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The Savage Seraph
Captain

PostPosted: Sat Nov 13, 2010 12:17 am


Who Can be a Lich?
Core Base Classes
Barbarian -
Bard 11
Cleric 11
Druid 11
Fighter -
Monk -
Paladin 11*
Paladin 14
Ranger 11*
Ranger 14
Rogue -
Sorcerer 11
Wizard 11

Multiclassing

Fighter or Barbarian 6/Blackguard 7*
Monk or Rogue 8/Blackguard 7*
Monk or Rogue or Fighter or Barbarian 5/Assassin 7*
Wizard 3/Cleric 3/Mystic Theurge 8
Wizard 3/Cleric 3/Mystic Theurge 5* **

*with Practiced Spellcaster
**it would seem like W 3/C 3/MT 4 would qualify for the CL 11, but Practiced Spellcaster only allows a maximum caster level equal to your HD.

Notes: For Assassins, Blackguards, Mystic Theurges, and PrCs that a melee character could achieve to get spellcasting levels, the Practiced Spellcaster feat (Complete Arcane) will come in handy. This is also important to PrCs with unique spellcasting lists like Assassin or Blackguard.

Relative Phylactery Sizes
Due to the size difference between various species who partake in lichdom, a phylactery is usually build two size categories smaller than its creator (to a minimum of Fine). A Colossal+ creature would thus have a Gargantuan phylactery.

Phlactery Empathy
A lich can automatically sense if its phlactery is being attacked or has been destroyed. When a phlactery is destroyed, the lich feels a sensation of pain which stuns it for 1d4 rounds. As long as a phlactery does not move from where the lich put it, a lich can automatically sense exactly where it is (even if memory is altered or it somehow forgets). The lich receives +2 bonus to the CL and DC of divination spells centered on its phylactery.


Defense of the Soul
See the last sections of Complete Arcane: most of these defenses for your spellbook can be put to use on your phylactery (DM approval for some effects). A trapped phylactery isn't triggered by its creator and they get always get a saving throw (even for ones that don't allow for it; default to Fort or Will depending on the type of effect) with +4 bonus.

A phylactery can use the Will save of its creator, even if not within the vicinity of the lich. (It contains his/her soul, after all)

Symbols of spells and glyphwardsare good defenses, and are not triggered by the creator upon his/her respawn.

Destruction of a Phylactery
When you destroy a phylactery, you destroy the soul of the lich who crafted it. Without a soul, it cannot be brought back to life nor can it reform. A phylactery that is destroyed while it contains a soul is vaporized by the action of the soul being dispersed from it. Nothing can bring it back or fix it. If it is an inert phylactery that hasn't been occupied yet, it only breaks as per the effect set upon it and can be repaired by a make whole spell of a CL equal to or greater than the CL of the crafter at the time it was made (unless it was destroyed beyond mundane means, such as a disintegrate spell, or left in a state where it make whole cannot fix it).

Unless it gets the Feat Spirit Cyst.

Feats:

Spirit Cyst
The ability to inhabit bodies instead of relying on a simple phylactery to continue their existence.When a Liches body is destroyed they immediately assume a spirit form that is undetectable except with the use of a true seeing spell. In this form the lich may move with a perfect fly speed of 60ft. but cannot manipulate physical objects or use any abilities or spells unless they are require no components. As a standard action the Lich may attempt to invade the body and soul of an intelligent living creature whose square is adjacent to the lich’s own. The Lich may remain in this form for a number of minutes equal to their class level after which if they haven’t occupied an intelligent being they are destroyed. The target receives a will save DC (10 + ½ levels + Int mod), whether they save or fail they are unaware of the results. Good clerics, paladins, knights and other similar classes receive a +2 divine bonus on their will saves against this invasion. If the target succeeds their will save the lich may not attempt to enter that creature again until they lose another physical body but if the target fails the lich’s soul takes residence within the targets in something akin to a cyst.
In this cyst form a lich regenerates or can remain dormant for an indefinite amount of time. The lich may only passively observe the outside world through the senses of their host, can read surface thoughts and may communicate telepathically with the host if they wish. However, communicating or trying to delve deeper into the hosts mind runs the risk of the host becoming aware of their presence. While in this cyst form the Lich may not leave the host voluntarily nor may they be forced out except by an exorcism performed by a cleric whose caster level is equal to or greater than the Lich’s own or upon the death of the host where a Lich is freed once more to seek a new host and restart their regeneration cycle.

