Krevik

Krevik was born into one of several small tribes formed by refugees fleeing a war that gathered in a small, remote valley and formed a small society there. He was in training to become his tribe's next shaman, and as part of his rite of passage he and some others were sent out to find the source of the corruption plaguing the valley. They did so, and were sent on another mission – to find civilization (the valley had been cut off from outside contact for over a hundred years). Shortly after reaching civilization, he delved into arcane magic, becoming a wizard.

Krevik still retains his superstitions and belief in the spirits, however, especially the cat totem (his chosen totem), and in the course of his research, he developed the Spiritbinder prestige class. Unfortunately, it has also been the cause of his slow slide from neutrality to evil. His evil is not a truly active kind, though - more the uncaring callousness of a person who maintains no ill will toward the living, but cares more for the (un)dead. He is quickly becoming known among the ranks of wizards and necromancers as a rising power; he already has more spells to his credit than many mages with twice his power.

His current goals are murky; after an epic battle between several powerful figures caused indirectly by him and his companions, he dropped out of sight. Judging from those few who know of his motives, it is suspected that he retired to the group’s estate, where he continues his research into spirits and the Spirit Realm when he and his friends are not adventuring.

Krevik stands about six feet tall, with black hair, gray eyes, and a lean build. He speaks in a soft voice, which he raises only when casting spells or dealing with the spirits. He is not actively evil, but shows an increasing lack of concern of a new spell's effects on the living.

Krevik's mage sigil is a cat's head with a circle of spirits flying around it.




Krevik's Spells

Krevik's Dance of the Spirits. All viewing the caster must save or be panicked.

Krevik's Ectoplasm Cloud. Ectoplasm obscures vision, clings to creatures.

Krevik's Ethereal Blade. Blade of energy can strike incorporeal creatures.

Krevik's Ghost Light. Illuminates all spirits in 60 ft.

Krevik's Ghost Touch. Caster can damage incorporeal creatures with melee attacks.

Krevik's Ghost Walk. Caster floats one foot above the ground.

Krevik's Ghostly Presence. Creates a cold spot.

Krevik's Ghostly Summons. Ghostly figure sends a message to one creature.

Krevik's Ground Fog. Blanket of fog, 10 ft./level radius.

Krevik's Haunting Voice. Caster's voice is altered, 1 minute/level.

Krevik's Incorporeal Form. Target becomes incorporeal, 1 minute/level.

Krevik's Net of Shadows. Net can capture incorporeal beings.

Krevik's Phantom Fog. Fog cloud filled with ghostly apparitions and sounds.

Krevik's Phantom Presence. Anyone entering area feels watched.

Krevik's Restful Slumber. Puts one creature to sleep for eight hours.

Krevik's Solidify Form. Turns one spirit corporeal for 1 round/level.

Krevik's Spirit Double. Creates a ghostly duplicate of the caster.

Krevik's Spirit Ward. Wards an area again incorporeal beings, 10 minutes/level.

Krevik's Spiritbind. Immobilizes spirits for 1 round/level.

Krevik's Wall of Souls. Creates a wall of spirits, one 10 ft. x 10 ft. x 5 ft. section/level.

Krevik's Whispering Mist. Fog cloud filled with ghostly sounds.


Krevik's Dance of the Spirits
Necromancy [Fear, Mind-Affecting]
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Aura of spirits
Duration: 1 round/level
Saving Throw: Will negates (see below)
Spell Resistance: Yes (see below)

The caster summons spirits, which fly around him at a distance of 5 feet, wailing and moaning. The spirits do not attack and cannot be hurt (see below); however, anyone within 40 feet seeing the caster must make a Will save or be frightened for 2d6 rounds. The caster also gains a +6 bonus to Intimidate checks while the spell is in effect.

A cleric making a successful turn check against the caster's level will dispel the spirits, as will the touch of sunlight (natural or magical) or striking the caster with a blessed or holy weapon.

Krevik's Ectoplasm Cloud
Conjuration (Creation)
Level: Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 30-ft. radius, 20 ft. high
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The caster draws ectoplasm form the Spirit Realm, forming a cloud in the area of effect. The cloud obscures all sight, including darkvision, beyond 10 feet. A creature within 10 feet has concealment (+2 bonus to Armor Class). The cloud can be stationary or can drift along at 5 feet per round in the direction the caster directs (willing the cloud to start moving is a free action; changing direction is a move action). The ectoplasm created is slightly sticky, and clings to creatures and surfaces inside it; any creatures in the cloud are limned with ectoplasm that glows faintly (equal to a faerie fire spell). Note that this effect extends into the Ethereal Plane and affects incorporeal creatures also. The ectoplasm clings for 1d6 rounds before dissipating into wispy vapors; it can be removed by exposing the creature to natural or magical sunlight, which will also destroy the cloud itself.

