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<blockquote data-quote="Clay_More" data-source="post: 4166913" data-attributes="member: 9813"><p>Thanks for the reply Set and Ardent. Set, the idea for a spell that delays animation is kinda cool, I'll definitely snatch it and write it up, will probably add it a little bit later. </p><p></p><p>Ardent, its true indeed that sometimes D20 doesn't really give options for using the laws of physics, even in cases where it would seem logical. I do though think that if I had a player that decided to use an alkaline to neutralize an acidic creature, I would give that player some benefit from his effort. You could always rule that an alkaline is the same as an acid, and it has amplified effect when applied to acidic creatures, such as an ooze. Anyways, feel free to snatch what you like from here.</p><p></p><p>Here comes a new batch of spells, this time spells not so focused on undead. These spells are a little bit inspired by traditional voodoo.</p><p></p><p></p><p></p><p><strong>Soul Link</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 1</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action or more</p><p>Range: Varies</p><p>Target: One creature</p><p>Duration: Permanent (D)</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p><em>The villagers had warned Thygore about the old hermit living in the abandoned tower. If you go seek his advice, do not leave behind anything of yours that he might use, not a single straw of hair or a single flake of skin. </em></p><p></p><p><em>Soul Link </em>creates a strong connection between the caster and one target. This connection has little effect by itself, but it allows for a vide variety of other spells to be cast on the linked subject. The range at which the caster can affect a target with<em> Soul Link</em> depends on the caster level of the caster. At caster level of level 1 or above can cast <em>Soul Link</em> by deliving a touch attack to the target he wishes to affect. At level 5 or above, the caster can cast <em>Soul Link</em> by association, meaning that if he is in possession of a piece of tissue from his target he can affect his target no matter the range. A flake of skin, a straw of hair, a nail clipping or a drop of sweat or blood are all viable components to cast <em>Soul Link </em>with. At level 10 or above, the caster can cast <em>Soul Link</em> on any target he is able to see. This even includes casting the spell on a target the caster is viewing through a scrying spell or item. At level 15 or above, the caster can cast <em>Soul Link</em> on any creature if he knows the targets true name. It is possible for a caster to have a <em>Soul Link</em> with a number of targets equal to his caster level. It is possible for the caster at any time to break a <em>Soul Link</em> with a target if he so wishes.</p><p>There are a number of ways to protect yourself against the effects of a <em>Soul Link</em>. <em>Soul Link</em> can be removed only by <em>Wish </em>or <em>Miracle</em>. Any creature within the effect of a <em>Consecrate</em>, <em>Hallow </em>or <em>Magic Circle against Evil</em> spell will be immune to any spells transmitter through the link, but entering the area will not dispel the <em>Soul Link</em> itself. If the target of <em>Soul Link</em> is subjected to a healing spell, the disruption in the necromantic energy of the spell will cause damage to the caster of <em>Soul Link</em>. The caster will suffer damage equal to half of the amount of healing received by the linked target. It is therefore possible to force a caster to break a<em> Soul Link </em>by continuously healing the linked person. Casting <em>Atonement </em>on a target affected by <em>Soul Link </em>will cause 10d6 points of damage to the caster and stun him for 1d4+1 rounds.</p><p></p><p><strong>Chest Pains</strong></p><p><em>Necromancy </em>[Soul Link]</p><p>Level: Sor/Wiz 1</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Infinite</p><p>Target: One creature affected by Soul Link</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p><em>Thygore clasped his chest and fell to the floor. Ever since his encounter with the old man his health had been failing, he had been experiencing these attacks several times every day. Perhaps it had been unwise of him to mock the old man for his superstition. </em></p><p></p><p><em>Chest Pains</em> can only be cast on a target that the caster has a <em>Soul Link</em> with. The target will feel severe pains in his chest, a pain so severe that it will stun the target for 1d4+1 rounds. Creatures immune to pain, such as constructs, elementals and undead, are also immune to the effects of this spell.</p><p></p><p><strong>Curse of Fel Health</strong></p><p><em>Necromancy </em>[Curse][Soul Link]</p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Infinite</p><p>Target: One creature affected by Soul Link</p><p>Duration: Permanent</p><p>Saving Throw: Fortitude partial</p><p>Spell Resistance: No</p><p></p><p><em>Having left the cursed village, Thygore was growing sicker by the day. His skin was pale and almost transparent, he was coughing up blood and he could barely sleep for the aching pain in his body. What foul magic was at work here, he could not help but to wonder.