After the allotted amount of time has passed a Lich may regenerate within 30ft. of the host at any time they wish.
When the Lich does choose to manifest in physical form again they have two choices on how to do so. The first choice is to simply reform within 30ft. and damage the former host as the negative energy pulls your soul from its body. They host takes 10d6 negative energy damage and 2d4 Wisdom damage but receives a fortitude save DC (10 + ½ levels + Int mod) for half damage and to negate the wisdom damage. The second choice is for the Lich to try and reform while still with the host thus killing them instantly. This path can only be used if the host has HD less than or equal to the Lich and they still receive a Will save DC (10 + ½ levels + Int mod) to force the Lich of souls to form in an adjacent square but still take 5d6 points of negative energy damage.

Influence
The Lich can directly take control of a few actions of its host and force them to take actions that they normally would not.
Prereq- Spirit Cyst
A number of times per day equal to their intelligence modifier a Lich may attempt to force their will on the host and control their body for a short time. Before the start of the host’s turn they receive a will save DC (10 + ½ levels + Int mod), a save gives a vague feeling of uneasiness to the host but a failed attempt allows the Lich to control the actions of their host for the round and can use their own abilities, such as spells (as long as they have any required material components), but not their paralyzing touch ability which is part of their lich body. The host is aware of the actions being taken by their body but are not automatically aware that a lich within them is controlling them, though it should be a clue that something is wrong. If the Lich attempts to carry out a suicidal action such as jumping off a cliff the host receives a second will save immediately to retake control. This ability must be used while the host is conscious.

Dead Empathy
As a druid or ranger is in tune with the ways of animals, you may interact with undead.
Prerequisite: Empathy (Wild or otherwise) class ability, must have spoken with an undead creature and passed a successful Diplomacy check, Diplomacy 5 ranks, capable of casting a necromancy spell
Special:
You can improve the attitude of an intelligent Undead creature. This ability functions just like a Diplomacy check to improve the attitude of a person. You roll 1d20 and adds the class level of whichever class gave you the Empathy ability and your Charisma modifier to determine the dead empathy check result. The typical Undead creature has a starting attitude of hostile.
To use dead empathy, you and the Undead must be within 30 feet of one another under normal visibility conditions. Generally, influencing an Undead creature in this way takes 1 minute, but, as with influencing people, it might take more or less time.
You can also use this ability to influence an unintelligence Undead, but you take a 50% (minimum of 10) penalty on the check (reduce the outcome by 50%).
You receive a +4 circumstance bonus if you are Undead as well.

Deny Exception [Undead]
You are capable of warding off the additional effects of spells and abilities that are more effective against Undead a few times each day.
Prerequisite: Cha 13+, any amount of positive energy resistance
Special: You may be treated as a non-Undead creature for the purpose of spells that deal extra damage or effects specifically against undead (such as sunbeam and its destruction effect, or sunburst which normally deals 1d6 damage per caster level rather than the basic 6d6 damage). Positive energy, such as that of healing spells, still do damage (for example: heal will act as if you weren't Undead, which performs healing but it will do positive damage thus hurting you still). This effect is instantaneous and can be used against a number of spells per day (automatically, at your choice) equal to your Charisma modifier. Spells that deal extra damage or apply different effects over a period of time are affected for the duration of the spell. This feat may also apply against a single use of a magical item working in the way previously described.

Dread Lord
Even the stoutest of creatures may fall victim to your fear inducing spells.
Prerequisite: Capable of casting/using three fear-inducing spells or abilities, caster level 13
Special: You can instill fear in the most fearless of creatures. When your fear-inducing spells or abilities are put against a creature immune to fear, they receive a +4 bonus to their saving throws. If the attempt succeeds, the creature suffers the fear effect but at one category lower (to a minimum of shaken). Creatures immune to fear as per their type traits or with Intelligence less than 2 are effected as normal (or with more HD than the spell allows to effect).
Normal: You cannot instill fear in a creature immune to fear.

Dread Lord of Legend [Epic]
Your fear spells can afflict more powerful creatures.
Prerequisite: Capable of casting/using ten fear-inducing spells or abilities, caster level 21, Dread Lord
Special: Double the maximum HD of creatures your fear spells/abilities can effect. Cause fear now effects creatures with 12 HD or less, rather than the normal 6 HD. You gain a +4 insight bonus to your spells' DC.

