evil and vile necromancy spells

ebaatezu

First Post
here are a few that i have made up and am posting them for feedback

in the world of caerolonth there existed a necromancer of vile temperment that was only happy when the others around him were in pain.he devised this spell in his quest to bring suffering to the world at large.he then travelled to a small village in the next country from his to test it and it worked beautifully,so he was overjoyed for he knew that the being he had done this to was in constant agony for the necromancer made him slaughter his own family to test the power of his spell.soon after this the wizard gave into his grandoise plans to try to rule his own country...of course it would be a country populated by undead but that is how he preffered it.he soon had amassed hundreds of undead in this manner until one fateful day that he tried to work this spell upon a paladin of grydion the spell succeeded in raising the former paladin as a wight, but it went horribly wrong in the aspect that the wight immediately attacked and slew him which freed all of the other undead as well.they immediately went for their own gems and within an hour there was nothing left except a large pile of dust,and one dead necromancer who had one scroll upon its body,with this spell on it...

Undying Torment
Necromancy [Evil]
Level: Necromancer level 7
Components: V,M,
Casting Time: 1 action
Range: touch
Target: 1 Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude/negates
Spell Resistance: yes

The caster by touching a being of less hit points then he currently possesses forces the touched being to make a save versus fortitude or else the being dies and rises as an undead.

victims hit dice
1-3skeleton
4-6zombie
7-9ghast
10+wight

The horrifying part of this spell is that the victim keeps its own mind and alignment but it must obey whomever controls it,there is a cumulative 2% chance per class level or hit die that the being possessed in life that it is free-willed otherwise there is no chance to ever break such control(slowly drives it mad in the process).it must obey the letter and spirit of any commands that it recieves.they must be humanoid or monstrous humanoid.
undead created by this spell keep all of their skill,feats and ability scores(except constitution) they lose any spellcasting abilty they might have.they gain all undead immunities as normal.
verbal component is a horrifying word from the vile speach feat and the material component is a black gem of 1,000 g.p. value which is what the newly undeads soul is bound to.whomever possesses the gem is in control of the undead being.every time that the gem is possessed by a new being the undead in question has the same chance to break free as it did earlier otherwise it is controlled.if the undead ever gets ahold of its own gem then the gem and the undead both dissolve into dust.
if it becomes free-willed its only driving concern is to get the gem that binds its soul.it will disregard anything else unless it gets in its way then it will deal with whatever is blocking it from its goal.

and another one

horrifying metamorphosis
Necromancy(evil)
Level: necromancer level 8
Components: V,M
Casting Time: 1 action
Range: touch
Target: 1 Living creature touched(humanoid or monstrous humanoid only)
Duration: special
Saving Throw: Fortitude/negates(special)
Spell Resistance: yes
by touch a wizard can bring about a transformation in the victim into an undead being if they fail their fort save they are turned into the following modified vampire template.once the transformation is complete the casting necromancer may try to control the being.the necromancer must make a will save DC of 10 plus the beings hit dice in order to control them.if successful then they gain control of the being for 1 month after which the necromancer must make another will save to control for another month,etc. undead created by this spell do not count towards the casters normal limit.the material component is the dust of a vampire.

Lesser vampire
Hit Dice Change to d12, have no Constitution score.
natural armor improves by +6
retains all the attacks of the base creature and gains a slam attack if it didn't already have one. its slam attack deals damage according to its size:
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6.
(EX)suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of temporary Constitution damage each round the pin is maintained.
(SU)A living creature hit by a its slam attack gains two negative levels.
(SU)Damage Reduction 15/+1
(EX)Fast Healing 5
(EX)Cold Resistance 20
(EX)Electricity Resistance 20
(EX)can climb sheer surfaces as though with a spider climb spell.
(EX)+4 turn resistance.
(EX)darkvision with a range of 60 feet.
(EX) has the traits and immunities common to undead

Has several weaknesses.(EX)
The merest sliver of sunlight deals 2d6 points of damage to a them. if exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly.

it takes a -2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol's touch deals 1d4 points of holy damage to a them, and if they are reduced to 0 hit points in this fashion they are destroyed utterly. This holy damage can be healed only by inflict spells

it cannot cross running water (but may be carried across). if immersed in running waterit loses one-third of its remaining hit points each round until it is destroyed at the end of the third round.

Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a vampire on a natural 20 (unless noted otherwise), even though they are normally immune to critical hits. A successful critical hit destroys a it instantly, turning it to dust.

Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, have no Constitution score.

+8 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

bonus feats Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes,

Challenge Rating Same as the base creature +2.

so what do you think,too powerful/weak all comments are more then welcome.
 

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had all these people look at it and no replies yet...oh well i guess here is another one

Thanatos's Power ritual
Necromancy [Evil]
Level: Necromancer 9
Components:V,M,S
Cast time:1 hour
Range: Touch
Target: Creature Touched
Duration: Instant/special
Saving Throw: Fortitude/special
Spell Resistance:Yes/special

With this spell the necromancer can literally strip the power of life from a being to use to power his spells.In order to be bale to cast this spell the caster must perform an hour long ritual consisting of shackling the victim to a specially built alchemical device consisting of many tubes to transfer the vital fluids and wires to transfer the energy of the beings soul.the device is 10 ft long,6 ft. wide and is 4 ft. off the floor and it costs 100,000 g.p. to build.this ritual can only be cast once a month on the night of the new moon.after securing the victim to the alchemical device the caster then needs to connect himself to the device as well (is why the alchemical device is so wide)after doing so the caster lies down next to the shackled victim and recites the last word of the spell.immediately upon utterence of the spell the victim makes a fortitude save(cannot choose to fail it) if successful they die and are released to their plane they go to after death and the caster must immediately make a fortitude save as well(applies as well to undead casters as if affecting an object) otherwise they are killed as well(or destroyed if undead) if they make the save then they only suffer 1d6 damage per level of the victim(which might kill them anyways),if the victim has S.R. and they make their save then the same thing happens as if they had made their fortitude save.if the spell is interrupted it has the same effect as if the victim had made his saving throw. if they fail their saving throw though there body over the next round is drained of all its fluids and purified through the alchemical device and their soul is drained from their body and the caster gains a measure of their power to use for themselves.the vicitms body becomes a dessicated husk which crumbles to dust, the only way to raise the being from the dead is through epic spells or through the intervention of a deity.the caster gains a one of the following benefits from the victims soul.they can either choose to gain a number of ability score points equal to the amount of hit dice/levels the victim had in life,or they could choose to gain a number of caster levels equal to the hit dice/levels the being possessed or they could gain bonus to saves equal to the victims hit dice/level or they can gain a number of bonus spell slots per day equal to the victims hit dice/level. can only pick one of these benefits and the benefits only last until the next new moon.you can only have the benefits from one of these spells at any one time active on you.
now time for the examples
if the caster chooses ability points and the victim had 10 hit dice/levels then the caster would gain 10 ability score points to use as he saw fit,so he could put 4 on strength 3 on intelligence and 3 on wisdom if he wanted to.
if they choose caster levels then all of their spells and spell like abilities are cast as if they were ten levels higher for caster level only.
if they choose bonuses to saves then they could put 3 on fortitude,3 on reflex,and the remaining 4 on will
if they choose spell slots they gain a number of spell slots so they could use these for metamagicked spells or they could cast a level 4 spell and a level 6 spell or whatever other combination they wanted to.
once chosen the benefits cannot be changed to another type of benefit and the numbers cannot be changed either(other then for spell slots)
ie if they chose to give strength a bonus today they could not change it to a dexterity bonus tomorrow.

please tell me what you think okay,i know it is very powerful but it also runs a lot of risk for the caster as well.
 

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