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Offlinedrizzit
ranger
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Registered: 08/14/12
Posts: 164
Loc: NY
Last seen: 5 months, 6 days
labyrinth Lord: Deathomancer class.
    #21442639 - 03/22/15 11:01 AM (9 years, 8 days ago)

Deathomancer
Requirements: None
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: none

Chapter 1 ~ “how to properly use a shovel”  ~ the Book of the Dead ~

A Deathomancer is a divine spell ~ caster that harbors the ability to raise, animate, create, or summon undead. They are not unlike clerics, but they are more adept in the arts of darkness, suffering, and magic pertaining to life after death.  Deathomancer’s can worship any god they choose but mainly worship the god of death to receive their spells if they so wish. Certain gods forsake Deathomancy. 

A Deathomancer is a divine spell ~ caster that is able to expel negative energies. Deathomancer's are clerics, but are more adept with spells pertaining to life after death. They use their abilities to raise/summon undead from their fallen enemies Deathomancer are also effective with spells involving disease or poison and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters.

A Deathomancer 's strengths are in bolstering undead, summoning or raising undead minions and being able to cast a vast repertoire of various dark spells. They are strong spell casters and are quite durable in physical combat.

Abilities: Charisma is important as it grants a Deathomancer additional 'turning undead' and “turning resistance” effects. It also powers the necromancer's spells and other special abilities. A high dexterity can prove nice when going for touch attacks.

Races: Humans are best fit to work as Deathomancer’s, due to their particularly short life spans and nonchalant attitudes toward the dead. Elves lack the stomach, and raw power to unearth materials. Gnomes find that the afterlife just isn't as entertaining as where they are now. Halflings see it to be a waste of time, as many undead weigh a lot and are too bulky to be hauling around everywhere. Many Orc, and half-orc devine spellcaster's dabble in Deathomancy, and half elves don't mind it too much either.

Alignment: Any non-good (too much negative energy for a good aligned character to live with). A Deathomancer is not quintessentially "evil", though most Deathomancers display traits of uncontrolled insanity, earlier on in history, Deathomancer’s were a welcome addition in any village or town. Once upon a time, Deathomancer’s were honored as shepherds of the dead, justified by aiding transition to the other side, as well as being a cornucopia of funerary wrappings, sacred incantations, and other things that help them to put the dead to rest.

Languages: A Deathomancer may learn a language of the undead if they study their desired language for 2-D-4 days and *succeeds a roll above 10 on 1D20* if not repeat until desired result.  If a Deathomancer has a Intellect of 17 or higher they may learn their desired language in 1-d-2 days and *succeeds a roll above 10 on 1D20* if not repeat until desired result.
*add your wisdom modifier to this roll*

Starting Gold: 3d6x10 g

Starting age: cleric.

Deathomancer Spell Progression
Spell Level
Level 1 2 3 4 5 6 7
1 1 0 0 0 0 0 0
2 2 0 0 0 0 0 0
3 2 1 0 0 0 0 0
4 3 2 0 0 0 0 0
5 3 2 1 0 0 0 0
6 3 3 2 0 0 0 0
7 4 3 2 1 0 0 0
8 4 3 3 2 0 0 0
9 4 4 3 2 1 0 0
10 5 4 3 3 2 0 0
11 5 4 4 3 2 1 0
12 5 5 4 3 3 2 0
13 6 5 4 4 3 2 0
14 6 5 5 4 3 3 0
15 7 6 5 4 4 3 1
16 7 6 5 5 4 3 2
17 8 7 6 5 4 4 2
18 8 7 6 5 5 4 3
19 9 8 7 6 5 4 3
20 9 8 7 6 5 5 3

Deathomancer Level Progression
Experience Level Hit Dice (1d6)
0 1 1
1,565 2 2
3,125 3 3
6,251 4 4
12,501 5 5
25,001 6 6
50,001 7 7
100,001 8 8
200,001 9 9
300,001 10 +1 hp only*
400,001 11 +2 hp only *
500,001 12 +3 hp only *
600,001 13 +4 hp only *
700,001 14 +5 hp only *
800,001 15 +6 hp only *
900,001 16 +7 hp only *
1,000,001 17 +8 hp only *
1,100,001 18 +9 hp only *
1,200,001 19 +10 hp only *
1,300,001 20 +11 hp only *


