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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.

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