Vilnai

Fallen paladin/cleric who was charmed/corrupted by a vampiress mage; she guided his fall to the dark side and convinced him to research a method of becoming a lich knight. He was promptly kicked out of the church and became a Dark Heretic after gaining enough power.






Vilnai's Spells

Biting Chains. 1 spiked chain/3 levels grows from caster's sides.

Blasphemous Touch. Cuts the target off from the influence of good magic, 1 minute/level.

Body Nest. One rat swarm/3 levels pours from the caster's body.

Corpse Breath. Caster's breath becomes nauseating.

Dark One's Blessing. Grants one evil creature +2 to all rolls.

Darkfire. Creates a ball of darkfire.

Dead Zone. Creates a sink of evil, 1 minute/level.

Life Ward. Grants +10 bonus to saves vs. positive energy effects and cure wounds spells.

Serrated Blade. Weapon deals an additional 1d4 points of damage.

Sightsteal. Steals the victim's sight and stores it in a gem.

Speak with Undead. Undead being answers one question/2 levels.

Summon Flesh-Eating Beetle. Summons a flesh-eating beetle.

Sunward. Caster is protected from the effects of sunlight.

Suppress Life Force. Suppresses life force of all living or undead beings in 20-ft. radius.

Turn Resistance. Grants one undead/2 levels turn resistance.

Vampiric Regeneration. Damage dealt by a weapon heals the wielder.

Vilnai's Horrific Blindness. Renders target permanently blind.

Vilnai's Iron Rations. Makes all food in the area of effect hard as iron.

Vilnai's Petrifying Gaze. Subject is cursed with a medusa's gaze, 1 day/level.

Vilnai's Punishment. Turns the power of a turning attempt back on the source.

Vilnai's Punishment, Mass. As Vilnai's punishment, but wards 1 creature/3 levels.

Withering Touch. Caster's touch deals 1d2 Con damage, renders touched limb useless.


Biting Chains
Conjuration (Creation) [Evil]
Level: Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: 1 chain/3 levels
Duration: 1 round/level
Saving Throw: See below
Spell Resistance: No

This horrid spell conjures a single black steel spiked chain per three caster levels, which burst from the caster's sides in a spray of blood. They spin and lash on their own and have a reach equal to twice the caster's. The caster can forgo his normal attacks for the round to attack with the chains. Each chain takes one attack; they deal 2d4 damage and have a x2 crit multiplier. They can be used to make trip/entangle attacks. The chains have hardness 10 and 4 hit points per caster level, with a break DC of 25.

On a critical hit, a biting chain literally bites into the target and forcibly removes a large portion of flesh and bone. This causes an additional permanent loss of 1d4 hit points (recoverable only with a regenerate spell) and forces him to roll a Fort save (DC 20) or become dazed for 1d4 rounds by the blinding pain (creatures resistant or immune to critical hits are also immune to these two effects). That chain then disappears, seemingly stealing away the life force it ripped from the target.

Material Components: A few links of a steel chain.

Blasphemous Touch
Abjuration [Evil]
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (see below)
Saving Throw: Will negates
Spell Resistance: No

When touched, the target loses all divine powers granted by a good source - spells, turning undead, granted domain abilities, etc. She cannot cast divine spells if she is a follower of a good god. Also, if the target is under the effect of any spells from a good divine source (like a protection from alignment spell cast by a good cleric), those spells are suppressed for the duration of the blasphemous touch (suppressing spells does not affect its duration in this case).

If the caster is a fallen paladin and the target of this spell is a servant of his former deity, the spell's duration is doubled.

Body Nest
Conjuration (Summoning) [Evil, Fear]
Level: Drd 6, Wiz 6
Components: V, S, M, F
Casting Time: 1 round
Range: 0 ft.
Effect: One rat swarm/3 levels
Duration: 1 round/level (D)
Saving Throw: None (See below)
Spell Resistance: No

When casting this spell, the caster's abdomen bloats to an enormous size. At the completion of the casting, the caster takes a special ritual dagger and cuts along his abdomen, allowing the blood- and bile-soaked rats within to escape from his body; the wound itself instantly seals without a scar when all the rats are free. Any creature or character seeing the horrid spectacle must make a DC 15 Will save or flee in terror for 1d6 rounds.

