Death
Wail
As
Death Knell, but causes the Dying creature touched to perish in agony, shrieking
in torment as
Consume
Death
As
Death Knell, but the caster draws out one charge of energy / HD of the dying
Flesheaters
Conjuration
3rd
level
One
target in Close range is attacked by magical forces that appear as a cloud
of demonic
Sacrificial
Dagger [Evil]
Necromancy
Level:
Cleric 4, Sor/Wiz 4
Components:
V, S, M
Casting
Time: Varies, at least 1 minute, up to an hour or more
Range:
Touch
Effect:
Consecrates a dagger to the gods of death
Duration:
Special
Saving
Throw: None
Spell
Resistance: No
To
enact this spell you must prepare a special dagger of cold iron, consecrating
it
to evil gods, bathing it in unholy water, etc.
Evil arcanists must instead forge
the
blade personally (or have it forged by the person who is to be its sacrifice),
instead
of devoting it to a dark patron. Once
the dagger is ritually prepared, it is
used
to slay a living sentient of the casters race (or former race in the case of an
undead
spellcaster). The sacrifice must be
aware and conscious, and is slain by an
involved
torture session by the prepared dagger.
As a result, and depending on the
casters
skill at torture (and the vitality of the sacrifice), the casting could take
minutes
or hours. For each HD / level of the
sacrificial victim, the dagger gains
one
charge that can be invoked later to either cause an additional +1d8+1 damage or
to
inflict
1 negative level (either invoked as a Free Action on any successful strike,
but
only once / round). The dagger can
store no more charges than the caster has levels,
cannot
be partially recharged, or hold charges from multiple sacrifices, cannot be
used
/
activated by anyone other than the caster, and cannot invoke / release more
than 1
charge
/ strike. After it runs out of charges,
it dissolves into blood and gristle with
a
last wail of anguish, the soul of its original victim now completely destroyed
and
beyond
ressurection. (Up until this stage the
victim can be ressurected, suffering only
negative
levels equal to any 'charges' expended, as long as the dagger is available
to
the ressurecting caster.)
Imbue
with Dark Power [Evil]
6th-8th
The
priest infuses himself with as many charges of negative energy as his caster
level.
Each
can be used at any time in the next 1 round / level as Cure Wounds dice on
himself
(so
3 charges can be expended as a Cure Serious Wounds at his caster level), to
power
Rebuke Undead effects, to produces charges of Inflict Wounds effects (up to
4
charges
in one touch, to Smite Good Outsiders or anyone capable of Channeling Positive
Energy
(good clerics and paladins, for example), inflicting +1 pt of damage / caster
level,
with a plus to hit equal to his Wisdom modifier (both as Profane bonuses) for 1
charge
(up to once / round), as an Inflict Critical Wounds at his caster level) or to
enact
the effects of Contagion (3 charges) with a touch. A priest who cannot channel
negative
energy cannot invoke this effect.
Material Component: The skull of
an
intelligent
undead.
Imbue
with Holy Light [Good]
6th-8th
The
priest infuses herself with as many charges of positive energy as her caster
level.
Each
can be used at any time as a Free Action within the next 1 round / level as
Cure
Wounds
dice on herself or another (up to 4 charges, as a Cure Critical Wounds effect),
to
power Turn Undead effects, to Smite Evil Outsiders or Undead (inflicting +1 pt
of
damage
/ caster level, with a plus to hit equal to her Wisdom modifier (both as Sacred
bonuses)
for 1 charge (up to once / round), to produce a Healing Circle (requires 5
charges)
or to enact the effects of a Purge on herself (lesser self-only Heal, 3
charges). A priest who cannot channel positive energy
cannot invoke this effect.
Material
Component: A feather, tear or blood
from a Celestial or other intelligent
good
Outsider.
Purge
3th
Similar
to Heal, but only on oneself, and only up to 3d8 hp damage and 1d4 pts of
ability
score
damage (it does not restore permanantly lost ability scores). Essentially it acts
as
Lesser Restoration, Remove Blindness/Deafness, Remove Paralysis, Cure Serious
Wounds,
Remove
Disease, Neutralize Poison and Remove Fear on oneself. It does not affect
curses,
enchantments (other than fear effects, or those that have reduced ability
scores)
or
feeblemind / insanity effects. Instead
of completely purging a Disease, Fear, Poison,
Blindness
spell or similar effect, it simply allows an additional saving throw to 'purge'
them,
with a +3 circumstance bonus to the roll.
