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Villains' Lorebook.pdf - Department of Political Science

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62<br />

doesn’t suffer damage from holding more than five<br />

times its Constitution, but does shed those extra levels<br />

as radiant energy (light and heat) at the rates<br />

specified in the aforementioned spellfire rules.<br />

A balhiir has only one draining “attack” per<br />

round, but the creature can passively drain many<br />

items at once. Any spell or magical item that is cast<br />

or brought within 10’ <strong>of</strong> the balhiir is absorbed as<br />

above.<br />

Only two methods are known to defeat a balhiir.<br />

The first is that its magic-absorbing abilities must be<br />

overloaded, as with the spellfire ability. This method<br />

usually requires several high-level mages casting<br />

spells into the creature simultaneously. The second<br />

method involves binding the balhiir to a physical<br />

object or a creature. The specific details <strong>of</strong> this ancient<br />

ritual are left for DMs to decide and players to<br />

ponder.<br />

Once bound, the balhiir is freed upon the destruction<br />

<strong>of</strong> the vessel containing it. The balhiir can then<br />

be rebound only by the being that freed it. Its rescuer<br />

can attempt the ritual to rebind the balhiir or can attempt<br />

to draw the creature’s energy into himself<br />

through sheer force <strong>of</strong> will. To do this, the character<br />

must save vs. death (the price <strong>of</strong> failure in this instance).<br />

Divide the total spell levels held by the balhiir<br />

by the character’s Constitution score, rounding<br />

up, to reach a number similar to the spellfire danger<br />

rating. Apply a -1 modifier to the saving throw for<br />

each number above 5.<br />

If the save is made the character lives, and until<br />

the character uses up the balhiir’s spell levels, the<br />

character can cast spellfire as a 1st-level wielder. All<br />

normal spellfire rules apply. Once the spell levels are<br />

used, the balhiir is destroyed and the character must<br />

make a system shock roll to survive the experience.<br />

Habitat/Society: Balhiirs normally reside on the<br />

Negative Energy Plane, and in the creatures’ native<br />

environment, they can absorb all forms <strong>of</strong> energy, including<br />

life forces or experience levels. Little else is<br />

known <strong>of</strong> the balhiir’s habits in its home plane, due<br />

to that plane’s inimical effect on normal lifeforms.<br />

Ecology: Balhiirs are very efficient in their use <strong>of</strong><br />

the energy/magic they consume. These creatures can<br />

hold enough energy to keep them active for months.<br />

If they run out <strong>of</strong> energy however, they do not perish.<br />

Instead, they enter a form <strong>of</strong> hibernation that<br />

can last indefinitely. The presence <strong>of</strong> energy within<br />

its sensory range awakens it, a process that requires a<br />

full turn.<br />

History: While a prisoner <strong>of</strong> the Cult <strong>of</strong> the<br />

Dragon, Shandril accidentally released a balhiir<br />

trapped in a sphere <strong>of</strong> crystal when she struck a Cult<br />

mage with it. The creature then absorbed the Cult<br />

mage’s magic, that <strong>of</strong> Shandril’s companion Narm,<br />

and several members <strong>of</strong> the Knights <strong>of</strong> Myth Drannor,<br />

filling it with incredible amounts <strong>of</strong> raw magical<br />

energy.<br />

Elminster arrived on the scene and instructed<br />

Shandril that, as she was the one who released the<br />

balhiir, it must be she who destroyed it. Shandril did<br />

so, despite agonizing pain. This process also awakened<br />

her latent spellfire abilities, inherited from her<br />

mother, who also possessed the power to hurl bolts <strong>of</strong><br />

raw magical energy.<br />

Sources: SPELLFIRE® game.

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