One rat swarm pours from the caster's stomach each round until all summoned swarms have appeared (up to 1 swarm per 3 caster levels); during this time the caster can perform no other action other than defending himself (total defense action) or making a 5-foot move. The rats attack all living creatures within 30 feet of the caster, including his allies, for one round per caster level, then scatter; the caster has no control over them.

Material Components: The tails of three fiendish dire rats.

Focus: A ritual dagger.

Corpse Breath
Necromancy
Level: Clr 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 5 ft. or 20 ft. (see below)
Target: Caster (see below)
Duration: Instantaneous (3d4 rounds) or 1 round/level
Saving Throw: Fort negates (see below)
Spell Resistance: Yes

This spell can be cast one of two ways:

The first version enables the caster to breathe a 20-foot cone of putrid gas; all living creatures caught in the cone must make Fort saves or be nauseated for 3d4 rounds.

The second version grants the caster horrific breath – the stench of rotting meat, putrid gasses, and spoiled milk all rolled into one. All living creatures within 5 feet of the caster's face must make a Fort save each round or become nauseated for as long as they remain in that area, plus 1d4 rounds.

Material Components: A bit of spoiled meat and a skunk cabbage leaf.

Dark One's Blessing
Transmutation [Evil]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants the target, if it is evil, a +2 morale bonus to attack and damage rolls, saves, and skill checks for one minute per caster level. It has no effect on good/neutral creatures.

Darkfire
Evocation [Negative]
Level: Clr 6, Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A ball of darkfire, 1 foot in diameter
Duration: 1 round/level (see below)
Saving Throw: None
Spell Resistance: Yes

As this spell is being cast, dark flames run down the caster's arm and form into a ball of glowing black flame – darkfire – in the palm of his hand. Darkfire feeds on positive energy, specifically the life energy of living beings. The ball has a range increment of 15 feet, and can be thrown as a standard action up to one round per level after the spell is cast. If it strikes a living creature, it burns away the creature's life force, inflicting 1d6 points of negative energy damage per round until the creature is dead, receives a cure serious wounds or greater spell, or is doused in holy water (at which point it goes out). A creature reduced to 0 hit points by darkfire turns to fine ash. There is a 50% chance the the creature's soul is also consumed and it cannot be resurrected by any means; otherwise, only a true resurrection will work. If the target has a death ward in effect, the darkfire fizzles out upon striking him and deals no damage.

Material Component: A vial of dust from any energy-draining undead.

Dead Zone
Necromancy [Evil]
Level: Clr 8, Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft + 5 ft./2 levels)
Area: 30 ft. radius, centered on caster
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

This spell creates a sink of negative energy around the caster, which grants the following effects:

The save DCs for all Necromancy spells or spells that employ negative energy (including inflict wounds spells) cast in the area of effect gain a +2 bonus, and those spells are empowered for free. Likewise, spells that employ positive energy (including healing spells) deal only half damage (or heal half as much), and the save DC is decreased by -2, if applicable.

Undead animated or created within a dead zone have +2 hit points per die, and any undead entering a dead zone gain a +4 bonus to turn resistance.

Material Component: 100 gp worth of crushed black pearls.

For Whom the Bell Tolls
Divination
Level: Adp 1, Clr 1, Death 1, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level (D)

By casting this spell, the caster can determine who will die in the next four hours. People or creatures who are slated for death appear to have a shadowy veil over their faces, which disappears when they die or when the method of their death has been averted (preventing someone from stepping out into the street in front of a runaway wagon, e.g.). This spell only works on living creatures within 30 feet of the caster, but the caster can scan any number of creatures in the spell's duration.

