Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
evil and vile necromancy spells
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ebaatezu" data-source="post: 1197401" data-attributes="member: 14803"><p>had all these people look at it and no replies yet...oh well i guess here is another one</p><p></p><p>Thanatos's Power ritual</p><p>Necromancy [Evil]</p><p>Level: Necromancer 9</p><p>Components:V,M,S</p><p>Cast time:1 hour</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: Instant/special</p><p>Saving Throw: Fortitude/special</p><p>Spell Resistance:Yes/special</p><p></p><p>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.</p><p>now time for the examples</p><p>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.</p><p>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.</p><p>if they choose bonuses to saves then they could put 3 on fortitude,3 on reflex,and the remaining 4 on will</p><p>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.</p><p>once chosen the benefits cannot be changed to another type of benefit and the numbers cannot be changed either(other then for spell slots)</p><p>ie if they chose to give strength a bonus today they could not change it to a dexterity bonus tomorrow.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="ebaatezu, post: 1197401, member: 14803"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
evil and vile necromancy spells
Top