The Deathomancer (for LL)

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Re: The Deathomancer (for LL)

Postby drizzit » Fri Oct 12, 2012 3:38 pm

this is what iv done up so far today.

Banished Void armor –
Level: 5
Duration: 2d8 hours
Range: Personal
Roll a d00% after successfully casting this spell, if you roll a 15% or less you (body, materials on person and mind) instantly get transported into the void and spat out into any random plane of existence. Regardless the outcome receive + 2 to AC.

Ghost armor –
Level: 2
Duration: 6 turns
Range: Personal
Become and gain all the abilities of a ghost aside from materializing and attacking a victim physically or adding age.

Zombie armor -
Level: 1
Duration: 3 turns per level
Range: Personal
Gain a + 1 to AC against physical damage. Summoning undead flesh to thinly cover your body. Anyone within sight of the Deathomancer while using this spell will have to pass a moral check unless they are a dethomancer, the Deathomancer also receives –2 to charisma not only because the look but this spell has of yet not quite been able to be cast and be rid of the horrid smell.

Dead Head –
Level: 3
Duration: 1d4 days per every 4 levels
Range: Personal
This allows the Deathomancer to ignore the need for sleep or food/water for inhuman lengths of time 1d4 days per every 4 levels. Receive –2 vs. spells or spell-like devices and psionic abilities/effects while (Dead Head) is in use, aside from sleep or hunger/thirst effects.

Commune with Dead –
Level: 1
Duration: 3 turns
Range: 100ft
The Deathomancer calls upon dead mortal souls in order to seek out knowledge or for just plain fun. This spell may only be cast twice per week. Anyone in sight of the Deathomancer can see, hear and maybe even feel a presence of a apparition. The source communing lasts for 3 turns, or is banished, dismissed and some may even flee or reject your call(mostly depending on your Labyrinth Lord).

Plagueis-
Level: 4
Duration: 1d20 rounds per 5 levels.
Range: Personal
Immune to mind altering effects, poison, disease, petrify or paralyze effects though the Deathomancer may still act as a carrier for disease/sickness. You may only use this spell once per day.

Blight –
Level: 2
Range: touch
Duration: Instantaneous
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per every 6 levels of the caster. A plant that isn’t a creature immediately withers and dies. This spell has no effect on the soil or surrounding plant life.

Cold touch -
Level: 1
Range: Touch
Duration: Instantaneous
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. You may choose to use this spell with a successful hit on a opponent while wielding a weapon or item your striking with as long as your holding it. A undead creature you touch takes no damage of either sort, but must flee as if panicked for 1d4 +1 rounds.

Death Ring –
Level: 6
Range: 100 ft.
Duration: Instantaneous
A circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 + 1 per every 10 levels worth of living creatures. Creatures with the lowest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 8 HD or more is effected.

Command Undead –
Level: 2
Range: 25 ft. + 5 ft./2 levels
Duration: One day/level
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you.

Contagion –
Level: 3
Range: Touch
Duration: instantaneous
Target subject contracts a disease chosen randomly by the labyrinth lord.

Control Undead -
Level: 7
Range: 25 ft. + 5 ft./2 levels
Duration: 1 round /level
This spell enables you to command any undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them.

Create Undead or Golem –
Level: 5
Range: 25 ft. + 5 ft./2 levels
Duration: Instantaneous
A Deathomancer may choose to make a Undead minion or Golem out of quickly found parts, or parts sought after saved and collected over time and preserved properly for there specific use (Gentle Repose may help :)). you may roll new stats for this creation or you can let your labyrinth lord design it to there likings, however if you collect and properly care for your parts you may retain magical abilities or other significant stats or effects that said piece may have that is if your able to keep these powers in-tak after removing your desired piece. This creation last’s until it’s destroyed.


Curse Water –
Level: 1
Range Touch
Duration: Instantaneous
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

Life Leach –
Level: 2
Range: Touch
Duration: Instantaneous
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has more hit points then the Deathomancer. Syphon 1d6 + your Wisdom modifier (per every 4 Deathomancer level's) hit points, while victim loses equil amount hit points. This spell stops once the victims life has gone beneath the Deathomancer's total hit points by -1.

Ward Death –
Level: 4
Range: Touch
Duration: 1 turn per 4/levels
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. Ward Death does not protect against other sorts of attacks even if those attacks might be lethal.

Death sight –
Level: 1
Range 30ft
Duration: 1 round/level
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile, fighting off death, undead, or neither alive nor dead (such as a construct). Death Sight sees through any spell or ability that allows creatures to feign death.

Unseen Demise –
Level: 7
Range: 300ft
Duration: Instantaneous
The character instantly slays a single target and at the same moment animate's the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Poison or Death saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character’s control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Wisdom or Intelligence saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead.

False Flesh –
Level: 6
Range: Personal
Duration: 1 round per level
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 3d8 +1 per every 3 levels.

Gentle Repose –
Level: 2
Range: touch
Duration: One day/level
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead. Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like.

Undead halt –
Level: 1
Range: 100ft
Duration: 1 round/level
This spell renders as many as three undead creatures immobile. A non-intelligent undead creature’s gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell. The effect is broken if the halted creatures are attacked or take damage.

