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.
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.