Sahak of the nine colors! Spells and stuff.

Evil.... Didn't contemplate Epic spells, thats a good one. He will probably need Skill Focus (Spellcraft) when we make the NPC, to handle the DC still :)

If you want to make another army-busting spell, make one with greater area and less damage (a normal army-kinda grunt would die from 5d6 damage). Good spell, seems he's and all-round kinda guy (using Necromancy, Sonic, Lightning, Illusions...)

I been thinking of making Sahak's Gargoyles, special little guardians for the ol' man. But, alas, im working on my Lich project, so I got plenty of stuff on my hands. Cool spell Krishnath. And gimme a call when youre in KBH.
 

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Clay_more: I'll keep that in mind, although I must admit, it has been over 10 years since I last visited the danish capital.
Btw, Lich Project?

Later, going to go sleep now...
 

Im doing a makeover on the Lich, but Im only on pg. 6 now :)

Thanks Las, ill take a look at em once I get on another comp. (This netcafe comp wont allow me to Download anything).
 

Im doing some work on making the Lich more interesting, currently im working on the initiation Ritual. Im gonna include some of the concepts of Age categories from the Vampire Template, but Generation isn't a factor, since Lich are created by their own power, not from another Lich. And, im working on a few Lich PrC's, amongst them Minion of Orcus :)
 

Clay_More: I suggest that you make the powers based on the age of the lich. In other words, the lich gains additional powers as it ages.

Now for a little something for this project, A spell for Sahak. Although it is useable for anyone:

Force Teleport
Transmutation [Teleportation]
Level: Sor/Wiz 6
Components: V
Casting Time: 1 action
Range: Short (25' + 5'/ 2 levels)
Target: Any one creature within range.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions just like Teleport, except, the target need not be in contact with the caster, and can be any creature within range. The caster can choose to transport the target to any place he has seen or heard of, with the same restrictions as with the Teleport spell. If the target creature makes it's save or the spell fails to overcome the creatures spell resistance, nothing happens.

-

Eldren (yelling): 'Where did you teleport him to?!?!'
Sahak (coldly): 'Does it really matter?'

-

Comments are welcome, as are more ideas for this thread.

Later,
 

Cool spell, sounds like it fits Sahaks theme good, with him being a preferring non-combatant, quick approach to eliminating enemies (without killing them, but it must be discouraging simply being transported away).

And Liches will have growing powers over time :)
 

You want spells for a sadistic, kitten-boiling NE teifling who fights dirty? You got 'em!

Hail of Camels
Conjuration (summoning)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Long (400ft +40ft per level)
Target: 1d6 creatures within the area of effect
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: None
This spell summons 1d6 camels, which fall like guided missiles onto the heads of your unsuspecting enemies. The impact of the landing camels does 6d10 points of damage to the target. The camels remain for 5 rounds, and fight on your behalf. The material component is a vial of camel spittle.


Explosive Livestock
Transmutation [Fire]
Level: Sor/Wiz 4, Destruction 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Farm animal touched
Duration: see text
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)
This spell turns unassuming farm animals into mooing, baaing time bombs. When this spell is cast on a cow, sheep, horse, goat or other domesticated animal, the animal’s body becomes a veritable explosives depot. The next creature to touch the animal sets off the bomb. The explosion kills the poor animal instantly, and does 5d10 points of damage to all within a 20ft radius of the exploded creature (Reflex save half). 2d10 of this damage is due to the fiery blast (and is subject to fire resistance), and 3d10 is from the hail of organs thrown by the explosion.

Time’s Wrath
Transmutation
Level: Sor/Wiz 9, Time 9
Components: S, XP
Casting Time: 1 action
Range: Medium (100ft +10ft/level)
Target: One creature
Saving Throw: Fort negates
Spell Resistance: Yes
A thin, gray beam shoots from your pointing finger. You must succeed a ranged touch attack to hit; if you miss, the spell is wasted. Affected creatures are aged 10d10 years. An aged creature suffers the effects shown on page 93 of the Player’s Handbook. Creatures aged beyond their maximum age are instantly slain, and can only be brought back to life by a wish or miracle spell. Outsiders, constructs, plants, vermin and undead cannot be aged. Animals, beasts and magical beasts are considered to have lifespans ½ that of humans. Humanoids, fey, shapechangers, giants and monstrous humanoids have lifespans between that of humans and elves (DM rules when they achieve aging effects). Dragons age as, well, dragons, and grow more powerful when they achieve a new age category. Dragons have no maximum age.
XP Cost: 3,500xp

Edit: Made Time's Wrath a bit more balanced.

Hope you can use these.

Demiurge out.
 
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demiurge1138: I love the camel spell, as it is really something that Sahak would use... As for the time spell, you do know it is horribly overpowered don't you? It should probably at the least be a 9th level spell and allow a fortitude save to negate, also, you are aware of what would happen if a great red wyrm dragon got a hold of the spell? But I like your efforts, the camel spell had me laughing for quite some time :D

Gamecat: Care to contribute?

Clay_More: Glad to hear it :D

Later,
 

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