Life Ward
Necromancy
Level: Clr 4, Wiz 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target of this spell is immune all spells and effects that employ positive energy – cure wounds, whitefire, restoration, and all spells that raise the dead. It is typically used by undead to protect them from positive energy, but can also be used as an offensive spell to prevent someone from being healed. In this case the spell is not considered "harmless" for the purposes of saves or spell resistance, and it forces the target to make a save each time it is the target of a positive energy effect, harmless or not.

Serrated Blade
Transmutation
Level: Pal 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (object, harmless)
Spell Resistance: Yes (object, harmless)

This spell can only be cast on a slashing melee weapon; it alters the blade of the weapon so that it becomes sharper and serrated. Any blows inflicted with the weapon deal an extra 1d4 points of damage as the serrated edge rips open horrible wounds. This extra damage cannot be healed by normal means, but only by regeneration or magic.

Sightsteal
Necromancy [Evil]
Level: Clr 6, Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows the caster to steal the target's ability to see and store that ability in a clear gem (the focus). The target is rendered blind, but can still see using the gem. A cruel caster will often place the gem into a small wire frame and then subject his 'captive' audience to all manner of evil and depraved acts (the victim cannot block the vision granted by the gem, unless it is covered or the area around it is plunged into darkness and the target cannot see in darkness). Those viewing these acts who are not evil themselves must roll a Will save for every hour they are forced to watch; a failed save means the victim suffers 1 point of Wisdom damage as he is slowly driven insane from the experience. These points cannot be restored unless and until the gem is shattered.

The victim's sight can be restored simply by touching the gem to the spot between his eyes. A disjunction cast directly on the gem shatters it if it fails a Will save (restoring the victim's sight at the same time), and a remove curse or break enchantment cast on the gem will restore the victim's sight without destroying the gem, but dispel magic and greater dispelling will not work. Simply destroying the gem will render the victim permanently blind – nothing short of a wish or miracle will restore his sight.

This spell does not beings that are already blind or do not have eyes. If the victim has a gaze attack, it cannot employ that attack using the gem as a source.

Focus: A clear gem worth at least 500 gp.

Speak with Undead
Necromancy
Level: Clr 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead
Duration: 1 minute/level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)

This is a rarer form of the speak with dead spell. Instead of being able to communicate with dead bodies, though, the caster can speak with undead creatures that are otherwise incapable of speech (skeletons, zombies, wraiths, etc). Intelligent undead can make a Will save, but mindless undead are automatically affected - that is, the caster can speak with and understand them. Whether they will reply, or even speak, though, is another matter. Unlike speak with dead, this spell is not dependent on the time an undead has been dead (or "alive"). Like the former spell, the caster must speak in a language the undead could understand when they were alive.

Material Component: A pinch of unconsecrated graveyard dirt.

Summon Flesh-Eating Beetle
Conjuration (Calling) [Evil]
Level: Adp 2, Clr 2, Drd 2, Pal 2, Wiz 2
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned beetle
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell summons a flesh-eating beetle, a Diminutive vermin about four inches long and an inch wide, which appears in the caster's hand. The beetle will attack any one living creature the caster names, moving at a speed of 10 feet. When it encounters flesh, it burrows in, inflicting 1 point of damage per round as it burrows under the creature's skin toward its brain (taking 1d4+1 rounds to reach it). There, it burrows into the tender brain tissue, inflicting 1d4 points of damage and 1 point each of Int and Wis drain each round, killing the victim when either the Intelligence or Wisdom score is reduced to 0. If the victim dies before the beetle is killed, the beetle dissolves into a pile of black powder.

The beetle has AC 16, 1 hit point, and can be removed by a number of methods: if it is caught before reaching the brain and a slit is cut into the skin (1 hit point damage), it can be pulled free; it can also be killed by the simple expedient of sticking a sharp object into it while it is under the skin (though this also deals a like amount of damage to the victim, and leaves the corpse under the skin to cause infection).