Legion of Undeath
Through your training with necromancy, you can command even greater hordes of the undead.
Prerequisite: Charisma 18+, can cast animate dead, CL 11+
Special: You control 6 HD of undead per caster level with animate undead or spells that use this limit. (Or add +2 to your Charisma bonus for Dread Necromancers with Undead Mastery)
Normal: You control 4 HD of undead per caster level.

Improved Negative Healing [Undead]
Your connection to the Negative Energy Plane has allowed you to open a greater connection to the plane through negative energy attacks and channel even more healing than normal.
Prerequisite: Undead, Heals from negative energy, Improved Toughness
Special: You heal 150% from negative energy.
Normal: You heal 100% from negative energy.

Death Song [Undead]
As a performer of the dead, you know how to play specifically for your audience.
Prerequisite: Undead, Bardic Music ability
Special: Your bardic music abilities affect undead creatures for their full duration but affect living creatures for half that duration. If you have Requiem, you may choose to have either one take effect when you begin a bardic music effect.

Know Thyself
Prerequisite: Knowledge(see below) 5 ranks
Special: You gain a +4 circumstance bonus to Knowledge checks related to your type.
Type -> specific Knowledge skill
Constructs, dragons, magical beasts -> Arcana
Aberrations, oozes -> Dungeoneering
Humanoids -> Local
Animals, fey, giants, monstrous humanoids, plants -> Nature
Undead -> Religion
Outsiders, elementals -> The Planes

Dread Cavalier
You do not suffer the normal ride penalty (-2) for riding an undead creature.
Prerequisite: Ride 8 ranks, Mounted Combat
Special: You do no take the normal -2 penalty to Ride checks with an undead creature. Instead, your training gives you a +2 bonus instead and your flying mount's maneuverability increases by one category (unless it is already average or better). If it is not a flying mount, add 10 feet to its fastest movement speed. (Mount refers to any creature you ride, specifically undead for this feat)

Greater Dread Cavalier
Your skill atop an undead mount continues to increase.
Prerequisite: Ride 11 ranks, Dread Cavalier
Special: Your flying mount's maneuverability increases by another category (unless it is already good or better). If it is a ground mount, its fastest speed increases by 10 ft again.

Deadly Touch [Undead]
Getting in touch with your undead lich brethren, you may also make a evil-charged touch attack.
Prerequiste: Undead, Natural weapon
Special: When you successfully hit a living creature with your natural weapons, they must make a Will save (DC 12+Charisma modifier). If failed, half the damage becomes negative energy and all of the damage is treated as evil for the purpose of bypassing DR. This ability is optional.

Purveyor of Death [Undead]
Prequisite: Undead, Smite class ability
Special: Your smite ability becomes Smite Living, taking effect on creatures that are not undead, constructs, or oozes. You gain an extra use per day.

Undead Toughness [Undead]
Your unholy power has granted you dark vigor.
Prerequisite: Undead
Special: You gain an additional number of hitpoints equal to your Charisma modifier (minimum of 1) times your HD. Grants your Cha Modifier at the gaining of each new HD.  
PostPosted: Sat Nov 13, 2010 12:20 am


Variant


Home is Where the Heart is... [Variant]
Polymorph Any Object, when cast upon a phylactery will allow you transform it into a heart. With this, you may perform a special ritual. A DC 30 Heal check will allow you to replace a living creature's heart (of equal scale to your own heart; a Medium lich must cast a permanent spell to double the heart's size for use in a Large creature). This creature becomes a Lichthrall, gaining this afflicted template ('the lich' refers to the lich who added this template). This template is also applied whenever a phylactery is within another creature (either by ingestion, surgery, etc). For DM variants such as the entire person is a phylactery, use the Lichthrall (as in the case of Professor Q in the first Harry Potter; Voldemort is, in effect, a lich with a slow recovery time).

A lich will respawn from its Lichthrall as it would from a phylactery (the Lichthrall is a phlactery, in effect). During this time, the thrall glimmers with dark energies and when the process is finished the lich parts from his thrall as a shadowy form that solidifies into itself (instantly). The lich will sort of look like its thrall, sharing a few minor physical traits (eye/hair color shifts slightly). In return, the Lichthrall acts and thinks more like its master.