A moderate wind (11+ mph) disperses the cloud in three rounds; a strong wind (21+ mph) disperses the cloud in one round. Sunlight (natural or magical) also dissipates the cloud in one round.

This spell, unlike fog cloud, functions underwater.

Material Component: A vial of ectoplasm from a ghost or other spirit.

Krevik's Ethereal Blade
Evocation
Level: Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: 0 ft.
Effect: One blade
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

An ethereal blade is a blade of energy virtually identical to that created by the sword spell, save that it is incorporeal, not made of force, and the caster must wield it in his hand using his own base attack bonus (he is considered proficient with it). It can only be used to strike ethereal or incorporeal beings; it has no effect on physical objects or creatures. The blade has a +2 attack bonus, though it is not a magical weapon; it is otherwise treated as a longsword. It cannot be transferred to another person – if the caster lets go for any reason, it vanishes.

Focus: A miniature blade fashioned of silver with a mithril hilt (worth 100 gp).

Krevik's Ghost Light
Divination
Level: Adp 2, Clr 2, Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell reveals the presence of all spirits and incorporeal undead in the area of effect – shadows, wraiths, ghosts, etc. All creatures affected are limned in a flickering silvery light equal to faerie fire and lose all benefits they would normally gain from displacement, concealment, etc.

Krevik's Ghost Touch
Transmutation
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level

This spell grants the caster the ability to strike incorporeal creatures, or handle incorporeal objects. Since the enchantment affects the caster and not a specific object, any weapon he holds has the ghost touch ability, but only while he holds it.

Krevik's Ghost Walk
Transmutation
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level

This spell allows the caster to float one foot above the ground, as if he were standing on a cushion of air. He can move up to 20 feet per round in this manner (he need not "walk," but can direct himself by silent will), but cannot run. He can float over liquids, like water, lava, etc., but falls (as if affected by a feather fall) if the ground beneath him drops. He can climb a slope up to 45 degrees without trouble. If the spell ends or is dispelled while the caster is floating downward, the feather fall effect immediately ends and he falls normally.

If this spell is cast in conjunction with levitate, the caster is free to move horizontally as well as up and down at 20 feet per round.

The caster can make ranged attacks without penalty while floating, but if he is also levitating, he suffers the usual -1 cumulative penalty.

Krevik's Ghostly Presence
Illusion (Figment)
Level: Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-ft. square
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

When this spell is cast, it creates a "cold spot" – an area 10 degrees colder than the air around it, shaped roughly like a normal-sized human (about three feet in diameter and six feet high). Anyone passing through the air feels a sudden chill, but it has no other effect.

Krevik's Ghostly Summons
Illusion (Phantasm)
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Special
Target: One creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes (if interacted with)

Upon casting this spell, a ghostly figure that vaguely resembles the caster appears before the target, who must be known to the caster. The target must be on the same plane, and cannot be inside an extradimensional space, unconscious, asleep, or dead, or the spell fails. The phantom is visible and audible only to him.

The ghost says, "<Name of caster> requests your presence at in/at <place> at <time>." For example, "Krevik requests your presence in the Hanging Gardens at noon two days hence." The caster can also add up to 20 additional words; for example, "Please bring your book on spirit summonings with you." This is a one-way communication only – once the ghost has delivered its message, it vanishes. The ghost cannot be used to cast spells, relay command words, or set off spell effects that require commands.

Krevik's Ground Fog
Conjuration (Creation)
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Area: See below
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

Tendrils of vapor swirl into the area of effect, forming a thick fog that covers the ground to a depth of two feet, in a 10 foot per level radius centered on the caster. The fog completely obscures the ground, sinking into low points (a slight swirl in the fog will alert those making a DC 12 Perception check that something is amiss), but does not move once conjured. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in one round.

Creatures completely hidden in the fog cannot see beyond 5 feet with any sort of vision, including darkvision; in addition, they benefit from concealment from other creatures over 5 feet away.

This spell cannot be cast underwater.

Krevik's Haunting Voice
Enchantment [Fear, Mind-Affecting]
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level

This spell alters the caster's voice to a low, rasping whisper that seems to come from a far distance. He is incapable of speaking above a whisper, though spellcasting is not hindered. Anyone within 30 feet hearing the caster speak must make a Will save or be shaken for 1d4 rounds. This save applies each time the caster speaks, until the creature makes a successful save or the spell ends, whichever comes first (note that creatures do not necessarily have to understand the caster to be shaken; it is merely the sound of his voice that invokes the effect). For the duration of the spell, the caster also gains a +4 circumstance bonus to Intimidate checks.