Turning Undead Table
Deathomancer Level
Undead HD 1 2 3 4 5 6 7 8 9 10 11 12 13 14+
1 7 5 3 T T D D D D D D D D D
2 9 7 5 3 T T D D D D D D D D
3 11 9 7 5 3 T T D D D D D D D
4 - 11 9 7 5 3 T T D D D D D D
5 - - 11 9 7 5 3 T T D D D D D
6 - - - 11 9 7 5 3 T T D D D D
7 - - - - 11 9 7 5 3 T T D D D
8 - - - - - 11 9 7 5 3 T T D D
9 - - - - - - 11 9 7 5 3 T T D
Infernal* - - - - - - - 11 9 7 5 3 T T

If a Deathomancer has a natural charisma of (15 - 17) they gain +1 every seven level’s to there choice of ether “turn undead” or  “turning resistance” specifically not both.  If their natural charisma is (18 - or higher) they gain a bonus of +2 every seven level’s to their choice of ether “turn undead” or  “turning resistance” specifically not both.

Class Features
All of the following are class features of the Deathomancer.

Weapon and Armor Proficiency: A Deathomancer is able to use all small weapons and Scythe’s. They are able to use all Armors and all Shields.  Aside from exotic to the PC, weapons, shields and armors.

Spells: A Deathomancer has to prepare spells as a cleric does.

Perk’s:

Skeletal Ally: At 1st level, a Deathomancer gains the ability to summon a skeleton with a fighter class equal to half your Deathomancer’s level and you can only have 1 at a time. Once summoned A skeletal ally lasts until it is destroyed or dismissed. The Deathomancer must spend 2 turn’s attempting to summon the skeletal ally. Also the skeleton has the ability scores as followed 14 STR, 12 DEX, 0 CON (undead), 10 INT, 8WIS, 7 CHA, and they also gain any bonus a fighter class gains at the Skeletal Ally’s level.  If your a good Deathomancer you should summon a new skeletal ally each time and randomly determine his skill’s and abilities as if it mattered every time who know's maybe you’ll get lucky and roll a all 20’s character and then keep it around till it somehow dies.   

Animate Dead (Sp): The Deathomancer’s' experience working with undead forms brings the ability to animate the dead easily. The Deathomancer is able to animate the dead as a spell-like ability at will that works the same way as (animate dead) spell but requires no materials.

*Death Aura (passive): At 3rd level, The Deathomancer is continuously surrounded by a 30-feet-radius area of negative energy identical to the *desecration spell. At 9th level, the area of negative energy extends to a radius of 10 feet per Deathomancer class level.
*
*Desecration
      [Evil]

Level Deathomancer, 2
Casting time: 1 turn
Range: (30 ft. + 5 ft./2 levels)
Duration: 2 hours/level


This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a –1 penalty, and every undead creature entering a desecrated area gains a +1 bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per summoned creator level.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (–2 penalty on turning checks, +2 bonus and +2 hit points per level for each undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead.
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Create Undead Allies (Sp): At 6th level, a Deathomancer is able to create undead allies.  Created undead are immediately and permanently under your control (roll 1 D 4 + half the Deathomancer’s level to summon / Animate / create Dead. that you can control…). This may be used 2 time's per week and does not require any material components.  Create undead Allies with a fighter class equal to half your Deathomancer’s level. They do not gain multiclasses. Once summoned allies lasts until destroyed or dismissed. 

Greater Bolstering Undead (Sp): at 7th level, a Deathomancer's undead power in defending his undead is potent enough to cause others to think twice before trying to combat a Deathomancer and his undead army. Whenever a Deathomancer chooses to bolster his undead (or their self while in undead form), they gain +1 attack, +1 armor class, +1 saves, +1 damage and +1 turn resistance. this last's for 6 hours once every two days.

