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Michael's MtG Spell thread (last update: Blockbuster 3/7/7)
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<blockquote data-quote="Michael Morris" data-source="post: 3034017" data-attributes="member: 87"><p><strong>Thread Necromancy with Vigor Mortis</strong></p><p></p><p>Damn, but it's been over a year since the last spell. I'll try to keep to one a week, though when within the week who knows.</p><p></p><p><strong>Vigor Mortis</strong></p><p>Necromancy [Black, Green]</p><p><strong>Level:</strong> (6) Drd 6</p><p><strong>Components:</strong> V, S, M</p><p></p><p><em>As you utter the incantations of this foul spell vines and leaves lash into the body devouring whatever flesh remains and replacing it. The skeleton that remains is augmented by new muscles and sinew made of plants matter, a macabre symphony of the living plant and the unliving bone.</em></p><p></p><p>This spell works like animate dead except it produces plant zombies (template given below).</p><p></p><p>Material Component: A jade stone worth 50 gp.</p><p></p><p>Plant Zombie template</p><p>Plant zombies are corpses whose flesh has been utterly replaced by living plant tissue in a macbre fusion of living and dead. The technique of their creation was first discovered by the Golgari of Ravnica though the technique has spread to other planes.</p><p></p><p>Creating a Plant Zombie</p><p>Plant Zombie is an acquired template. It may be added to any corpreal creature that has a skeleton (referred to hereafter as the base creature).</p><p></p><p>Size and Type: The creature's type changes to both plant and undead. It retains any subtypes except alignment subtypes (such as good) and subtypes that indicate type (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature's statistics and abilities except as noted here.</p><p></p><p>Hit Dice: Drop any hit dice from class levels (to a minimum of 1), double the number of hit dice left and raise them to d12s. If the base creature has more than 10 hit dice (not counting those gained with experience) it can't be made into a plant zombie with the vigor mortis spell.</p><p></p><p>Speed: A plant zombie retains the speed it had in life.</p><p></p><p>Armor Class: Natural armor bonus increases by 2 plus the number given for the creature's size in the zombie entry of the monster manual.</p><p></p><p>Attacks: As per zombie.</p><p></p><p>Damage: As per zombie.</p><p></p><p>Special Attacks: As per zombie</p><p></p><p>Special Qualities. A plant zombie loses most special qualities of the base creature. It retains any extraordinary qualities that improve melee or ranged attacks. Unlike a zombie, a plant zombie is not limited to single actions only. If it's base attack is high enough it does qualify for multiple attacks.</p><p></p><p>Saves: Base save bonuses are fort +1/2 Hit dice +2, Ref + 1/3 HD, Will +1/2 HD.</p><p></p><p>Abilities: A plant zombie's strenth increases by +2, it's dexterity remains the same. It's constitution score is identical to it's creator's casting ability score. It has no intelligence and has a charisma score of 1.</p><p></p><p>Skills: A plant zombie has no skills, but does gain a +4 bonus to hide when among vegetation and is able to stay perfectly still granting it an additional +4 bonus to hide.</p><p></p><p>Feats: The plant zombie loses all feats of the base creature and gains toughness.</p><p></p><p>Environment: Any</p><p></p><p>Organization: Any</p><p></p><p>Challenge Rating: 1 higher than equivalent zombie.</p><p></p><p>Treasure: None</p><p></p><p>Alignment: Always Neutral Evil or (Dusk) Always Black/Green</p><p></p><p>Level Adjustment: --</p><p></p><p></p><p>Sample: Ogre Plant Zombie</p><p>Large Plant Undead</p><p>8d12+40 (88 hp)</p><p>Init: -1</p><p>Speed: 40'</p><p>AC: 18 (-1 size, -1 Dex, +10 natural), touch 9, flat-footed 18</p><p>Base Attack/Grapple: +4/+14</p><p>Attack: Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +2 ranged (1d8+6)</p><p>Full Attack: Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +2 ranged (1d8+6)</p><p>Face/Reach: 10/10</p><p>Special Attacks: --</p><p>Special Qualities: Darkvision 60', Undead traits, Plant traits</p><p>Saves: Fort +8, Ref +1, Will +4</p><p>Abilities: STR 23, DEX 8, CON 18, INT --, WIS 10, CHA 1</p><p>Feats: Toughness</p><p>Challenge Rating: 4</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 3034017, member: 87"] [b]Thread Necromancy with Vigor Mortis[/b] Damn, but it's been over a year since the last spell. I'll try to keep to one a week, though when within the week who knows. [b]Vigor Mortis[/b] Necromancy [Black, Green] [b]Level:[/b] (6) Drd 6 [b]Components:[/b] V, S, M [i]As you utter the incantations of this foul spell vines and leaves lash into the body devouring whatever flesh remains and replacing it. The skeleton that remains is augmented by new muscles and sinew made of plants matter, a macabre symphony of the living plant and the unliving bone.[/i] This spell works like animate dead except it produces plant zombies (template given below). Material Component: A jade stone worth 50 gp. Plant Zombie template Plant zombies are corpses whose flesh has been utterly replaced by living plant tissue in a macbre fusion of living and dead. The technique of their creation was first discovered by the Golgari of Ravnica though the technique has spread to other planes. Creating a Plant Zombie Plant Zombie is an acquired template. It may be added to any corpreal creature that has a skeleton (referred to hereafter as the base creature). Size and Type: The creature's type changes to both plant and undead. It retains any subtypes except alignment subtypes (such as good) and subtypes that indicate type (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature's statistics and abilities except as noted here. Hit Dice: Drop any hit dice from class levels (to a minimum of 1), double the number of hit dice left and raise them to d12s. If the base creature has more than 10 hit dice (not counting those gained with experience) it can't be made into a plant zombie with the vigor mortis spell. Speed: A plant zombie retains the speed it had in life. Armor Class: Natural armor bonus increases by 2 plus the number given for the creature's size in the zombie entry of the monster manual. Attacks: As per zombie. Damage: As per zombie. Special Attacks: As per zombie Special Qualities. A plant zombie loses most special qualities of the base creature. It retains any extraordinary qualities that improve melee or ranged attacks. Unlike a zombie, a plant zombie is not limited to single actions only. If it's base attack is high enough it does qualify for multiple attacks. Saves: Base save bonuses are fort +1/2 Hit dice +2, Ref + 1/3 HD, Will +1/2 HD. Abilities: A plant zombie's strenth increases by +2, it's dexterity remains the same. It's constitution score is identical to it's creator's casting ability score. It has no intelligence and has a charisma score of 1. Skills: A plant zombie has no skills, but does gain a +4 bonus to hide when among vegetation and is able to stay perfectly still granting it an additional +4 bonus to hide. Feats: The plant zombie loses all feats of the base creature and gains toughness. Environment: Any Organization: Any Challenge Rating: 1 higher than equivalent zombie. Treasure: None Alignment: Always Neutral Evil or (Dusk) Always Black/Green Level Adjustment: -- Sample: Ogre Plant Zombie Large Plant Undead 8d12+40 (88 hp) Init: -1 Speed: 40' AC: 18 (-1 size, -1 Dex, +10 natural), touch 9, flat-footed 18 Base Attack/Grapple: +4/+14 Attack: Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +2 ranged (1d8+6) Full Attack: Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +2 ranged (1d8+6) Face/Reach: 10/10 Special Attacks: -- Special Qualities: Darkvision 60', Undead traits, Plant traits Saves: Fort +8, Ref +1, Will +4 Abilities: STR 23, DEX 8, CON 18, INT --, WIS 10, CHA 1 Feats: Toughness Challenge Rating: 4 [/QUOTE]
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