</em></p><p></p><p><em>Curse of Fel Health</em> puts a debilitating disease on a creature affected by Soul Link. The affected target will slowly have his skin turning white and pale as the disease takes hold. When the spell is cast, the target will suffer 1d4+1 points of Constitution damage. Every 24 hours while the target is affected by the spell, he will suffer 1d4 points of Constitution damage. The target will also have to succeed at a Fortitude Saving Throw to be able to sleep, if he fails his Saving Throw the pain keeps im awake, preventing him from regaining spells and causing him to suffer from the effect of insomnia. It is possible for the target to try and fall asleep every eight hour. A <em>Remove Curse</em> spell will remove <em>Curse of Fel Health</em>.</p><p></p><p><strong>Ghoul Mark</strong></p><p><em>Necromancy </em>[Evil][Soul Link]</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Infinite</p><p>Target: One creature affected by Soul Link</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p><em>Thygore's friends were looking down on the body of their dead comrade. Thygore had woken up in the night, screaming with pain. In his agony, he had seen only one solution, to throw himself off the steep cliff near the camp. Clearly Thygore was dead, yet when his friends looked down through the thick fog, they could see something stirring in the deep.</em></p><p></p><p><em>Ghoul Mark</em> puts a strong necromantic effect on a target affected by <em>Soul Link</em> that will cause the target to animate as an undead creature when he dies. 2d10 rounds after the target afflicted by <em>Ghoul Mark</em> dies, he will rise again as an undead creature under the command of the caster of <em>Ghoul Mark</em>. The type of undead that the target will animate as depends on the caster level of the caster. </p><p> </p><p><u>Caster Level Animate As</u></p><p>7 or less Zombie</p><p>8-12 Ghoul</p><p>13-16 Ghast</p><p>17 or above Mohrg</p><p></p><p><strong>Material Component:</strong> A pinch of dirt taken from a grave.</p><p><strong></strong></p><p><strong>Touch of Evil</strong></p><p><em>Necromancy </em>[Evil][Soul Link]</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Infinite</p><p>Target: One creature affected by Soul Link</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p><em></em></p><p><em>The young priest was thoroughly scared. Why had the paladins seized him, why had they put him in chains? The young priest had been a follower of the light for years, a true believer in the deities of good. Why was the inquisition suddenly against him he could not fathom.</em></p><p></p><p><em>Touch of Evil </em>infects one creature with whom you have a <em>Soul Link </em>with evil energy. The affected target will not change alignment, but for the purpose of all magic and abilities that affect those of evil alignment, the target will be considered evil. This means that a spell such as <em>Detect Evil </em>will detect the target as being evil and a spell such as <em>Protection from Evil</em> will protect against the affected creature.</p><p><strong>Material Component: </strong>The finger bone from a creature of evil alignment.</p><p></p><p><strong>Green Mold</strong></p><p><em>Necromancy </em>[Evil][Soul Link]</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Infinite</p><p>Target: One living creature affected by Soul Link</p><p>Duration: Permanent</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: No</p><p></p><p><em>The drow empire did not only fear the march of the Karathan army, what they feared the most was the time that always came before the arrival of the army. Several days before the arrival of the legion, the inhabitants of the elf cities would fall under the most horrid and foul disease, as if though the rot of the legion had the power to infect those before it. </em></p><p></p><p><em>Green Mold</em> inflicts a soul linked with a terrible and contagious disease. If the target fails a Fortitude Saving Throw, he becomes infected with the mold. The disease has an incubation period of 1d3 days and causes 1d4 points of Constitution damage. The mold is highly infectious, and anyone touching an infected target must succeed at a Fortitude Saving Throw or become infected themselves. The disease initially looks like small patches of green mold similar to what you see on old bread. As the infection spreads, these patches grow in side. The skin untouched by the mold will start growing dark black as blood is cut off from the body and used to feed the vicious mold. Anyone who dies to the disease will continue to be infectious for another week. After one week has passed, the virulent mold will have eaten up all tissue on the deceased, leaving behind only blackened bones. </p><p><strong>Material Component: </strong>A small vial containing any kind of mold.