Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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 />
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