Sahak of the nine colors! Spells and stuff.

Krishnath

First Post
Coming Soon!

Clay_More should be along shortly and will start posting spells and spell ideas. In the mean time. Do you have any ideas for spells and magical items to a 30th level tiefling wizard who is not specialized in any schools? If so, please feel free to post them here. :D

Later,
 

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Well, without knowing his specific alignment, there are some concepts to be taken from the fact that he is an outsider.

Outsiders Ward
Protects wizard from any effects which would banish him from the Prime Material Plane. Range would probably have to be Personal, Duration hmm.. measured in rounds and a relatively high spell level (since being banished is the biggest vulnerability of most outsiders)

If Sahak is C-E, another good spell might be

Sahak's Chaotic Manifestation
Each time the affected spellcaster casts a spell, he rolls 1d10
0: Spell doesn't function, caster takes 2d10 points of unholy damage
1: Spell doesn't function
2: Spell operates, but at minimised capacity (all dice rolls are considered 1 s.)
3: Spell operates, but at minimised duration (Duration is halved)
4: Spell operates, but with lower power (spell DC's are decreased by 2)
5: Spell operates, no óther effects.
6: Spell operates, at higher intensity (spell counts as being Heightened two levels)
7: Spell operates, at greater power (spell DC's are increased by 2)
8: Spell operates, with longer duration (spell duration is doubled)
9: Spell operates, at greater capacity (spell is considered maximised)
10: Spell operates, at even greater capacity (spell is considered maximised, has DC increased by 2)
11: Spell operates, at extreme capacity (spell is considered maximised, has DC increased by 2 and counts as being Heightened two levels)

If cast on a Lawful person, subtract 1 from the roll
If cast on a Chaotic person, add 1 to the roll
 

More on Sahak of the nine colors.

Alignment is NE
His hair is black, his skin is red, his eyes has every color of the rainbow.

His hobbies include: Boiling kittens, torturing peasants for fun and profit, summoning succubi and making them do his nefarious bidding, and of course cultivating orchids.

He is greedy, manipulative, and has an ego the size of a great red wyrm. Fortunatly he is also very intelligent, and don't make stupid mistakes like letting the heroes live, or summon a demon he can't contain. Neither is he a megalomaniac, which might explain why he despite his tremendous power, hasn't tried to take over the world, just yet. :D

He lives in the Tower of the Nine Colors, which is actually a lot more like a flying citadel than an actual tower.

If this info gives anyone some ideas, feel free to share them :D
 

Have some necromantic items, which might be suitable.

Restraining Table
The Restraining Table is actually not a magical item. It is a piece of equipment used by Necromancers and anatomists seeking to operate on living people. The table includes solid, iron constraints designed to hold down the strongest of men. Since most subjects brought unto the Restraining Table are unwilling, the table has been designed to have double or triple constraints in order to keep the victim in place. Anyone trying to escape the restraints of a Restraining Table can either attempt a strength check against a DC of 30 or an Escape Artist check against a DC of 40. It they succeed a Strength or Escape Artist check, they are able of freeing one arm. They can then choose to use that arm to free themselves, which will give them a +10 bonus to their Strength or Escape Artist checks, or they can engage in unarmed combat with anyone trying to operate on them. It is a full round action to attempt to break free from the table. If a person succeeds in another Strength or Escape Artist check, they free both their arms. Any further Strength or Escape Artists check will have a +15 bonus. If they succeed a third check, they will be able of freeing themselves completely.

Market Price: 600 gp.


Fatiguing Table
The Fatiguing Table is the same as a Restraining Table. The only difference is that the Fatiguing Table has been enchanted with a permanent Ray of Enfeeblement effect, which affects anyone, restrained to the table. Every round while someone is completely restrained to the table, they have to roll a fortitude save against a DC of 17 or loose 1d4+1 points of strength. The strength loss only lasts for as long as the subject is restrained. As soon as they free even one hand, the effect wears of. The table will continue to drain the target until he has only 1 point of strength left.

Requirements: Ray of Enfeeblement, Creator Must be Evil
Market Price: 10.000 gp.