</p><p></p><p><strong>Soul Avenger</strong></p><p><em>Necromancy </em>[Evil][Soul Link]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Infinite</p><p>Target: All creatures affected by Soul Link</p><p>Duration: 1 round/caster level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p><em>The arch-bishop was in a state of frenzied bewilderment. All his acolytes were writhing in pain on the temple floor, blood flowing from open wounds that had appeared out of nowhere. This was meant to be a moment of celebration, since at this very moment the holy knights he had dispatched should be ending the life of the foul necromancer living in the abandoned mill. </em></p><p></p><p><em>Soul Avenger</em> creates a strong link with all targets you have affected with the <em>Soul Link</em> spell, causing all the creatures linked to you to suffer damage if you get harmed. For the duration of the spell, whenever the caster suffers damage, all creatures with whom he has a <em>Soul Link</em> will suffer the exact same damage as the caster. The damage suffered by the linked creatures will be of the exact same type as the damage sustained by the caster. The affected creatures can reduce the damage taken by having the appropriate type of Damage Reduction or Energy Resistance. For example, if the caster suffers 11 points of Cold damage, and one of the creatures linked to him has Cold Resistance 10, the linked creature will suffer only one point of damage. </p><p><strong>Material Component: </strong>A mirror framed in blackened steel worth 500 gp. </p><p></p><p><strong>Hymn of the Ages</strong></p><p><em>Necromancy </em>[Evil][Soul Link]</p><p>Level: Sor/Wiz 6</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Infinite</p><p>Target: One creature affected by Soul Link</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p><em>The adventurers were surprised at the sight of the hermit. According to the villagers, the man had lived in the abandoned mill for more than ninety years, yet the man before them didn't look like he was a day over fourty. </em></p><p></p><p><em>Hymn of the Ages</em> causes the casters to become immune to all negative effects of aging by transmitting those effects to one creature affected by <em>Soul Link</em>. The affected creature will age twice as fast while affected by <em>Hymn of the Ages</em>. The caster on the other hand will suffer from no physical effects usually caused by old age. Even attacks that cause the target to age will be transmitted to the creature affected by <em>Hymn of the Ages</em>. The caster will still gain the benefits of old age, such as increased Intelligence, Wisdom and Charisma.</p><p><strong>Focus:</strong> A small, delicately crafted time glass worth 500 gp that the caster must keep on his body at all times. If the glass is destroyed, the spell will end.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 4166913, member: 9813"] Thanks for the reply Set and Ardent. Set, the idea for a spell that delays animation is kinda cool, I'll definitely snatch it and write it up, will probably add it a little bit later. Ardent, its true indeed that sometimes D20 doesn't really give options for using the laws of physics, even in cases where it would seem logical. I do though think that if I had a player that decided to use an alkaline to neutralize an acidic creature, I would give that player some benefit from his effort. You could always rule that an alkaline is the same as an acid, and it has amplified effect when applied to acidic creatures, such as an ooze. Anyways, feel free to snatch what you like from here. Here comes a new batch of spells, this time spells not so focused on undead. These spells are a little bit inspired by traditional voodoo. [b]Soul Link[/b] [i]Necromancy[/i] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action or more Range: Varies Target: One creature Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes [i]The villagers had warned Thygore about the old hermit living in the abandoned tower. If you go seek his advice, do not leave behind anything of yours that he might use, not a single straw of hair or a single flake of skin. [/i] [i]Soul Link [/i]creates a strong connection between the caster and one target. This connection has little effect by itself, but it allows for a vide variety of other spells to be cast on the linked subject. The range at which the caster can affect a target with[i] Soul Link[/i] depends on the caster level of the caster. At caster level of level 1 or above can cast [i]Soul Link[/i] by deliving a touch attack to the target he wishes to affect. At level 5 or above, the caster can cast [i]Soul Link[/i] by association, meaning that if he is in possession of a piece of tissue from his target he can affect his target no matter the range. A flake of skin, a straw of hair, a nail clipping or a drop of sweat or blood are all viable