This shortened pass time disallows for some ideas allowed for other lower versions of the spell.
The material component of this version of the spell is 700 gp worth of black gem, crystalline material from both the silver and yellow urchin, and a small amount of sulfur. This material must be kept absolutely dry.
Nrok's Nova Item
(Evocation, Enchantment/Charm, Necromancy) o
Range: 50 feet + 10 feet/2 level (max of 200 feet)
Components: V, S
Duration: Instantaneous
Casting Time: 3 rounds
Area of Effect: 1 item
Saving Throw: Negates
Any item (that can fit with a 5 feet long cylinder that is 2 feet in diameter) can be effected by this spell. The item naturally gets a saving throw vs. spell (if the item is touched then it gets a -4 penalty to save, special) to negate the Nova Item spell effects.
If the saving throw is failed, then the item goes super-nova (kind of like when a star goes super-nova, but on a smaller scale and similar in effect to certain detonate skills) and the items explodes in to flames. The item will be destroyed beyond repair, but the danger comes in the flames that shoot forth from the item. The explosion covers a 6 feet sphere in all directions around the item causing 2d4 points of damage to anything within the explosion's area (save vs. spell for half damage).