Two spell ideas

Painful Domination
When ever the enchanted person says or does something which goes against the wishes of the caster, he takes 1d4 points of damage. This damage feels extremely painful, more than the damage would normally feel if caused by a normal weapon. I am not sure if this spell should work if the caster isn't present, as to prevent mutiny amongst his minions.

Individual Illusion
The caster can make an effect similar to that of Change Self. The only difference is that he can make his appearance individual, ie. decide how he appears to different people. For example, if looked upon by the Clerics of the Inquisition, he looks like a kind, old man. If seen my his minions and servants, he looks like a cruel, demonical ruler. Should be Illusion, but borders on Enchantment in my opinion.
 

Those are some very good ideas. Although I suspect that the cost of the fatiguing table is a little on the low side.

I don't have the energy right now, to comment on the spell idea, other than they look good, and need to be worked though. (i.e: get a full write-up). It's good night from me, or if you're evil, have a most monstrous nightmare...:D
 

gnight Krishnath. Nights just beginning for me, that life as a Nightwatch for ya

Ill sit and ponder some more on the spells over the night.
 

Clay_More said:
gnight Krishnath. Nights just beginning for me, that life as a Nightwatch for ya

Hmm...posts necromantic items...has a job as a night watchman -- do you do nightwatch in a morgue, Clay_More? ;)
 

Only the redskinned one downstairs know.... muhahahaha

Nah, I work in a fashionable four-star hotel, allows me to sit online all night and... do necromantic stuff...

Btw, the thread might seem "odd" if you don't know the background for this project. Me and Krisnath discussed making an "Archmage of The Month" kinda thing. We design an archmage from ground up, starting with some basic description as was made above. Then, we add some spells and items that are unique to the Archmage. All of the spells and items gives the Archmage, in my opinion, a bit more flavour than if we simply had given him fireballs and a ring of wizardry. As a finish, we flesh him out as an Character, giving him stats etc. as an NPC. Might even make a plan of his home (im actually contemplating making a design of the Tower of Nine Colors). Should end up with a good NPC, unique and original. That is the project, anyways. If the description of Sahak appeals you and you have something to add, feel free to do so :)

Anyways, probably gonna need some feedback on the spells, once they get fleshed out :)
 

Well, there might be a reason the job inspires for necromancy though. The hotel im working at has had the biggest hotel fire in danish history, claiming 30 casualties. It was reconstructed in the same style as before, the old-fashioned English style, with long, winding corridors and pictures of dead people. The chambermaids even say they occasionaly see ghosts...
 

Blend into Shadows
Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/ level

You draw shado to your self giving you the fallowing ability. In any conditions other than full daylight, you can disappear into the shadows, giving it you nine-tenths concealment. Artificial illumination, even a light or continual flame spell. Does not negate this ability. A daylight spell, however, will.


Death Beam
Necromancy (Death)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Rectangle 5 feet wide and up to close range long
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A black beam comes out of you outstretched hand. All living targets in the area must make a Fortitude save or die. If they are successful, they instead sustain 6d6 points of damage +2 points per caster level. Of course they all might die from damage even if they succeed at their saving throws.
XP Cost: 1,000 XP

Greater Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 15 minutes/ level

You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at triple his normal land speed, with perfect maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.

Lesser Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 5 minutes/ level

You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at half his normal land speed, with poor maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.

Mind Ripper
Necromancy
Level: Sor/Wiz 4
Components: V, S, F
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

A black ray springs from your hand. You must succeed at a ranged touch attack to strike a target. The subject suffers a –1d6-enhancement penalty to Intelligence, with an additional –1 per two caster levels (maximum additional penalty of –10). The subject also takes 2 points of damage per –1 enhancement penalty (this damage heals at the normal rate, it does not come back when this spell ends). As the subject's Intelligence drops they expiriance the following effects. at 10 the creature is unable to cast spells, at 4 he can't use Intelligence-based skills, at 2 or less the subject can't even communicate coherently. Still the creature knows who its friends are and can follow them and even protect them. This spell can not bring to targets Intelligence under 1.
Focus: A glass skull that’s worth at least 10 gp.

These might help some. spells some casters cant be without.
 

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