Grelna the Blue
2012-12-14, 12:48 PM
[The spell below was created because everybody likes rats.]
Hungry Mists
School: Illusion/Necromancy [shadow]; Level: Sorcerer/Wizard 2
Range : Close (25 feet + 5 feet/2 caster levels)
Components: V, S, M
Duration: 1 round + 1 round/3 levels of the caster
Casting Time: 1 standard action
Area of Effect: One creature
Saving Throw: Will partial
A grey mist vaguely resembling a swarm of incorporeal rats boils from the caster’s hands and streams towards the target. The ghostly rat swarm surrounds the target and seems to burrow into the target’s body, with a preference for entering through nostrils, mouth, ears, and any open wounds. In the first round, the target is sickened and takes 1d8 points of damage +1 added point of damage per level of the caster, to a maximum of 1d8+10 points of damage at 10th level. The target may make a Will save to take only half damage and negate the sickening effect. In each succeeding round of the spell’s duration, the target must make another Will save or be sickened for the round and take an additional 1d6 points of damage. The Hungry Mists last for one extra round for every three levels of the caster (one additional round at 3rd, 2 at 6th, 3 at 9th, etc.). This spell has no effect on undead or incorporeal beings. The material component is the cranium of a rat, which is crushed and consumed during the casting.
[The spell below is an upgraded, ranged version of the Chill Touch spell. It does subpar hit point damage for its level, but the Str damage is potentially good, although most creatures with Str worth worrying about will make at least some of the necessary saves.]
Long Shadows of the Grave
School: Necromancy; Level: Sorcerer/Wizard 3
Range: Close (25 feet + 5 feet/2 caster levels)
Components: V, S
Casting Time: Standard action
Duration: Instantaneous
Area of Effect: Up to 5 creatures, no 2 of whom can be more than 15’ apart
Saving Throw: Fortitude (partial) for living creatures; Will (negates) for undead
Dark rays of negative energy lance out from the caster’s hands. The caster must succeed at a ranged touch attack with each ray. Each ray striking a living creature deals 1d8 points of negative energy damage and 1 point of Strength damage. Any living target struck by a ray successfully making a Fortitude save vs. the caster’s Spell DC may negate the Strength damage, but still takes the hit point damage. For each even level the caster has attained, she gains a ray, to a maximum of five rays at 10th level. Multiple rays may be targeted against the same creature, each dealing 1d8 negative energy damage and each triggering a Fortitude save which if failed results in a point of Strength damage. If sneak attack damage is applicable, it is added to one ray only.
Against undead, the rays have an effect similar to the spell Chill Touch, dealing no damage but causing undead failing Will saves vs. the caster’s Spell DC to flee as if panicked for 1d4 rounds + 1 round/caster level. Multiple rays affecting the same undead creature do not increase the length of time it must flee on a failed Will save, but do make it more likely to flee as it must make a separate Will save vs. each ray.
[The spell below is a little unusual. Everyone knows necromancy is good at inflicting pain. However, pain is only one side of an equation...]
Caress of Infinite Pleasure
School: Divination/Necromancy; Level: Sorcerer/Wizard 3; Witch 2
Range: Touch
Components: V, S, F
Duration: 1 minute/level
Casting Time: 1 standard action
Area of Effect: Creature or creatures touched
Saving Throw: Will partial or Fortitude negates (see below)
This spell induces intensely pleasurable feelings in any single living being of at least animal intelligence with whom the caster comes into physical proximity (touch contact). The caster may only affect a single creature in any given round, but she may choose to affect different creatures in different rounds. The strength of the sensations may be varied by the caster by concentrating, from mildly pleasurable (no game mechanics effect) to near incapacitating (target must make a Will save to take any action at all so long as she is in physical contact with the caster). The caster may end the spell as a swift action by sending a single touched being a jolt of pure pleasure so strong that the being must make a Fortitude save to remain conscious. Lethal damage taken by a creature during this spell's duration gives that creature an immediate Will save with a +4 morale bonus to resist, should it choose to. The focus is a velvet glove, which must be worn during casting and throughout the duration of the spell.