Reaching 9th level: Once attaining 9th level, a Deathomancer  may
establish or build a stronghold or create a cult/religious following. Once a
stronghold or cult/religious following is established, the Deathomancer’s dark essence will be felt 50ft around there general/strong hold area and or surrounds a 9th and higher level Deathomancer wherever they travel.  The Deathomancer will attract 1st and 2nd level followers of the fighter class or create undead minions if preferred.  (numbering 1d4 x 5). They are completely loyal (never checking morale). The Labyrinth Lord chooses which proportions of followers are bowman, infantry, etc. at 15th level a Deathomancer may attract 1st and 2nd level clerics or other Deathomancer’s or create undead minions (numbering 2d4) if preferred must be a special undead or wraith to be able to cast magic ~ user or devine spell's.


Wraith Ally: At 10th level, a Deathomancer gains the ability to summon a powerful Wraith with a magic ~ user’s class equal to half your caster level. They do not gain multiclasses, and you can have only 2 at a time. Once summoned.  The Deathomancer must spend 1 hour to summon one wraith.  Once summoned Wraith allies lasts until destroyed or dismissed.

Darkvision (Passive): At 11th level a Deathomancer gains the sight of the dead and can see in the dark.

Undead Form: Starting at 4th level, a Deathomancer gains the ability to cloak himself with powerful negative energy to assume the form of the undead. A Deathomancer may enter an undead form once per day that lasts for 1 hour/level of the Deathomancer. While in an undead form, you lose any bonuses from constitution. Your base health changes (from1 D 6 to 1 D 12 re roll every time. :p ). You are now damaged by healing spells, healed by negative energy, and take double damage from fire, light and (good) attacks. You gain all immunities of the undead type. 

Vampire Form: Available to a 12th level Deathomancer. You gain a +2 natural armor bonus and physical damage reduction.  Vampire form also grants you a +2 turn resistance to goodly aligned clerics (turn undead ability). You also gain + 2 resistance to cold and electrical energy. Vampire form also grants +2 to charisma. A Deathomancer may enter the vampire form once per day that lasts for 1 hour/level of the Deathomancer.

Lich Form: Available to a level 18 Deathomancer. While in lich form, you have a surrounding fear aura. Any creature that is within 30 feet of you (for the first time), if they fail the fortitude save, they are affected by the fear spell. You gain a +2 natural armor bonus and physical damage reduction. Your *energy drain special attack now drains 3d4 negative energy damage and 1d4 constitution damage. Lich form grants +4 turn resistance. You are immune to cold and electrical energy. Lich form grants +2 to charisma and +2 to your Deathomancy spells and ability.  A Deathomancer may enter the Lich form once per week.

*Energy Drain, Negative Levels, and Experience Loss
Energy Drain (passive)
This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits and a fortitude check is failed. Each successful energy drain bestows Experience Loss (10 XP + caster’s level). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. Unless otherwise specified…  Draining creature’s life force is absorbed by the Lich 5 hit points (10 on a critical hit) for each successesful energy drain it bestows on an opponent. .
Level Loss
A character who loses a level instantly loses one Hit Die. The character’s base bonuses and abilities are now reduced to the new, lower level. Likewise, the character loses any ability score gain, skill ranks. If a familiar or companion creature has abilities tied to a character who has lost a level, the creature’s abilities are adjusted to fit the character’s new level.

Master of Death: At 20th level, a Deathomancer has truly learned the arts of death, thus gaining +1 charisma and +1 dmg to spells.

Phylactery: At 20th level a Deathomancer can trap part of his soul into a Phylactery.

Ex-Deathomancer’s
A Deathomancer that doesn't believe in Deathomancy loses all special abilities, perk's and any spells special to Deathomancy’s negative energy spells, perk's and effects.


Yea I ripped stuff off!
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this class will work vary well with my lich template.  if allowed by DM to multi class like 3.5


(Lich) Prestige/Template-like class A lich is an undead spellcaster who has used its magical powers to unnaturally extend its life. Liches are scheming, and to some, insane. They hunger forever for greater power, long-forgotten knowledge, and the most terrible of arcane/devine secrets. Because the shadow of death does not hang over them, they often conceive plans taking years, decades, or even centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson (or other color’s) light burn on in the empty sockets. Liches speak Common plus any other languages they knew in life. A lich must create a phylactery. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. A lich retains all the base creature’s ability’s, level’s, statistics, special abilities, possessions (aside from those needed in the ritual) and knowledge. The creature’s type changes to undead. Do not recalculate base abilities, saves, or skill points. Size is unchanged.