When reforming the master, it takes a DC 25 (minus 1 day for everyday the respawning process has gone on) to realize that something is wrong with the Lichthrall. (as noted below, detecting the Lichthrall's aura will show that there are two overlapping auras - one for the thrall and one for the lich, though they are the same in quality)

Lichthrall [template]
Alignment: Shifted to the lich's alignment (influenced to act as the lich would)

Gains DR/magic and bludgeoning equal to half the lich's HD.

Healed by negative energy.

Spell-like Abilities (Granted to Lich, used on Lichthrall only; no saves, no SR): At will - Greater Scrying, Detect Thoughts, Major Image (of lich, visible only to thrall),
Requires an opposed Int, Wis, or Cha roll, as chosen by the Lichthrall; if successful, lich cannot use any of these effects for an hour.

Channel the Master(Su): In mirrors, the thrall's reflection is that of the lich. When any presence is sensed or its aura is being checked, it is exactly the same as the lich's. When respawning the lich, anyone checking the thrall's aura will notice there are two identical ones. The lich may use Cha-, Int-, or Wis-based skills via its thrall.

Familiar-like Traits: The lich may use most (at DM's discretion) of the familiar-based spells such as transfering spells and spell-like abilities as per the appropriate spells. The Lichthrall as is affected by Share Spells, to a distance of 100 feet.

A lich can cast any ranged spell on its thrall from any distance (no saves or SR), so long as it is accepted willingly or the lich suceeds on an opposed check (see Spell-like Abilities section above for this check).

You Can Take It With You
Being in the presence of its phlactery empowers a lich due to the dark powers that it channels. While there is a risk in keeping its phylactery close, sometimes it is needed. The reforming powers of the phylactery also aid in minor damage to the dark creature.

While within 30' of its phylactery, a lich receives:
+2 bonus to caster level for necromancy spells
+2 DC to necromancy spells
+4 bonus to turn resistance
Fast healing 2
Resistance 10 against positive energy

Soul Long and Goodbye
A lich is immune to all soul-based spells such as magic jar, imprison soul, trap the soul, etc. Its soul is within its phlactery and can only be affected if the magic is cast upon the phylactery. With multiple phylacteries, each one must have that fraction of the lich's soul contained before the lich suffers the effects. If the soul is captured, the body dissolves and the phylactery is rendered inert until the soul is released. A lich and its phlactery has full immunity to magic jar and similar effects where a soul is switched because the intruder has not been prepared to enter a soul vessel. The unique link between the body and soul of a lich also renders it immune to the effect.

Putting one lich's soul in another lich's empty phylactery acts as a soul gem in trap the soul (regardless of HD). It is a soul vessel by design, allowing it to contain the lich, but it is not attuned to that specific one, so it acts as a soul gem to imprison it.

Tome of the Stilled Tongue (Complete Divine; pg. 103; 34,850 gp)
This book is of great value to the lich-to-be. It boosts caster levels, teaches spells, and looks great on a mantle. Sure, that +2 CL comes at the cost of Constitution, but you'll be undead soon enough and that won't matter. One of the most relevant features of this Vecna relic is that it "contains instructions for constructing a lich's phylactery". In effect, this reduces the XP requirements by 1/3 (after calculating the total price, in the case of extra phylacteries) whenever you create a phylactery with this book in hand.

Lich Variants

Basic Lich (Monster Manual)

Suel Lich (Dragon Magazine #339) A ghost-like incorporeal version of the lich, as developed by the people of Ancient Suel

Dracolich (Draconomicon) A draconic lich

Lichfiend (Libris Mortis) An outsider lich, usually a devil or demon

Good Lich (Libris Mortis) Turns undead, and can't be turned. But can be rebuked/destroyed.

Demilich (Epic Level Handbook) An epic lich, very powerful and has eight soul gems (that function much like extra phylacteries)
Archlich (Monsters of Faerun)

Dry Lich (Sandstorm) A sort of mummy-like lich, where your organs are kept in special canopic jars instead of having a phylactery; the Walker in the Waste PrC allows you to become one, much like the Dread Necromancer works for the Basic Lich.

Banelich (Forgotten Realms) Powerful followers of Bane achieve this template.