components to cast [i]Soul Link [/i]with. At level 10 or above, the caster can cast [i]Soul Link[/i] on any target he is able to see. This even includes casting the spell on a target the caster is viewing through a scrying spell or item. At level 15 or above, the caster can cast [i]Soul Link[/i] on any creature if he knows the targets true name. It is possible for a caster to have a [i]Soul Link[/i] with a number of targets equal to his caster level. It is possible for the caster at any time to break a [i]Soul Link[/i] with a target if he so wishes. There are a number of ways to protect yourself against the effects of a [i]Soul Link[/i]. [i]Soul Link[/i] can be removed only by [i]Wish [/i]or [i]Miracle[/i]. Any creature within the effect of a [i]Consecrate[/i], [i]Hallow [/i]or [i]Magic Circle against Evil[/i] spell will be immune to any spells transmitter through the link, but entering the area will not dispel the [i]Soul Link[/i] itself. If the target of [i]Soul Link[/i] is subjected to a healing spell, the disruption in the necromantic energy of the spell will cause damage to the caster of [i]Soul Link[/i]. The caster will suffer damage equal to half of the amount of healing received by the linked target. It is therefore possible to force a caster to break a[i] Soul Link [/i]by continuously healing the linked person. Casting [i]Atonement [/i]on a target affected by [i]Soul Link [/i]will cause 10d6 points of damage to the caster and stun him for 1d4+1 rounds. [b]Chest Pains[/b] [i]Necromancy [/i][Soul Link] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Infinite Target: One creature affected by Soul Link Duration: Permanent Saving Throw: None Spell Resistance: No [i]Thygore clasped his chest and fell to the floor. Ever since his encounter with the old man his health had been failing, he had been experiencing these attacks several times every day. Perhaps it had been unwise of him to mock the old man for his superstition. [/i] [i]Chest Pains[/i] can only be cast on a target that the caster has a [i]Soul Link[/i] with. The target will feel severe pains in his chest, a pain so severe that it will stun the target for 1d4+1 rounds. Creatures immune to pain, such as constructs, elementals and undead, are also immune to the effects of this spell. [b]Curse of Fel Health[/b] [i]Necromancy [/i][Curse][Soul Link] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Infinite Target: One creature affected by Soul Link Duration: Permanent Saving Throw: Fortitude partial Spell Resistance: No [i]Having left the cursed village, Thygore was growing sicker by the day. His skin was pale and almost transparent, he was coughing up blood and he could barely sleep for the aching pain in his body. What foul magic was at work here, he could not help but to wonder.[/i] [i]Curse of Fel Health[/i] puts a debilitating disease on a creature affected by Soul Link. The affected target will slowly have his skin turning white and pale as the disease takes hold. When the spell is cast, the target will suffer 1d4+1 points of Constitution damage. Every 24 hours while the target is affected by the spell, he will suffer 1d4 points of Constitution damage. The target will also have to succeed at a Fortitude Saving Throw to be able to sleep, if he fails his Saving Throw the pain keeps im awake, preventing him from regaining spells and causing him to suffer from the effect of insomnia. It is possible for the target to try and fall asleep every eight hour. A [i]Remove Curse[/i] spell will remove [i]Curse of Fel Health[/i]. [b]Ghoul Mark[/b] [i]Necromancy [/i][Evil][Soul Link] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Infinite Target: One creature affected by Soul Link Duration: Permanent Saving Throw: None Spell Resistance: No [i]Thygore's friends were looking down on the body of their dead comrade. Thygore had woken up in the night, screaming with pain. In his agony, he had seen only one solution, to throw himself off the steep cliff near the camp. Clearly Thygore was dead, yet when his friends looked down through the thick fog, they could see something stirring in the deep.[/i] [i]Ghoul Mark[/i] puts a strong necromantic effect on a target affected by [i]Soul Link[/i] that will cause the target to animate as an undead creature when he dies. 2d10 rounds after the target afflicted by [i]Ghoul Mark[/i] dies, he will rise again as an undead creature under the command of the caster of [i]Ghoul Mark[/i]. The type of undead that the target will animate as depends on the caster level of the caster. [u]Caster Level Animate As[/u] 7 or less Zombie 8-12 Ghoul 13-16 Ghast 17 or above Mohrg [b]Material Component:[/b] A pinch of dirt taken from a grave. [b] Touch of Evil[/b] [i]Necromancy [/i][Evil][Soul Link] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Infinite Target: One creature affected by Soul Link Duration: Permanent Saving Throw: None Spell Resistance: No [i] The young priest was thoroughly scared. Why had the paladins seized him, why had they put him in chains? The young priest had been a follower of the light for years, a true believer in the deities of good. Why was the inquisition suddenly against him he could not fathom.