Lich’s are immortal

Prime requisite: INT,WIS

Requirements: 18 INT, 16 WIS and the ability to cast level 7 spells.

Maximum level : 4

Modifier: +2 INT, +2 WIS, +2 Cha

HD - 1-D-12

Ability’s: min/max - Str 3/18, Dex 3/18, Con 0/0, (undead lose Con) Int 15/20, Wis 15/20, Cha 6/20

Saving through’s: breath attack : +0 - poison or death : immune – paralyze or petrify : immune –wands : +2 – spells or spell like devices + 3 - retain your race’s/class’s saving throughs and keep using those tables as you level (wich will only be 4 more times as a lich ) unless your saves reach or already are max.

lich's receive - + 4 resistance to turning undead.

Dark vision : 60ft

Liches resurrect themselves in 1d10 days if their phylactery is intact.

Immunities : Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), mind-affecting attacks. Poisons, paralysis, stunning, disease, magical sleep spells and death effects

At first level, the lich gains a +1 natural bonus points to AC. This bonus increases by an additional +1 each level, to a maximum of +4 to natural AC at fourth level. Skill Bonuses: the lich receives the following thief abilities at first level. The thief skills themselves are also first level. Or equal to players thief level – Hide in shadows, hear noise and move silent. Gain 2% each level to a max of 8%.

Lich’s suffer no affect’s from fortitude unless it also works on objects or is harmless.

Lich’s are not subject to extra damage from critical hit’s, none lethal damage, ability drain, energy drain, fatigue or death from massive damage. A lich can not be raised and resurrection only works if the lich is willing.

Charnel Touch: At 2nd level, the lich gains a natural touch attack that may be made once per round. To use it, the lich makes a melee touch attack. The attack uses negative energy to deal 1d8+5 damage to the living. A save of (1/2 the lich's over all level + lich's Cha modifier. (Combine lich’s level + all level’s gained before lichdom, all class’s/race levels are added if this is not yet clear )) halves the damage. A lich with natural weapons may choose to use its natural weapons instead, and then may choose to deal 1d8+5 points of extra damage on one of the natural weapon attacks.

Fear Aura: By 3rd level, the lich becomes shrouded in a dreadful aura of death and evil. Creatures of less than 1-D-8 HD in a 60-foot radius that look at the lich must succeed on a save (Combine lich’s level + all level’s gained before lichdom, all class’s/race levels are added halve it, then succeed that roll on a d20 (assuming there not a crazy lvl 30+ god like lich then just make somthing up >.> %-tiles are the way i go) round down all variables ) or be affected as though by a fear spell from a magic ~ user of the lich's caster level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours

Paralyzing Touch: At fourth level, any living creature a lich hits with its touch attack must succeed a save or permanently become paralyzed. Remove paralysis or any thing that can remove a curse can free the victim.. Anyone paralyzed by a lich seems dead, though a D 20 check or a D 15 Healers check reveals that the victim is still alive.

Table: The LichHit Die: d12 Level/XP --AC bonus-- [Special ]

1st / 5,001 +0 [Undead, Immunities, +1 damage/enhancement to one single specific spell or ability] 2nd / 10,001 +1 [Charnel Touch, +1damage/enhancement to one single specific spell or ability.] 3rd / 40,001 +1=(2) [Fear Aura, Turn Resistance, +1 damage/enhancement to one single specific spell or ability.] 4th / 80,001 +1=(3) [Paralyzing Touch, +2 damage/enhancement to one single specific spell or ability.] All ability’s including str,dex,int,wis,cha -- undead have no Con --