Hungry Mists
School: Illusion/Necromancy [shadow]; Level: Sorcerer/Wizard 2
Range : Close (25 feet + 5 feet/2 caster levels)
Components: V, S, M
Duration: 1 round + 1 round/3 levels of the caster
Casting Time: 1 standard action
Area of Effect: One creature
Saving Throw: Will partial
A grey mist vaguely resembling a swarm of incorporeal rats boils from the caster’s hands and streams towards the target. The ghostly rat swarm surrounds the target and seems to burrow into the target’s body, with a preference for entering through nostrils, mouth, ears, and any open wounds. In the first round, the target is sickened and takes 1d8 points of damage +1 added point of damage per level of the caster, to a maximum of 1d8+10 points of damage at 10th level. The target may make a Will save to take only half damage and negate the sickening effect. In each succeeding round of the spell’s duration, the target must make another Will save or be sickened for the round and take an additional 1d6 points of damage. The Hungry Mists last for one extra round for every three levels of the caster (one additional round at 3rd, 2 at 6th, 3 at 9th, etc.). This spell has no effect on undead or incorporeal beings. The material component is the cranium of a rat, which is crushed and consumed during the casting.
[The spell below is an upgraded, ranged version of the Chill Touch spell. It does subpar hit point damage for its level, but the Str damage is potentially good, although most creatures with Str worth worrying about will make at least some of the necessary saves.]
Long Shadows of the Grave
School: Necromancy; Level: Sorcerer/Wizard 3
Range: Close (25 feet + 5 feet/2 caster levels)
Components: V, S
Casting Time: Standard action
Duration: Instantaneous
Area of Effect: Up to 5 creatures, no 2 of whom can be more than 15’ apart
Saving Throw: Fortitude (partial) for living creatures; Will (negates) for undead
Dark rays of negative energy lance out from the caster’s hands. The caster must succeed at a ranged touch attack with each ray. Each ray striking a living creature deals 1d8 points of negative energy damage and 1 point of Strength damage. Any living target struck by a ray successfully making a Fortitude save vs. the caster’s Spell DC may negate the Strength damage, but still takes the hit point damage. For each even level the caster has attained, she gains a ray, to a maximum of five rays at 10th level. Multiple rays may be targeted against the same creature, each dealing 1d8 negative energy damage and each triggering a Fortitude save which if failed results in a point of Strength damage. If sneak attack damage is applicable, it is added to one ray only.
Against undead, the rays have an effect similar to the spell Chill Touch, dealing no damage but causing undead failing Will saves vs. the caster’s Spell DC to flee as if panicked for 1d4 rounds + 1 round/caster level. Multiple rays affecting the same undead creature do not increase the length of time it must flee on a failed Will save, but do make it more likely to flee as it must make a separate Will save vs. each ray.
[The spell below is a little unusual. Everyone knows necromancy is good at inflicting pain. However, pain is only one side of an equation...]
Caress of Infinite Pleasure
School: Divination/Necromancy; Level: Sorcerer/Wizard 3; Witch 2
Range: Touch
Components: V, S, F
Duration: 1 minute/level
Casting Time: 1 standard action
Area of Effect: Creature or creatures touched
Saving Throw: Will partial or Fortitude negates (see below)
This spell induces intensely pleasurable feelings in any single living being of at least animal intelligence with whom the caster comes into physical proximity (touch contact). The caster may only affect a single creature in any given round, but she may choose to affect different creatures in different rounds. The strength of the sensations may be varied by the caster by concentrating, from mildly pleasurable (no game mechanics effect) to near incapacitating (target must make a Will save to take any action at all so long as she is in physical contact with the caster). The caster may end the spell as a swift action by sending a single touched being a jolt of pure pleasure so strong that the being must make a Fortitude save to remain conscious. Lethal damage taken by a creature during this spell's duration gives that creature an immediate Will save with a +4 morale bonus to resist, should it choose to. The focus is a velvet glove, which must be worn during casting and throughout the duration of the spell.