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Villains' Lorebook.pdf - Department of Political Science

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Rising Rot<br />

(Evocation Necromancy)<br />

Level: 5<br />

Sphere: Combat, Necromantic (Moander)<br />

Range: 10 yards/level<br />

Components: V,S,M<br />

Duration: Special<br />

Casting Time: 8<br />

Area <strong>of</strong> Effect: One creature<br />

Saving Throw: Special<br />

This spell generates a glowing brown or green<br />

beam <strong>of</strong> light that stabs out from the caster to unerringly<br />

strike a chosen target creature, who must be<br />

visible to the caster and within range when spell begins.<br />

The beam fades from existence the moment<br />

the victim has been struck, and the caster does not<br />

need to concentrate on the spell’s effects past this<br />

point. The beam infects the victim with a mold that<br />

sucks moisture and nutrients from living flesh, causing<br />

it to shrivel and turn brown. The target must<br />

make a saving throw vs. spell. Success means only<br />

1d8 points <strong>of</strong> damage is inflicted by the mold, but<br />

failure means the victim suffers 2d8+2 points <strong>of</strong><br />

damage. On every round thereafter the victim must<br />

make another saving throw vs. spell. The same spell<br />

damage (2d8+2 points) continues until the victim<br />

has successfully saved twice. The second successful<br />

saving throw ends the spell. Cure disease ends this<br />

spell instantly, as does any magic that kills molds or<br />

prevents damage done by them.<br />

Rising rot has no effect on undead creatures, incorporeal<br />

beings, nor any creatures lacking body tissue<br />

(such as elementals). Sages believe that the Darkbringer’s<br />

cult has fashioned numerous wands, known<br />

as wands <strong>of</strong> rotting, which can cast rising rot upon<br />

command.<br />

The material component <strong>of</strong> this spell is a handful<br />

<strong>of</strong> mold spores from any source and <strong>of</strong> any type.<br />

Roots <strong>of</strong> the Assassin<br />

(Conjuration)<br />

Level: 6<br />

Sphere: Summoning, Plant (Moander)<br />

Range: 10 yards<br />

Components: V,S,M<br />

Duration: 1 turn<br />

Casting Time: 2 rounds<br />

Area <strong>of</strong> Effect: 5 square yards/level<br />

Saving Throw: None<br />

This dark and evil spell creates long, slimy, black<br />

roots <strong>of</strong> foul look and manner. These plant things<br />

grow from any surface the spell was cast on with astonishing<br />

speed and attempt to strangle the poor<br />

person (or people) who triggered the spell; they wrap<br />

themselves around the neck <strong>of</strong> their victim. These<br />

roots attack collectively as a priest <strong>of</strong> the same level<br />

as the caster.<br />

The caster <strong>of</strong> this spell chooses exactly what condition<br />

triggers it. The condition can be <strong>of</strong> any complexity-for<br />

example “Kill only Tallfellow halflings<br />

wearing magical black leather armor with a red rose<br />

painted on their left shoulders.” However, the spell<br />

cannot know the name or alignment <strong>of</strong> a being, nor<br />

can it be set <strong>of</strong>f by undead or plantlike creatures.<br />

The most common way to use this spell is to cast it<br />

at a mandatory passage point <strong>of</strong> the intended target<br />

(for example, the bed <strong>of</strong> a king).<br />

This spell creates 1d100 tiny roots per square<br />

yard, any <strong>of</strong> which is sufficient to strangle a humansized<br />

opponent. Each <strong>of</strong> them can project itself up to<br />

5 yards in order to attack. Potential victims thus<br />

have to fight several hundred roots originating from<br />

several square yards <strong>of</strong> surface. When called forth by<br />

being activated, the roots make no more noise than<br />

a leaf falling from a tree, so only individuals with an<br />

exceptional sense <strong>of</strong> hearing would detect the roots<br />

(a -4 bonus to surprise rolls).<br />

Entrapped victims can hold their breath a number<br />

<strong>of</strong> rounds equal to one-third <strong>of</strong> their Constitution<br />

score. Beyond that time they must make a Constitution<br />

ability check every round with a -2 cumulative<br />

penalty or perish. Characters with the Swimming<br />

pr<strong>of</strong>iciency gain an additional round before<br />

they begin making Constitution ability checks.<br />

Characters with the Endurance pr<strong>of</strong>iciency can hold<br />

their breath a number <strong>of</strong> rounds equal to two-thirds<br />

their Constitution score and then make Constitution<br />

ability checks with no penalty the first round<br />

and accrue only a cumulative -1 penalty per round<br />

after the first check.<br />

Victims ensnared by this spell can attempt to<br />

sever the roots that strangle them. The mass <strong>of</strong> roots<br />

is AC 6, but only slashing (type S) weapons have<br />

any effect against them. If trapped victims use any<br />

weapon larger than a dagger, they suffer a -3 penalty<br />

to their attack rolls against the roots. Slashing<br />

weapons sever five times their damage roll in roots;<br />

and area-<strong>of</strong>-effect damaging spells also destroy that<br />

many roots. If all <strong>of</strong> them are destroyed and a victim<br />

153

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