Baelnorn (Forgotten Realms) A elf turned into a lich; not necessarily evil
.
Illithilich (Basic Lich + Illithid) The race with alternative names galore, mind flayers can become illithilich (or alhoons) by taking the lich template.
Templates to Consider

Evolved Undead (Libris Mortis) While not a lich variant, this is something to consider for an old lich (as many of them are bound to be), boosts stats and gives fast healing as well as a spell-like ability

Spellstitched (Libris Mortis) Gain a bunch of spell-like abilities and some DR! It costs gp/exp to make an undead spellstitched but it might be worth it.

The Savage Seraph
Captain


The Savage Seraph
Captain

PostPosted: Sat Nov 13, 2010 12:23 am


The Necronomicon

Necromancy as a school is possessed of some of the most powerful and game defining spells ever imagined in the worlds of Dungeons and Dragons. Magic jar, wail of the banshee, and clone can practically be a world threatening plan for a BBEG all by themselves. In fact, that's been done several times. But Necromancy as a school suffers greatly for this attention. Though the earth shaking power for dark lords is well represented, the low levels of necromancy have been largely ignored by generations of authors. It is our intention to produce a short list of spells that allow a low level Necromancer to be memorable and effective without constantly falling back on the old stand-by of having Spell Focus: Conjuration.

The [Healing] subschool:
The spell cure light wounds has no business being in the school of Conjuration. It's not that you can't make an acceptable argument for the existence of "conjuration" that makes people feel better – that's actually pretty easy to rationalize. It's that cure light wounds doesn't work the way a spell that was in Conjuration would work. It doesn't create healthy flesh to fill up wounds – it channels Positive Energy into the creature and makes them feel better or worse depending upon how they react to that sort of thing. As described, the [Healing] subschool needs to be in the same school as inflict light wounds, because it does the same thing. Logically speaking, that could be Evocation (because Evocation handles any Energy Channeling), or it could be Necromancy (because Necromancy can do pretty much anything with Positive or Negative Energy). We suggest having the [Healing] subschool in Necromancy, but only because this isn't The Tome of Evocation. If you decide to make these spells Evocation spells for your home game, we won't stop you.

Congealing Consumption
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium
Area: 10 foot radius burst.
Duration: Instantaneous, and 1 round/level (see below)
Saving Throw: Willpower Negates
Spell Resistance: Yes.

As the necromancer finishes the final incantations, a dark cloud arises and envelopes the souls of those within.

Any creature within the area when the spell is cast must make a Willpower save or be nauseated for one round per level of the caster.

Curse of Crumbling Conviction
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium
Target: One Creature.
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes.

The avenging angel glared down with menace at the necromancer. She raised her flaming sword even as he completed his spell. He met her smoldering gaze levelly. "Why?" he asked. It was a question she could not answer…

If the target fails their save they no longer feel strongly about people, ideals, or things. The target's alignment becomes neutral if it wasn't already, and the creature becomes indifferent to everyone, including the caster. This effect is an instantaneous shift, and in no way prevents a creature from responding to subsequent diplomacy or threats. This lack of purpose is an oppressive feeling for intelligent creatures, who will gladly adopt the alignment of whatever creature next persuades them to being helpful. Creatures with an alignment subtype will gradually find their purpose again – regaining the alignment of their subtype in a d4 days unless they already have a new one.

Dark Symmetry
Necromancy
Level: Sor/Wiz 2
Components: S
Casting Time: 1 Standard Action
Range: Medium
Target: One Creature.
Duration: Concentration
Saving Throw: Willpower Negates
Spell Resistance: Yes.

Her hands slow down from the frenzied pace and the necromancer's shadow extends into the target's. The warrior's sword arm slows and holds fast. A smile flashes across her face, and she takes a step forward. The warrior unsteadily takes a step backwards, a look of panic crossing his face.

If the victim fails their saving throw, they are helpless and unable to voluntarily move until the spell is terminated. Further, if the caster moves while concentrating upon the spell, the victim simultaneously moves an equal distance in the same direction. If the victim is moved into an occupied space, he falls prone. If the victim is moved off a cliff, he falls.

Form of Death
Necromancy
Level: Sor/Wiz 2
Components: S
Casting Time: 1Standard Action
Range: Touch
Target: One Living Creature.
Duration: 24 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless).