Material Component: A flask of
Holy
Water,
which must be consumed.
Unholy
Ward [Evil]
The
caster sacrifices a single creature of the same species, binding its soul to
his
own,
and acting as a single-charge Death Ward spell, negating the first successful
death
magic
attack on his person by expending the bound soul in place of his own. Requires a
successful
sacrifice and the Focus is the sacrificial blade used to kill the 'material
component.' When the caster has used up all of the
stolen energies, the dagger corrodes
away.
Unholy
Binding [Evil]
6th-8th
The
caster sacrifices a single creature of the same species, binding its
life-energies
to
his own, allowing them to be expended to negate as many level drain attacks as
the
creatures
level or HD, by burning off those stolen from the victim in place of his own.
Requires
a successful sacrifice and the Focus is the sacrificial blade used to kill the
'material
component.' When the caster has used up
all of the stolen energies, the
dagger
corrodes away. The victim cannot be
ressurected unless the dagger that contains
his
soul is recovered, and for each HD / level used by the caster before then, he
suffers
one
negative level (that cannot be restored).
If his soul is fully consumed, he is
beyond
ressurection.
Other
uses for stolen life-energies; to allow
another saving throw vs any effect
immediately
as a Free Action (only once / round), to alter fatigue levels from
Exhausted
to Fatigued or from Fatigued to normal, to cure all subdual damage from any
source
(even hunger or thirst), to cure 1d8 + casters Con modifier (up to +5) normal
damage,
to allow another use of Turn or Rebuke Undead abilities or to imbue the
benefits
of Death Knell for 10 minutes. To
negate an energy-draining attack, allow
another
Turn / Rebuke attempt or allow a new saving throw is treated as a Free Action,
all
other uses are Standard Actions that do not draw an Attack of Opportunity.
A
caster cannot have more than one life-force bound to himself at one time, and
must
expend
all stored HD / levels before he can cast this spell again.
Dancing
Death
Conjuration
6th
Summons
a dagger that acts as a Dancing Weapon with a +1 bonus. It has the additional
property
that it carries any single Injury poison that is expended as a material
component
during the casting, inflicting the effects of that venom with each strike.
Duration
is only 1 round / 3 levels, attack bonus and attack rate as the caster.
Haste
or similar effects on the caster do not extend to the dagger. The dagger is made
of
dark forces and it cannot be destroyed or harmed, only dispelled. It can move
anywhere
within Close range of the caster and attacks at his mental command (he can
change
its target or attacks as a Free Action at any time, he may act normally while
it
is active). Material Component is a
dose of the poison to be used and a masterwork
dagger.
Envenom
Transmutation
1st
Bathes
one open blade or exposed weapon surface within Close range with a single dose
of
any
Injury or Contact poison at hand. This
spell can be resisted with a Reflex save if
the
recipient is unwilling to have his weapon envenomed. Material Component: One dose of the
Injury
or Contact poison to be used. [DC
remains the same.]
Extend
Venom
Transmutation
2nd
Strengthens
one dose of venom so that it can be used multiple times. During the first
round
after casting, it acts normally, but instead of being expended on a use, it
remains,
with
only a cumulative +2 bonus to DC per round, until the save DC falls to below
10, and
the
venom boils away, corroding any non-magical weapon it coated into uselessness
as it
does. Range Close. Reflex save to resist having poison on ones weapon so affected,
if
one
wishes.
Mass
Envenom
Conjuration
5th
Bathes
the open blades of the weaponry of one target / caster level with a poison at
hand
during the spellcasting. If a subject
has multiple weapons, such as a blade in each
hand,
all Piercing / Slashing weapons are affected (each counting as a different
target,
however),
but only weapons exposed, not those in scabbards, sheaths, packs or quivers
(or
wounds). The coating of poison lasts
only for a single strike, and for no longer than
1
round / level in any event. Allies to
be so enhanced must be within Close range when
the
spell is cast, although they can move beyond that range with no deleterious
effect.