this ritual can go wrong To become a lich you need the Herbs of Unlife, the Distilled Water of the Undead, the Torch of Burning Souls, your phylactery, the Heart of Darkness, and a place to do it cursed by bloodshed. · The Herbs of Unlife are grown in the coffin/body of a royal/important person slain by your hand. They grow in 4d10 days and may be plucked and preserved. When growing they must not touch light. · The Distilled Water of Unlife is water gained from a source in which a corpse has been rotting in it for 7 days. This is the corpse of a young innocent half your age or less, and at the end of the 7 days it must be animated under Desecration or *Unhallow. The fate of the undead after that is irrelevant, just gather the water and mix with the Herbs and blood over the burning souls. · The Torch of Souls is powered by burning and eventually, cracking a soul shard with the soul of a Good individual inside. With the flames now burning blue, you use this to heat the mixture of water, herbs and blood of the innocents to make the Elixir Don't forget the heart. The death of the corpse must be from having the heart removed while living. The potion brews in 6 hours. · The Heart of Darkness must come from a drowned body. No light from the sun must shine when removed and or removing, The heart must be stored fresh inside a magic container until the time of the ritual. A magic box of Gentle Repose will work. The Heart is added to the potion at the ceremony. It must be done on cursed land. With *Unhallow cast upon it, it must have been the site of some massacre, and even better if it was your doing. With a cupful of fresh human blood from any victim of good alignment, add to the potion and drink. If the murders were of your doing the good alignment is not required, anyone will do. At the next full moon, imbibe the potion. The drinker's life-force drains into the enchanted phylactery. The transformation begins. ------------------------------------------------------------------------------------------------------------

* Unhallow [Evil]

Level: Clr 5, Drd 5 or Deathomancer, 5 Casting time: 24 hours Range: Touch Area: 40-ft. radius emanating from the touched point Duration: Instantaneous

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects. First, the site or structure is guarded by a magic circle against good effects. Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead also take a -4 penalty. Spell resistance does not apply to this effect. There is a seperat way to cast Unhollow only known to certain druids, Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again. Spell effects that may be tied to an unhallowed site include aid, bless, fear, darkness, daylight, death ward, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, invisibility, remove fear, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. Saving throws and spell resistance might apply to these spells’ effects. An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters but does not dispel hallow. Material Component: Herbs, oils, and incense worth at least 1,000 gp and a soul shard containing a goodly soul.

Details- you must arrange all incense within a 20ft area to resemble symbols of fear, deceat and hate. You will need the incenses dragons blood for hate, nog-champa for fear and sandle-wood for deceat. Then arrange your herbs in the middle of your signs mixed and placed on a silver plate with a small flame of some sort underneath to heat the the plate as to slowly burn the herbs filling your area thick with smoke. You will need to mix yarrow, spiderwort, Amanita muscaria, worms wort and skunks tail weed. You will need the oil of a black dragon egg. As the incense and herbs burn cast the spell as you pour the oil into the herbs, the herbs should then burn a dark purple light at this point take your soul shard and heat it over this flame until it cracks open. Once the spirit is free of the shard and consumed by the flame the spell has been completed the incense and flame will burn on for one year unchanged if you so choose.


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this is what iv done up so far today.

Banished Void armor –
Level: 5
Duration: 2d8 hours
Range: Personal
Roll a d00% after successfully casting this spell, if you roll a 15% or less you (body, materials on person and mind) instantly get transported into the void and spat out into any random plane of existence. Regardless the outcome receive + 2 to AC.

Ghost armor –
Level: 2
Duration: 6 turns
Range: Personal
Become and gain all the abilities of a ghost aside from materializing and attacking a victim physically or adding age.

Zombie armor -
Level: 1
Duration: 3 turns per level
Range: Personal
Gain a + 1 to AC against physical damage. Summoning undead flesh to thinly cover your body. Anyone within sight of the Deathomancer while using this spell will have to pass a moral check unless they are a dethomancer, the Deathomancer also receives –2 to charisma not only because the look but this spell has of yet not quite been able to be cast and be rid of the horrid smell.

Dead Head –
Level: 3
Duration: 1d4 days per every 4 levels
Range: Personal
This allows the Deathomancer to ignore the need for sleep or food/water for inhuman lengths of time 1d4 days per every 4 levels. Receive –2 vs. spells or spell-like devices and psionic abilities/effects while (Dead Head) is in use, aside from sleep or hunger/thirst effects.