The final incantations completed, the necromancer's skin turned gray, his lips became cold and dry.

A creature affected by Form of Death becomes very much like an undead creature. The target gains [Undead] as a subtype and is affected by any spell or effect that targets Undead specifically. The target is also cured by negative energy and damaged by positive energy. The target is immune to negative energy levels, ability damage, and ability drain. The character will be treated as an undead by those around him, which is both a boon and a bane – while mindless undead won't attack the target unless specifically ordered to and the character gains a +4 profane bonus on all charisma related checks when used on undead creatures, the target also suffers a -4 penalty on Charisma related checks for dealing with living creatures.

Puppet Dance
Necromancy
Level: Sor/Wiz 3
Components: S
Casting Time: 1Standard Action
Range: Close
Target: One Corporeal Creature.
Duration: Concentration
Saving Throw: Reflex Negates
Spell Resistance: Yes.

The necromancer holds her hands up with fingers apart, shadowy tendrils hang down from each finger, tapering into nonexistence before reaching her waist. As the spell reaches completion, larger tendrils appear above the target and hang down to anchor themselves in the victim's flesh.

If the victim fails their saving throw, they are helpless and unable to move voluntarily until the spell is terminated. This spell only affects creatures with a physical body. When the caster spends a standard action to concentrate on the spell, she may opt to have the victim move and perform a physical standard action. The caster cannot force the victim to use their spell knowledge (if any), and any attacks made by the victim use the caster's Base attack Bonus rather than their own.

Sobering Skeletal Stillness
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Medium
Target: One Creature with Bones.
Duration: Concentration
Saving Throw: Fortitude Negates
Spell Resistance: Yes.

Chortling like a man possessed, the necromancer contorts his hands into unnatural positions, emitting dreadful crackling sounds of bones grinding against one another. A black aura surrounds his victim, and the sounds of crepitace now come from two…

If the victim fails their saving throw, they are helpless and unable to move until the spell is terminated. This spell only affects creatures who have a skeletal structure, although an exoskeleton does count. Creatures normally immune to paralysis, necromantic effects, or effects requiring a fortitude save that do not objects are still effected by this spell if they have a skeleton (so a zombie ogre is affected, but an iron golem is not).

Tasha's Tomb Tainting
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No.

The graveyard has a serene feeling; the dead have lain here undisturbed for generations. Above the gate a sign in ancient Dwarven earnestly proclaims that the heroes interred within shall lie in peace forever. The necromancer puzzles through the faint and archaic runes and chuckles to himself. "Not hardly…" he mutters, and begins fishing through his spell component pouch for a black pearl…

Upon spell completion, the area is free of any consecration, desecration, Forsaken Graveyard, hallow, Tomb, or unhallow effects. If the caster chooses, the area can be considered desecrated for the next 24 hours (the effects are increased as if there had been a permanent altar to an evil god or pantheon in the area).

Material Component: One Black Pearl, worth at least 500 gp.

Tasha's Tomb Transport
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 minute
Range: See Text
Target: You and objects and willing creatures.
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No.

The caster finishes the droning incantations and places her hand on the ground, where dark red runes appear in a circle around it. Eerily dark tendrils rise from the shadows and consume everyone and everything within the area. Far away, a black portal opens on the ground and the travelers rise from it covered in a thin sheen of cold sweat.

This spell can only be cast in a Tomb, and it transports the targets to another Tomb of the caster's choice. The caster has no ability to determine where in the Tomb she will end up, but all targets appear together. The target Tomb need not be on the same plane of existence, but the caster must know where the target Tomb is to within one mile. The spell fails if either Tomb is cut off from the Negative Energy Plane (including effects like dimensional interdiction). Total transported creatures and objects cannot exceed 500 pounds per caster level in weight.

Tomb Tile Tessellation
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Area: One ten-foot cube
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: No.

Who knew how long the dead had lain in repose, unmolested and forgotten? Judging by the state of the remains, it was long enough – so the necromancer brought out the charts and began planning out how to make sure it stayed that way.

This spell can only be cast in a place where the dead have lain for at least 50 years without being returned as undead. Each casting makes one ten foot cube eligible to become a Tomb. Once the entire area is eligible to become a Tomb, the entire area becomes a Tomb.

Material Component: One vial of Holy Water or one vial of Unholy Water.
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