Someone
can resist having their weapon(s) envenomed with a successful Reflex save if
they
do
not wish this 'advantage.' The DC of
this conjured duplication of the poison used
is
that of a 5th level spell from the spells caster, not that of the starting
venom.
Material
Component: One dose of the Injury or Contact poison to be used.
Poison
Bolt
Conjuration
4th
Turns
one dose of Contact poison into a Line 5 ft. wide out to Medium range or a Cone
to
Close range. DC is reduced to that of a
4th level spell as normal, as the poison
is
magically weakened (or strengthened) by the conjuration. Material Component: One
dose
of a Contact poison. [Ray version is
2nd level.] Can use an Injury Poison,
but
then
requires a ranged touch attack roll for each target?
Envenom
Mist
Transmutation
7th
Causes
any conjured fog, mist or cloud generated by the caster to transform and absorb
the
properties of one dose of Inhaled venom expended in the casting. The properties only
take
hold for a single round, affecting all within as a single dose of the poison in
question,
after which the fog or mist burns off, exhausted by the power of this
enchantment. If the caster is within the area of effect
(such as in the case of Obscuring
Mist),
he may be affected as well. It can be
cast upon an Obscuring Mist, Fog Cloud,
Stinking
Cloud, Solid Fog, Cloudkill, Acid Fog or Incendiary Cloud, so long as the spell
was
cast by the same caster (although it may reduce the effectiveness of one of the
more
damaging
clouds, by ending it prematurely). It
does not take hold on other fog or cloud
based
effects, such as a Doom Fog or the smoke effect of Pyrotechnics. The DC of this
conjured
poison is that of a 7th level spell from the spells caster, not that of the
starting
venom. Material: One dose of an Inhaled
poison.
Branding
Iron
Anyone
branded with this device and then affected by an Intimidate roll from its
holder
finds
himself unable to challenge him again while the brand remains. Until the damage
from
the branding iron (which counts as 1-3 pts of Vile damage) is healed, the
casters
commands
count as Suggestion spells to the victim.
Multiple brands have no additional
effect,
only the initial branding mark enact the magic (additional brands do not count
as
Vile damage, and the damage from them does not count against the damage needed
to
counter
the Suggestion effect). In the presence
of his torturer (or the iron itself,
if
in someone elses hands), the victim is treated as Shaken, and if the original
user
brandishes
the weapon at him and makes an Intimidate check, he must make a Will save
(DC
10 + the number of successes by which the Intimidate check was made) or be
reduced
to
Cowering for 1 to 10 minutes.
Hells
Brand
The
brand of this iron burns with infernal fire and always hurts. As a Standard
Action
the holder of the iron can cause a brand to re-ignite (so long as any damage
from
it remains) and inflict a new 1d3 damage on any victim (or victims) within
Close
range. The initial damage is Vile, but
not the damage inflicted at range.
Inflicting
the initial brand requires a full-round action and the victim to be
helpless
to resist, else he will squirm and ruin the arcane significance of the
rune
(the damage will not be Vile, and the brand will not be usable to cause
additional
damage). If simply used as a melee
weapon, it is treated as a Light
Mace
for damage, and does an additional +1 pt of Fire damage on a strike due to
its
perpetually red-hot tip.
[Assorted
Branding Iron based spells that inflict 1d3 pts of Vile damage on a helpless
subject,
but make him more suggestible, unable to resist the casters spells (or all of
the
casters spells to do extra damage, as per Mortalbane, to him), subject to
painful
'reminders'
like above, etc until the brand heals.
Each requires a special Focus
Branding
Iron with a runic brand that represents a character of the Dark Speech
(requires
that Feat to create such an item).
Brand of Enslavement - Suggestion, Brand
of
Vulnerability - DC to resist casters spells is -4, all effects are 1.5x, as if
Empowered,
Nybor's Kindly Reminder - as Hell's Brand, above, Brand of Terror - Target
is
Shaken or Cowering in prescence of caster.]