Soul shard –
Level: 5
Range: 100ft
Duration: 1 hour/level or until you return to your body -
By casting soul shard, you place your soul in a gem or large crystal, leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the soul shard. You may move back to the shard (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the soul shard must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the soul shard, you can sense and attack any life force within 10 feet per level (and on the same plane of existence). You do need line of effect from the shard to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or less Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body is a full-round action. It is blocked by protection from evil or similar ward’s. You possess the body and force the creature’s soul into the soul shard unless the subject succeeds on a spells or spell-like device save. Failure to take over the host leaves your life force in the soul shard, and the target automatically succeeds on further saving throws if you attempt to possess its body again for 7 days. If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the soul shard. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body. As a standard action, you can shift freely from a host to the Soul shard if within range, sending the trapped soul back to its body. The spell ends when you shift from the soul stone to your own body. If the host body is slain, you return to the soul shard, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the soul stone, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the soul shard returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the soul shard or at the host’s location. Focus: A gem or crystal worth at least 100 gp.

Mummy crust –
Level: 7
Range: Touch
Duration: Instantaneous
When the character sprinkles the dust of ground mummies in conjunction with casting mummy crust, two Large 1d8-HD mummies spring up from the dust in an area adjacent to the character. The mummies follow the character’s every commands according to their abilities, until they are destroyed or dismissed.

Pestilence –
Level: 7
Range: 1,000-ft.-radius hemisphere
Duration: Instantaneous
To develop - Area of 10ft, casting time 1 day, two additional casters contributing with the same spell, a book of the dead, fever few, spider wart, yarrow, imp stool mushrooms, a soul shard with a captured goodly soul in it and a live intelligent sacrifice.- When pestilence is successfully cast, a wave of illness radiates outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay. Each day that a victim fails a Constitution save, it takes 1d4 points of temporary damage. If the victim then fails a second save, 1 point of that damage is permanently drained. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other magic-users, each of whom must cast the same spell within 10ft of each other.

Ray of Exhaustion -
Level: 3
Range: 25 ft. + 5 ft./2 levels
Duration: 1 round/level
A black ray projects from your pointing finger The subject is immediately exhausted for the spell’s duration. A successful spells or spell-like devices save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.

Bind soul –
Level: 7
Range: 5 ft. + 5 ft./2 levels
Duration: Permanent
You draw the soul from a newly dead body and imprison it in a black sapphire gem or soul shard. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem or shard, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem/shard or dispelling the spell on the gem or shard can one free the soul (which is then still dead).

Ghost hand –
Level: 2
Range: 100 ft. + 10 ft./level
Duration: 1 round/level
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell(Ghost hand), you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 2nd level or lower that you cast can be delivered by the Ghost hand. The spell gives you a +1 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, or goes out of your sight, the hand returns to you and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons. Half damage on a failed dexterity save and no damage on a successful save. Your Wisdom modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it. Likewise for Ghost hand's base dexterity (Or just use a 50/50 chance to hit Ghost hand).
Last edited by drizzit on Sat Oct 13, 2012 11:35 pm, edited 53 times in total.
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
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drizzit
 
Posts: 58
Joined: Wed Sep 19, 2012 8:55 pm
Location: the underdark of western NY (roc area)

Re: The Deathomancer (for LL)

Postby drizzit » Fri Oct 12, 2012 6:29 pm

id also love opinions on something like this for the Deathomancer calss -

Summoning table – d00%

Undead/ Summoning DC----Undead/ Summoning DC

Skeleton/ –45%----------------------Wraith/ –16%
Zombie/ –35%--------------------Mummy/ -14%
Ghoul/ –30%-------------------------Spectre/ -12%
Shadow/ –25%------------------------Morh/ -10%
Ghast/ –20%------------------------Vampire/ -8%
Wight/ –18%---------------------------Ghost/ -20%

Gain + 2% every Deathomancer level, any roll above the Deathomancers max percent is a failure. You may roll a d20 while summoning to see if you get a crit hit/miss summon or don't roll a d20 and get a standard summoned undead without the risk of failure or out doing yourself resulting in a vary average summoned undead. If you do choose to roll a d20 any roll that is not a crit miss/hit is considered a summon as if you didn't roll the d20 at all. if you do get a crit hit/miss roll a d00%, 25% and under = a regular crit, 26%-50% = double your regular crit, 51%-75% = triple crit, 76-90% quadruples the Deathomancers regular crit and 91+ quintuples it. You may only do this once per summon as soon as your summoning your undead and no other time.

0-25% = + or - 1*
26-50% = + or - 2*
51-75% = + or - 3*
76-90 = + or - 4*
91 + = + or - 5*
* to all base stats. The (+ or -) is if you critically hit = + (d20 roll of 20) or critically miss = - (d20 roll of 1).
Last edited by drizzit on Sun Oct 14, 2012 4:21 pm, edited 8 times in total.
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
User avatar
drizzit
 
Posts: 58
Joined: Wed Sep 19, 2012 8:55 pm
Location: the underdark of western NY (roc area)

Re: The Deathomancer (for LL)

Postby drizzit » Sun Oct 14, 2012 4:42 am

Sorry to triple post >.> I tryed to edit all this to the best of my abilities, any feed back is still vary much welcomed. Iv added my lich class at the bottem of the Deathomancer both edited along with the spells on this page. And please feel free to steel anything and use the hell out of it just through a nukka some credit for the work. :D
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
User avatar
drizzit
 
Posts: 58
Joined: Wed Sep 19, 2012 8:55 pm
Location: the underdark of western NY (roc area)

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