Commune with Dead –
Level: 1
Duration: 3 turns
Range: 100ft
The Deathomancer calls upon dead mortal souls in order to seek out knowledge or for just plain fun. This spell may only be cast twice per week. Anyone in sight of the Deathomancer can see, hear and maybe even feel a presence of a apparition. The source communing lasts for 3 turns, or is banished, dismissed and some may even flee or reject your call(mostly depending on your Labyrinth Lord).

Plagueis-
Level: 4
Duration: 1d20 rounds per 5 levels.
Range: Personal
Immune to mind altering effects, poison, disease, petrify or paralyze effects though the Deathomancer may still act as a carrier for disease/sickness. You may only use this spell once per day.

Blight –
Level: 2
Range: touch
Duration: Instantaneous
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per every 6 levels of the caster. A plant that isn’t a creature immediately withers and dies. This spell has no effect on the soil or surrounding plant life.

Cold touch -
Level: 1
Range: Touch
Duration: Instantaneous
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. You may choose to use this spell with a successful hit on a opponent while wielding a weapon or item your striking with as long as your holding it. A undead creature you touch takes no damage of either sort, but must flee as if panicked for 1d4 +1 rounds.

Death Ring –
Level: 6
Range: 100 ft.
Duration: Instantaneous
A circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 + 1 per every 10 levels worth of living creatures. Creatures with the lowest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 8 HD or more is effected.

Command Undead –
Level: 2
Range: 25 ft. + 5 ft./2 levels
Duration: One day/level
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you.

Contagion –
Level: 3
Range: Touch
Duration: instantaneous
Target subject contracts a disease chosen randomly by the labyrinth lord.

Control Undead -
Level: 7
Range: 25 ft. + 5 ft./2 levels
Duration: 1 round /level
This spell enables you to command any undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them.

Create Undead or Golem –
Level: 5
Range: 25 ft. + 5 ft./2 levels
Duration: Instantaneous
A Deathomancer may choose to make a Undead minion or Golem out of quickly found parts, or parts sought after saved and collected over time and preserved properly for there specific use (Gentle Repose may help ). you may roll new stats for this creation or you can let your labyrinth lord design it to there likings, however if you collect and properly care for your parts you may retain magical abilities or other significant stats or effects that said piece may have that is if your able to keep these powers in-tak after removing your desired piece. This creation last’s until it’s destroyed.


Curse Water –
Level: 1
Range Touch
Duration: Instantaneous
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

Life Leach –
Level: 2
Range: Touch
Duration: Instantaneous
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has more hit points then the Deathomancer. Syphon 1d6 + your Wisdom modifier (per every 4 Deathomancer level's) hit points, while victim loses equil amount hit points. This spell stops once the victims life has gone beneath the Deathomancer's total hit points by -1.

Ward Death –
Level: 4
Range: Touch
Duration: 1 turn per 4/levels
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. Ward Death does not protect against other sorts of attacks even if those attacks might be lethal.

Death sight –
Level: 1
Range 30ft
Duration: 1 round/level
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile, fighting off death, undead, or neither alive nor dead (such as a construct). Death Sight sees through any spell or ability that allows creatures to feign death.

Unseen Demise –
Level: 7
Range: 300ft
Duration: Instantaneous
The character instantly slays a single target and at the same moment animate's the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Poison or Death saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character’s control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Wisdom or Intelligence saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead.

False Flesh –
Level: 6
Range: Personal
Duration: 1 round per level
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 3d8 +1 per every 3 levels.

Gentle Repose –
Level: 2
Range: touch
Duration: One day/level
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead. Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like.

Undead halt –
Level: 1
Range: 100ft
Duration: 1 round/level
This spell renders as many as three undead creatures immobile. A non-intelligent undead creature’s gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell. The effect is broken if the halted creatures are attacked or take damage.