[/i] [i]Touch of Evil [/i]infects one creature with whom you have a [i]Soul Link [/i]with evil energy. The affected target will not change alignment, but for the purpose of all magic and abilities that affect those of evil alignment, the target will be considered evil. This means that a spell such as [i]Detect Evil [/i]will detect the target as being evil and a spell such as [i]Protection from Evil[/i] will protect against the affected creature. [b]Material Component: [/b]The finger bone from a creature of evil alignment. [b]Green Mold[/b] [i]Necromancy [/i][Evil][Soul Link] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Infinite Target: One living creature affected by Soul Link Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: No [i]The drow empire did not only fear the march of the Karathan army, what they feared the most was the time that always came before the arrival of the army. Several days before the arrival of the legion, the inhabitants of the elf cities would fall under the most horrid and foul disease, as if though the rot of the legion had the power to infect those before it. [/i] [i]Green Mold[/i] inflicts a soul linked with a terrible and contagious disease. If the target fails a Fortitude Saving Throw, he becomes infected with the mold. The disease has an incubation period of 1d3 days and causes 1d4 points of Constitution damage. The mold is highly infectious, and anyone touching an infected target must succeed at a Fortitude Saving Throw or become infected themselves. The disease initially looks like small patches of green mold similar to what you see on old bread. As the infection spreads, these patches grow in side. The skin untouched by the mold will start growing dark black as blood is cut off from the body and used to feed the vicious mold. Anyone who dies to the disease will continue to be infectious for another week. After one week has passed, the virulent mold will have eaten up all tissue on the deceased, leaving behind only blackened bones. [b]Material Component: [/b]A small vial containing any kind of mold. [b]Soul Avenger[/b] [i]Necromancy [/i][Evil][Soul Link] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Infinite Target: All creatures affected by Soul Link Duration: 1 round/caster level Saving Throw: None Spell Resistance: No [i]The arch-bishop was in a state of frenzied bewilderment. All his acolytes were writhing in pain on the temple floor, blood flowing from open wounds that had appeared out of nowhere. This was meant to be a moment of celebration, since at this very moment the holy knights he had dispatched should be ending the life of the foul necromancer living in the abandoned mill. [/i] [i]Soul Avenger[/i] creates a strong link with all targets you have affected with the [i]Soul Link[/i] spell, causing all the creatures linked to you to suffer damage if you get harmed. For the duration of the spell, whenever the caster suffers damage, all creatures with whom he has a [i]Soul Link[/i] will suffer the exact same damage as the caster. The damage suffered by the linked creatures will be of the exact same type as the damage sustained by the caster. The affected creatures can reduce the damage taken by having the appropriate type of Damage Reduction or Energy Resistance. For example, if the caster suffers 11 points of Cold damage, and one of the creatures linked to him has Cold Resistance 10, the linked creature will suffer only one point of damage. [b]Material Component: [/b]A mirror framed in blackened steel worth 500 gp. [b]Hymn of the Ages[/b] [i]Necromancy [/i][Evil][Soul Link] Level: Sor/Wiz 6 Components: V, S, F Casting Time: 1 standard action Range: Infinite Target: One creature affected by Soul Link Duration: Permanent Saving Throw: None Spell Resistance: No [i]The adventurers were surprised at the sight of the hermit. According to the villagers, the man had lived in the abandoned mill for more than ninety years, yet the man before them didn't look like he was a day over fourty. [/i] [i]Hymn of the Ages[/i] causes the casters to become immune to all negative effects of aging by transmitting those effects to one creature affected by [i]Soul Link[/i]. The affected creature will age twice as fast while affected by [i]Hymn of the Ages[/i]. The caster on the other hand will suffer from no physical effects usually caused by old age. Even attacks that cause the target to age will be transmitted to the creature affected by [i]Hymn of the Ages[/i]. The caster will still gain the benefits of old age, such as increased Intelligence, Wisdom and Charisma. [b]Focus:[/b] A small, delicately crafted time glass worth 500 gp that the caster must keep on his body at all times. If the glass is destroyed, the spell will end. [/QUOTE]
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