Krevik's Incorporeal Form
Transmutation
Level: Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell turns the subject incorporeal. The subject appears totally normal, though slightly insubstantial. It gains the Incorporeal subtype – attacks and spells from corporeal sources have only a 50% chance of affecting it, though force effects work normally. The target can pass through solid objects at will and always moves silently. It cannot interact with ethereal objects or creatures, however.

Krevik's Net of Shadows
Conjuration (Creation)
Level: Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Net of shadows, 10 ft. by 10 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell creates a net crafted of shadows and darkness. The net is semi-physical; it does not work against corporeal creatures, however, but against incorporeal ones. It can be thrown (it has a range increment of 5 feet - the thrower must make a ranged touch attack), dropped onto the target, or laid on the ground and pulled up; in any case, if it strikes, the target becomes entangled and cannot move. Each strand of the net has hardness 0 and 5 hit points, but can be damaged only by sawing at them with a magical blade. Sunlight (either natural or magical) immediately dissolves the net. A net of shadows will not work on creatures in gaseous form, like vampires or those using the spell or potion of the same name.

Material Component: A piece of a net.

Krevik's Phantom Fog
Conjuration (Creation) [Fear, Mind-Affecting]
Level: Wiz 5

As Krevik's whispering mist, except that the phantom whispers are accompanied by apparitions – vaguely humanoid shapes in the fog that appear at the edges of the subject’s vision, just far enough away to be noticed, but too far away to be seen clearly. Those failing their Will saves against the effects of this spell are frightened for 2d6 rounds or until they leave the cloud + 1d6 rounds, whichever comes last.

Krevik's Phantom Presence
Enchantment [Mind-Affecting]
Level: Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. cube/2 levels
Duration: 10 minutes/level
Saving Throw: Will negates (see below)
Spell Resistance: Yes

This spell affects an area of up to one 10-foot cube per two caster levels. The area affected does not appear any different than normal, but anyone spending more than one round in the area must make a Will save (preferably rolled in secret by the DM) or get the feeling that someone/thing is watching him. No matter where or how hard the subject looks, he will not find anything, but the feeling remains until he leaves the area. The subject must make a new Will save each time he enters the area of effect, unless and until he makes a successful save.

Krevik's Restful Slumber
Enchantment (Compulsion) [Mind-Affecting]
Level: Adp 3, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 8 hours (see below)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell sends the subject into a deep, restful sleep during which he is immune to nightmares (including the nightmare spell), dream visions, or any manner of telepathic contact (including being spoken to in his dreams). The subject also heals twice his character level/HD in hit points and can recover 2 points of ability damage. One night's rest under the effects of this spell negates penalties for sleep deprivation. The subject can be woken normally at any time from the sleep, but if woken before the eight hours is up, the spell is broken and he gains none of the benefits listed above.

This spell does not have any effect on undead or creatures that do not sleep (elves, e.g.).

Material Component: A pinch of fine sand, which is sprinkled over the subject.

Krevik's Solidify Form
Transmutation
Level: Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One spirit
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

This spell renders one spirit (incorporeal being) corporeal for the duration of the spell, if it fails a Will save. It cannot pass through solid objects, and takes normal damage from all attack forms. If the creature is partially inside a solid object when this spell takes effect, it is forced out of the object.

Krevik's Spirit Double
Conjuration (Creation)
Level: Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: 100 ft./level
Effect: A ghost duplicate of the caster
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell creates an exact duplicate of the caster. The double is incorporeal, however, and obviously so – its form wavers slightly from time to time, and viewers can see right through it (though the caster can cloak it with an illusion to make it appear more real). The double appears right beside the caster when the spell is cast, but he can control the double’s movement out to 100 feet per caster level (and need not maintain line of sight while the link is active). Controlling the double requires the caster's concentration; he cannot undertake any other acts except for a 5-foot step. If he ceases to concentrate on the double, it stops in place, but he must be able to see it to once again establish control.

While concentrating on the double, he can see through its eyes, hear through its ears, and speak through its mouth, but he cannot cast spells and cannot affect physical objects unless they have the ghost touch enchantment (though any personal spells in effect on the caster at the time he casts this spell also affect the double). The caster need not see the double to control it, though if he loses his concentration, he must have sight of the double to reestablish control; while he has control, he knows exactly where the double is. If the double passes beyond the range of the spell, however, it winks out of existence and the spell instantly ends.

Material Component: A vial of ectoplasm from a ghost.

Krevik's Spirit Trap
Evocation [Force]
Level: Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sphere or hemisphere, 5 ft. +1 ft./level in diameter
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell creates a hemispherical wall of ethereal energy. Corporeal beings, items, and energy can pass freely through the wall, but spirits and other incorporeal beings can pass through the wall in one direction only – into the hemisphere. If they try to go the other way, the wall acts as a wall of force. Ethereal creatures can be trapped in the sphere; creatures that enter the sphere, then turn corporeal, can leave it normally.

