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OOC: City of the Spider Queen [Full]
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<blockquote data-quote="Dakkareth" data-source="post: 1789093" data-attributes="member: 9928"><p>I made a couple of custom spells I'd like to use, if that's okay. They're not supposed to be end-all spells of ultimate destruction, but to add a little flavor I found missing in the necromancy spells I found. </p><p>If you don't like them, I'll send them back to eternal rest <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />.</p><p></p><p><strong>Merion’s negative disruption</strong></p><p>Necromancy </p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Area: 20-ft.-radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: Will for half</p><p>Spell Resistance: Yes</p><p></p><p>This spell, one of Merion’s own designs, disrupts all structures of negative energy within its area of effect. Undead creatures must make a will save or suffer 3d6+ 1 point/level of damage (magical) to a maximum of 3d6+10. </p><p></p><p><strong>Merion’s undead sight</strong></p><p>Necromancy </p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Target: One undead creature under the caster’s control</p><p>Duration: 1 min./level (D)</p><p>Saving Throw: Yes (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>This spell, one of Merion’s own designs, allows the caster to see through one of his servants eyes and hear through its ears at will for its duration. The spell provides no means to give orders at a distance or improve on mindless undeads’ mental capabilities; the caster is not subject to gaze attacks affecting the undead. If the servant leaves the range of the spell, it ends. Intelligent creatures can detect the presence of the watcher as they would a scrying spell.</p><p></p><p><strong>Merion’s Possess Undead</strong></p><p>Necromancy </p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Special</p><p>Target: One undead creature under the caster’s control</p><p>Duration: 10 min./level (D)</p><p>Saving Throw: Yes (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>This spell, one of Merion’s own designs, switches the caster´s mind with that of an undead under his control. He can act freely employing all natural and extraordinary abilities of the creature as well as his own (limited by the creature’s stats and the availability of spell components, etc). The mind of the undead (usually a skeleton or zombie) resides within the casters body for the duration of the spell and continues to be under his control, following the caster’s orders. In the case of the undead vessel’s destruction the spell ends and the caster’s mind is instantly transferred back to his body unless other forces intercede. If the caster isn’t within one mile of his true body, when the spell ends, his mind is unable to retake possession of his body and dissipates. The caster is aware of his being within the one mile range or not. Intelligent creatures can detect the presence of the possessor as they would a scrying spell.</p><p></p><p><strong>Merion’s Deathless Inquiry</strong></p><p>Necromancy [Language dependant]</p><p>Level: Sor/Wiz 4</p><p></p><p>As the cleric spell <em>speak with dead</em>.</p><p></p><p><strong>Merion’s Spirit Spike</strong></p><p>Necromancy </p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One living creature</p><p>Duration: Special</p><p>Saving Throw: Fortitude for half</p><p>Spell Resistance: Yes</p><p></p><p>This spell, one of Merion’s own designs, is not one he likes to employs, but sometimes there’s simply no choice. When cast it sends a spike of magical energy right into a living target’s soul, brutally tearing through the subtle fabric of life. Even if the unfortunate person survives the onslaught, she’d have to be of remarkable resilience or be possessed of an inhuman capability for concentration to be able to act despite the agony left by the gaping hole in her spiritual body leaking life into the void. Whoever seeks to make use of such magics, had better be firm in his beliefs and ready to deal with the consequences, for not only does the power over life and death corrupt the strongest of characters, but she will have made a mortal enemy of any survivors of this sorcery.</p><p><em>Merion’s Spirit Spike</em> causes 1d6 points/level of magical damage (max. 15d6) and leaves the target in terrible pain for one round/two levels, enforcing concentration checks vs. the DC to cast spells and making the target sickened (as per the rules).</p><p>-----------------------------</p><p></p><p>About the last one I'm not sure on balance, what do you think?</p></blockquote><p></p>
[QUOTE="Dakkareth, post: 1789093, member: 9928"] I made a couple of custom spells I'd like to use, if that's okay. They're not supposed to be end-all spells of ultimate destruction, but to add a little flavor I found missing in the necromancy spells I found. If you don't like them, I'll send them back to eternal rest ;). [b]Merion’s negative disruption[/b] Necromancy Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Will for half Spell Resistance: Yes This spell, one of Merion’s own designs, disrupts all structures of negative energy within its area of effect. Undead creatures must make a will save or suffer 3d6+ 1 point/level of damage (magical) to a maximum of 3d6+10. [b]Merion’s undead sight[/b] Necromancy Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One undead creature under the caster’s control Duration: 1 min./level (D) Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) This spell, one of Merion’s own designs, allows the caster to see through one of his servants eyes and hear through its ears at will for its duration. The spell provides no means to give orders at a distance or improve on mindless undeads’ mental capabilities; the caster is not subject to gaze attacks affecting the undead. If the servant leaves the range of the spell, it ends. Intelligent creatures can detect the presence of the watcher as they would a scrying spell. [b]Merion’s Possess Undead[/b] Necromancy Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Special Target: One undead creature under the caster’s control Duration: 10 min./level (D) Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) This spell, one of Merion’s own designs, switches the caster´s mind with that of an undead under his control. He can act freely employing all natural and extraordinary abilities of the creature as well as his own (limited by the creature’s stats and the availability of spell components, etc). The mind of the undead (usually a skeleton or zombie) resides within the casters body for the duration of the spell and continues to be under his control, following the caster’s orders. In the case of the undead vessel’s destruction the spell ends and the caster’s mind is instantly transferred back to his body unless other forces intercede. If the caster isn’t within one mile of his true body, when the spell ends, his mind is unable to retake possession of his body and dissipates. The caster is aware of his being within the one mile range or not. Intelligent creatures can detect the presence of the possessor as they would a scrying spell. [b]Merion’s Deathless Inquiry[/b] Necromancy [Language dependant] Level: Sor/Wiz 4 As the cleric spell [i]speak with dead[/i]. [b]Merion’s Spirit Spike[/b] Necromancy Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Special Saving Throw: Fortitude for half Spell Resistance: Yes This spell, one of Merion’s own designs, is not one he likes to employs, but sometimes there’s simply no choice. When cast it sends a spike of magical energy right into a living target’s soul, brutally tearing through the subtle fabric of life. Even if the unfortunate person survives the onslaught, she’d have to be of remarkable resilience or be possessed of an inhuman capability for concentration to be able to act despite the agony left by the gaping hole in her spiritual body leaking life into the void. Whoever seeks to make use of such magics, had better be firm in his beliefs and ready to deal with the consequences, for not only does the power over life and death corrupt the strongest of characters, but she will have made a mortal enemy of any survivors of this sorcery. [i]Merion’s Spirit Spike[/i] causes 1d6 points/level of magical damage (max. 15d6) and leaves the target in terrible pain for one round/two levels, enforcing concentration checks vs. the DC to cast spells and making the target sickened (as per the rules). ----------------------------- About the last one I'm not sure on balance, what do you think? [/QUOTE]
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