Soul shard –
Level: 5
Range: 100ft
Duration: 1 hour/level or until you return to your body -
By casting soul shard, you place your soul in a gem or large crystal, leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the soul shard. You may move back to the shard (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the soul shard must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the soul shard, you can sense and attack any life force within 10 feet per level (and on the same plane of existence). You do need line of effect from the shard to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or less Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body is a full-round action. It is blocked by protection from evil or similar ward’s. You possess the body and force the creature’s soul into the soul shard unless the subject succeeds on a spells or spell-like device save. Failure to take over the host leaves your life force in the soul shard, and the target automatically succeeds on further saving throws if you attempt to possess its body again for 7 days. If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the soul shard. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body. As a standard action, you can shift freely from a host to the Soul shard if within range, sending the trapped soul back to its body. The spell ends when you shift from the soul stone to your own body. If the host body is slain, you return to the soul shard, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the soul stone, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the soul shard returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the soul shard or at the host’s location. Focus: A gem or crystal worth at least 100 gp.

Mummy crust –
Level: 7
Range: Touch
Duration: Instantaneous
When the character sprinkles the dust of ground mummies in conjunction with casting mummy crust, two Large 1d8-HD mummies spring up from the dust in an area adjacent to the character. The mummies follow the character’s every commands according to their abilities, until they are destroyed or dismissed.

Pestilence –
Level: 7
Range: 1,000-ft.-radius hemisphere
Duration: Instantaneous
To develop - Area of 10ft, casting time 1 day, two additional casters contributing with the same spell, a book of the dead, fever few, spider wart, yarrow, imp stool mushrooms, a soul shard with a captured goodly soul in it and a live intelligent sacrifice.- When pestilence is successfully cast, a wave of illness radiates outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay. Each day that a victim fails a Constitution save, it takes 1d4 points of temporary damage. If the victim then fails a second save, 1 point of that damage is permanently drained. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other magic-users, each of whom must cast the same spell within 10ft of each other.

Ray of Exhaustion -
Level: 3
Range: 25 ft. + 5 ft./2 levels
Duration: 1 round/level
A black ray projects from your pointing finger The subject is immediately exhausted for the spell’s duration. A successful spells or spell-like devices save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.

Bind soul –
Level: 7
Range: 5 ft. + 5 ft./2 levels
Duration: Permanent
You draw the soul from a newly dead body and imprison it in a black sapphire gem or soul shard. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem or shard, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem/shard or dispelling the spell on the gem or shard can one free the soul (which is then still dead).

Ghost hand –
Level: 2
Range: 100 ft. + 10 ft./level
Duration: 1 round/level
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell(Ghost hand), you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 2nd level or lower that you cast can be delivered by the Ghost hand. The spell gives you a +1 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, or goes out of your sight, the hand returns to you and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons. Half damage on a failed dexterity save and no damage on a successful save. Your Wisdom modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it. Likewise for Ghost hand's base dexterity (Or just use a 50/50 chance to hit Ghost hand).

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other shit -

id also love opinions on something like this for the Deathomancer calss -

Summoning table – d00%

Undead/ Summoning DC----Undead/ Summoning DC

Skeleton/ –45%----------------------Wraith/ –16%
Zombie/ –35%--------------------Mummy/ -14%
Ghoul/ –30%-------------------------Spectre/ -12%
Shadow/ –25%------------------------Morh/ -10%
Ghast/ –20%------------------------Vampire/ -8%
Wight/ –18%---------------------------Ghost/ -20%

Gain + 2% every Deathomancer level, any roll above the Deathomancers max percent is a failure. You may roll a d20 while summoning to see if you get a crit hit/miss summon or don't roll a d20 and get a standard summoned undead without the risk of failure or out doing yourself resulting in a vary average summoned undead. If you do choose to roll a d20 any roll that is not a crit miss/hit is considered a summon as if you didn't roll the d20 at all. if you do get a crit hit/miss roll a d00%, 25% and under = a regular crit, 26%-50% = double your regular crit, 51%-75% = triple crit, 76-90% quadruples the Deathomancers regular crit and 91+ quintuples it. You may only do this once per summon as soon as your summoning your undead and no other time.

0-25% = + or - 1*
26-50% = + or - 2*
51-75% = + or - 3*
76-90 = + or - 4*
91 + = + or - 5*
* to all base stats. The (+ or -) is if you critically hit = + (d20 roll of 20) or critically miss = - (d20 roll of 1).

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"I now view my long road as a search for truth in my own heart, in the world around me,and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden

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