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Exemplars of Evil

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CHAPTER 1<br />

GREAT<br />

VILLAINS<br />

28<br />

Target: Creature touched<br />

Duration: 1 hour/level (D)<br />

Saving Throw: Will negates; see text<br />

Spell Resistance: No<br />

You rub dung onto your minion’s brow, intoning dark words to<br />

bind his life to your cause.<br />

With a touch, you give a target a powerful motivation to<br />

avoid failure. If the target is captured by non-evil creatures<br />

or is slain, his body dissolves into foul sludge. The target<br />

is utterly destroyed and cannot be affected by any spell<br />

or effect that restores life (such as true resurrection) or a<br />

semblance <strong>of</strong> life (such as animate dead) short <strong>of</strong> miracle<br />

or wish.<br />

When the target dissolves, all creatures within 30 feet must<br />

succeed on a Fortitude save against the spell’s DC or become<br />

nauseated for 1d4 rounds.<br />

Material Component: Dung from an evil creature.<br />

PHANTASMAL INJURY<br />

Illusion (Phantasm) [Fear, Mind-Affecting]<br />

Level: Bard 3, sorcerer/wizard 3<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Medium (100 ft. + 10 ft./level)<br />

Target: One living creature<br />

Duration: 1 round/level (D)<br />

Saving Throw: Will disbelief<br />

Spell Resistance: Yes<br />

You cast out your senses to fill your foe’s mind, causing him to believe<br />

that he has suffered a mortal wound.<br />

You create the sensation in the target’s mind that he has been<br />

disabled (reduced to 0 hit points), restricting him to a single<br />

move action or standard action each turn. If the target takes<br />

a standard action (or any kind <strong>of</strong> strenuous action), he takes<br />

1 point <strong>of</strong> damage from phantasmal injury. The target remains<br />

conscious unless the damage would actually reduce his hit<br />

points below 0. This damage is real and remains after the<br />

spell’s duration has expired.<br />

PHANTASMAL WASTING<br />

Illusion (Phantasm) [Fear, Mind-Affecting]<br />

Level: Bard 4, druid 4, sorcerer/wizard 5<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Touch<br />

Target: One living creature touched<br />

Duration: 1 round/level (D)<br />

Saving Throw: Will disbelief<br />

Spell Resistance: Yes<br />

Your touch infects your foe’s senses, leading him to believe that he<br />

has grown feeble and ancient.<br />

With a touch, you cause a target to believe that he has lost his<br />

vitality and vigor. For the duration <strong>of</strong> the spell, the target takes<br />

a –6 penalty to Strength, Dexterity, and Constitution.<br />

RING OF FIRE<br />

Conjuration (Creation) [Fire]<br />

Level: Druid 9, sorcerer/wizard 9<br />

Components: V, S, M<br />

Casting Time: 1 round<br />

Range: Medium (100 ft. + 10 ft./level)<br />

Effect: 10-ft.-radius area <strong>of</strong> lava; see text<br />

Duration: 1 round/2 levels<br />

Saving Throw: Reflex partial<br />

Spell Resistance: No<br />

You utter deep, rumbling tones as you make arcane gestures over<br />

the basalt disc, causing it to glow white hot and evaporate in your<br />

hand. When you finish, the ground tears open and hot lava wells<br />

up from the depths <strong>of</strong> the earth.<br />

You create an area <strong>of</strong> lava. All creatures in the area that make<br />

successful Reflex saves take 1d6 points <strong>of</strong> fire damage plus<br />

1 point per caster level. Creatures that fail their saves take<br />

1d6 points <strong>of</strong> damage per caster level, to a maximum <strong>of</strong> 20d6<br />

points. Creatures that take at least 1 point <strong>of</strong> damage from<br />

ring <strong>of</strong> fire take an extra 1d6 points <strong>of</strong> fire damage each round<br />

for 3 rounds.<br />

Each round after the first, the area <strong>of</strong> lava expands by 10<br />

feet, becoming a 20-foot-radius ring on the second round, a<br />

30-foot-radius ring on the third round, and so on. As the ring<br />

<strong>of</strong> fire spreads, all creatures in its area must make new saving<br />

throws as described above.<br />

When the spell’s duration expires, the lava cools rapidly.<br />

All creatures in the area at that time are held fast and cannot<br />

move until they make a successful Strength check or Escape<br />

Artist check against the spell’s DC. Breaking free <strong>of</strong> the lava<br />

is a full-round action.<br />

Material Component: A disc <strong>of</strong> basalt (5 gp).<br />

STIFFEN<br />

Necromancy<br />

Level: Bard 3, cleric 3, sorcerer/wizard 4<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Touch<br />

Target: Living creature touched<br />

Duration: 1 round/level (D)<br />

Saving Throw: Fortitude partial; see text<br />

Spell Resistance: Yes<br />

As you touch your foe, blue spiderwebs appear on his skin, slowing<br />

him down and gradually paralyzing him.<br />

Upon touching a target, you set in motion a devastating<br />

effect that gradually deadens his nerves. On the first round,<br />

the target takes a –4 penalty to his Dexterity score, and all<br />

his movement rates are reduced by 5 feet. If the target can<br />

fly, his maneuverability is reduced by one step.<br />

On the following round, the target can make a new Fortitude<br />

save to halt the spell’s progress. If the save fails, the penalty<br />

to Dexterity worsens to –8, his movement rates are reduced<br />

another 5 feet, and his maneuverability is reduced by another 2<br />

steps. This deterioration continues each round until the target<br />

succeeds on his save, at which point his condition no longer<br />

worsens, or until the target’s Dexterity drops to 0. Targets

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