Krevik's Spirit Ward
Abjuration
Level: Adp 4, Clr 4, Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: 30 ft.
Area: 30 ft. radius
Duration: 10 minutes/level
Saving Throw: None (Will negates; see below)
Spell Resistance: Yes

This spell creates an invisible ward around an area that hedges out spirits and incorporeal beings of all types (including ley ghosts, undead, and incorporeal living beings). While casting the spell, the caster scatters powdered cold iron and silver around the edge of the area to be warded; once the spell is in place, no spirits can cross the ward. Spirits with spell resistance can cross the ward, but they must make a Will save each round to remain inside the warded area; likewise, incorporeal creatures inside the warded area when the spell is cast must make a Will save each round or be forced out. While they remain inside the ward, they suffer a -2 penalty to attack rolls, and corporeal beings gain a +2 bonus to saves against their spells and abilities.

Material Component: A handful of powdered cold iron and silver, worth 10 gp total, for every 10-foot radius of the area warded.

Krevik's Spiritbind
Necromancy
Level: Adp 3, Clr 3, Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to three spirits
Duration: 1 round/level
Saving Throw: Will negates (see below)
Spell Resistance: Yes

The caster renders up to three spirits (including incorporeal undead, but not living creatures that are incorporeal) immobile. This is effectively the same as casting hold person on a living being, except that it doesn't get a new save every round. Unintelligent spirits are automatically affected (no save); intelligent ones can make a Will save to avoid being held.

Material Components: A pinch of cold iron and powdered diamond.

Krevik's Wall of Souls
Necromancy [Evil, Fear]
Level: Wiz 6
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One 10 ft. by 10 ft. by 5 ft. section of wall/level (S)
Duration: 1 minute/level
Saving Throw: None (Will negates; see below)
Spell Resistance: No (Yes; see below)

This spell calls forth souls from the Spirit Realm and binds them into a wall of screaming, howling spirits. The wall itself looks like an ever-shifting mass of ectoplasm, with howling faces of bound spirits appearing at random intervals.

The first main power of the wall is its effect on living beings. Any living beings except the caster that venture to within 20 feet of the wall must make a Will save or be shaken from the horrible howls of the spirits; this condition lasts until the creature moves more than 20 feet away, and for 2d4 rounds afterward. Those remaining within the 20-foot range must continue to make Will saves each round, even if they failed the first one and are already shaken. Anyone failing a second Will save (i.e., while still shaken) becomes frightened. Frightened creatures move away from the wall at their fastest speed, by whatever means necessary, even attacking anyone trying to stop them. Animals, wild or otherwise, will not willingly come within 20 feet of a wall of souls – if forced, they will turn on the one pushing them and attack until they can get away.

While most undead are safe from a wall of souls, incorporeal creatures – both living and undead – are at risk if they come into contact with it. If this occurs, the creature must make a Will save or be drawn into the wall, trapped there until the spell ends. In addition, any creatures that die within 20 feet of a wall of souls have their souls drawn into the wall to become a part of it; they cannot be raised, resurrected, or otherwise affected until the spell ends or the wall is dispelled. The wall exists simultaneously on the Prime Material and Ethereal Planes, and its effects extend to both planes also.

While the wall has no hardness or hit points per se, it can be destroyed prematurely by a few means: a pint or more of holy water will destroy a 5-foot cube of the wall, while direct sunlight (including spells like sunbeam) also destroys any part of the wall it touches. A cleric making a successful turn check against the caster's level can create an aura of safety in a 10-foot radius around himself – anyone in that area need not make Will saves, and they can pass through the wall safely, as the spirits pull back from the cleric to allow passage.

Krevik's Whispering Mist
Conjuration (Creation) [Fear, Mind-Affecting]
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud, 20 ft. + 10 ft./level diam., 20 ft. high
Duration: 1 minute/level
Saving Throw: Will negates (see below)
Spell Resistance: Yes (see below)

This spell combines the effects of fog cloud and ghost sound. It creates a cloud of fog equivalent to that made by the former spell, except for the size. In addition, any living being in the cloud hears random muttering, whispering, and murmurs that seem to have no source – they are always somewhere just beyond the limit of the person’s sight, often behind or to one side. No matter how hard the person listens, he will never be able to make out any words (the whispers do not, in fact, consist of any words, but are merely formless mutterings). Anyone remaining in the ghostly fog for more than one round must make a Will save each round thereafter; those failing a save are considered shaken for 2d4 rounds or until they leave the cloud and for 1d4 rounds afterward, whichever comes last.

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