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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156<br />
bearer’s hand and forearm in an inky black ball in a<br />
single round. In the following round, the sphere<br />
shimmers like hot tar and emits a vinelike tendril <strong>of</strong><br />
glassy black up to 20 feet in length that touches the<br />
target being. If the target fails a saving throw vs.<br />
spell with a -4. penalty, she or he is enveloped in<br />
darkness and transformed into a silhouette. The silhouette<br />
then constricts and squeezes into a tiny,<br />
black, marble-sized sphere that is pulled by the tendril<br />
into the minion’s hand. The darkness then dissipates,<br />
leaving a clear, crystal walnut in the minion’s<br />
hand surrounding the marble-size black sphere that<br />
is the imprisoned being. Victims who succeed at<br />
their saving throw vs. spell are unaffected by the<br />
vinelike tendril, and the spell dissipates immediately.<br />
The clear spirit prison lasts for 1 day per level <strong>of</strong><br />
the spellcaster. When the crystal nut is shattered or<br />
when the spell duration expires, the marble-size<br />
sphere <strong>of</strong> darkness reforms into the shape <strong>of</strong> the imprisoned<br />
creature and then the darkness dissipates,<br />
leaving the victim unharmed.<br />
The material component <strong>of</strong> this spell is a black<br />
sapphire with greenish-yellow highlights <strong>of</strong> at least<br />
5,000 gp value which is transformed into the false<br />
walnut.<br />
Tentacle <strong>of</strong> Withering<br />
(Alteration, Necromancy)<br />
Level: 6<br />
Sphere: Combat, Necromantic (Moander)<br />
Range: 0<br />
Components: V,S,M<br />
Duration: 6 rounds<br />
Casting Time: 1 round<br />
Area <strong>of</strong> Effect: Special<br />
Saving Throw: None<br />
This spell transforms one <strong>of</strong> the caster’s arms into<br />
a wriggling, eel-like gray tentacle, which is rubbery,<br />
flexible, can readily adhere to surfaces or grasp<br />
things (and release them whenever desired) and is<br />
retractable and extensible from the length <strong>of</strong> the<br />
original arm to 36 feet long. The tentacle can grasp<br />
or manipulate objects (at a -2 penalty from the<br />
caster’s normal Dexterity), wield weapons (at a -2<br />
penalty to attack rolls), constrict for ld8 points <strong>of</strong><br />
damage plus 1 point per level <strong>of</strong> the caster in a<br />
round, or enact its withering power (if the caster will<br />
it to): sucking life energy from a living body it is<br />
touching. To wither, the tentacle must make a successful<br />
attack roll at the caster’s THAC0 plus a +4<br />
bonus. A successful withering attack causes the victim<br />
1d8 points <strong>of</strong> damage plus 1 point per level <strong>of</strong><br />
the caster and the loss <strong>of</strong> sensory or motive use <strong>of</strong> the<br />
struck body part for one round with no saving throw.<br />
(Determine which body part is struck through<br />
random dice roll between possible targets). If the<br />
head is struck, a round <strong>of</strong> blindness and deafness inescapably<br />
results. If a leg is struck, that leg cannot<br />
move for one round. A struck arm cannot move or<br />
hold things and drops anything already in its grasp.<br />
The tentacle can repeatedly affect a victim, inflicting<br />
another 1d8 points <strong>of</strong> life-draining damage plus 1<br />
point per level <strong>of</strong> the caster each round and disabling<br />
a new limb or the same limb-if it can main-<br />
tain contact with the being.<br />
The caster can end this spell early at any time by<br />
silent act <strong>of</strong> will, causing the tentacle to melt slowly<br />
away. While the tentacle is disappearing, the caster<br />
does not have any use <strong>of</strong> the tentacle/limb for one<br />
round. While the tentacle is in existence, the caster<br />
cannot engage in other spellcasting and may have<br />
limited mobility or be hampered in some activities.<br />
The material component for this spell are a fragment<br />
<strong>of</strong> bone or small complete bone and a piece <strong>of</strong><br />
rubber or eel flesh.<br />
Wound<br />
(Necromatic)<br />
Level: 5<br />
Sphere: Necromantic (Bhaal)<br />
Range: 120 yards<br />
Components: V,S<br />
Duration: Permanent<br />
Casting Time: 5<br />
Area <strong>of</strong> Effect: One target being<br />
Saving Throw: Neg.<br />
A ranged version <strong>of</strong> the spell cause serious wounds,<br />
this spell does 2d8+1 points <strong>of</strong> damage to the target<br />
creature. If the target being succeeds at a saving<br />
throw vs. spell, all damage is negated.