Editing Ten Hidden Orbs:Mnemon Morwyn

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| Beacon of Celestial Purity
 
| Beacon of Celestial Purity
 
| The sorcerer shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the sorcerer, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell.
 
| The sorcerer shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the sorcerer, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell.
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| Corrupted Words
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|The sorcerer speaks words that bind the tongue—he evokes a seething, bilious mass of green Essence between his hands and casts it down the throat of a victim at short range, where it dissolves into a ward that censors that character’s mind. As he does, he forbids the victim from speaking of a single subject, which may be incredibly specific or extremely broad. A cursed character feels waves of nausea if he even thinks of trying to communicate anything about the topic. If he tries to do so despite this warning, he becomes overwhelmed with wracking pain and begins vomiting up dozens of fat, white maggots, rendering that action or any other impossible for at least a turn. This applies to all forms of communication—speaking, writing, telepathy, or any desperate signals the victim tries to use to circumvent the restriction of this curse—and persists until the cursed character ceases trying to violate the ban. This spell may be ended by the sorcerer’s death or may be willingly released, as the sorcerer reaches a hand down the victim’s mouth and recites the last word of this spell backwards to extract a slimy egg-sac full of squirming larvae that is the physical embodiment of this curse. Lesser foes are unable to resist this spell, while worthy enemies may make a Spirit saving throw to resist.
 
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| Demon of the First Circle
 
| Demon of the First Circle
 
| This sorcery cannot be cast Quickly or Instantly, and requires an uninterrupted ritual of one hour, usually conducted at sundown or in a specially-prepared area. At the conclusion of that ritual, a first circle demon from Malfeas appears, requiring a Wisdom check in order to bind it to the summoner's will. First circle demons usually have no more than 5 HD, are unnamed, and have little personal identity. You may summon a specific species; there is at least one will be suitable for any occasion. The demon may be given a single assigned task with a defined endpoint, or bound to a year of service.
 
| This sorcery cannot be cast Quickly or Instantly, and requires an uninterrupted ritual of one hour, usually conducted at sundown or in a specially-prepared area. At the conclusion of that ritual, a first circle demon from Malfeas appears, requiring a Wisdom check in order to bind it to the summoner's will. First circle demons usually have no more than 5 HD, are unnamed, and have little personal identity. You may summon a specific species; there is at least one will be suitable for any occasion. The demon may be given a single assigned task with a defined endpoint, or bound to a year of service.
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| Ranks of Pale Bone
 
| The necromancer imbues corpses or other remains with an animating force, raising them as soulless lesser undead. For each hit die or level of the caster, 1d6 hit dice worth of lesser undead can be raised, assuming sufficient raw materials are available. The corpses need not be intact, as bones and tissue will merge and flow under the sorcery. Undead that have already been destroyed once, however, are no longer useful for further necromancy. The great majority of human-sized corpses rise as 1 hit die undead, though the corpses of terrible beasts or fearsome Misbegotten may be more dangerous. The raised creatures are mindlessly loyal to the necromancer or any lieutenants they nominate, but otherwise act as do most lesser undead. They remain animate until destroyed or until the invocation that fuels their existence is dispelled. If their creator is slain, the risen creatures will run rampant against the living.
 
 
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| Seal of Regnal Dominion
 
| Seal of Regnal Dominion

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