Sunward
Abjuration
Level: Clr 7, Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 minutes/level

To cast this spell, the caster must concoct a salve of rare and valuable ingredients, which costs no less than 1,000 gp. The salve is spread over the face and hands while the caster chants the spell, after which he can walk in direct sunlight without ill effects. The caster and everything he wears or carries are totally immune to the effects of sunlight - vampires will not burst into flames, drow can act as if they were in darkness, and even shades with sunward cast on them are considered to be in “dim lighting”. If the spell ends or is dispelled while the caster is in direct sunlight, he immediately suffers the full effects of the sun, whatever they can be - vampires take damage, drow are blinded, and specters weaken.

Material Component: A special salve made of rare and/or expensive ingredients (DM's choice; powdered black onyx, nightshade, and essence of shadow are example components), which costs 1,000 gp.

Suppress Life Force
Necromancy
Level: Clr 7, Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius
Duration: 1 minute/level (D)
Saving Throw: Fort negates
Spell Resistance: Yes

This spell suppresses the life force of all living and undead beings in the area of effect, effectively "killing" them for the duration of the spell by smothering the energy that sustains them. All creatures affected immediately fall to the ground (which could create problems if any of them were in precarious positions) and remain there, "dead," for the duration of the spell. This spell foils all attempts to detect life or thought, as there is none. Affected creatures are not soulless - their souls are still in their bodies - but they are helpless and can be killed with a coup de grace. Any damage they take while "dead" counts against their current total, but they are immune to all spells and effects that affect living, dead, or undead beings – poisons, gasses, mind-affecting effects, animate dead spells, etc. Any poisons or diseases already in a creature's system when it is affected by this spell are held in abeyance; wounds caused by a sword of wounding or similar effect stop, while lost limbs continue to ooze blood for a full minute at 1 hit point per round.

At the end of the spell, all affected creatures who are still alive awaken as if from a deep sleep and can operate normally on the next round as if nothing had ever happened.

Turn Resistance
Abjuration
Level: Clr 4, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Target: One undead creature/level
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By use of this spell, the caster infuses up to one undead creature per caster level in a 30-foot radius with negative energy, granting them a bonus to turn resistance equal to his Charisma bonus (as if he were bolstering them).

Vampiric Regeneration
Necromancy
Level: Clr 5, Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 5 rounds + 1 round/level
Saving Throw: None
Spell Resistance: No

This spell can only be cast upon a melee weapon. Any successful strike made thereafter with the weapon that deals damage grants the wielder 2 temporary hit points. The wielder can have up to 150% of her maximum total hit point total; any damage inflicted on the wielder is taken first from phantom hit points.

Material Component: A pinch of dust from a vampire.

Vilnai's Horrific Blindness
Necromancy [Evil]
Level: Clr 4, Pal 4, Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

This horrid spell is similar to cause blindness except for its effects. In addition to destroying the victim's eyes, the eye sockets constantly ooze clear, thick fluid, and the victim permanently loses one point of Con. This spell obviously does not work on creatures without eyes, or those who are already sightless.

Vilnai's Iron Rations
Transmutation
Level: Clr 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All food in a 20-ft. radius
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell instantly makes all food in the area of effect as hard as iron. It is totally inedible, unless some way is found to soften it enough to be eaten. This spell does not affect grain, but it does affect flour.

Material Component: A crust of stale bread.

Vilnai's Petrifying Gaze
Transmutation [Evil]
Level: Clr 4, Pal 4, Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell curses one creature with a petrifying gaze – any living being that meets its eyes must make a Fort save (DC 10 + 1/2 creature's HD + Con modifier) or be turned to stone. The target is immune to its own gaze. Unlike most creatures with petrifying gazes, the target cannot turn it on and off at will – it is always active. A remove curse or break enchantment is the only way to dispel this spell prior to the end of its duration.

Material Component: A snake from a medusa's head.

Vilnai's Punishment
Necromancy [Evil]
Level: Clr 4, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

While this spell is active, any attempts to channel positive energy to turn the subject are turned back on their source. When the cleric or paladin rolls his turning damage, he takes negative energy damage equal to his turning damage roll. This spell has no effect on a cleric who uses negative energy to rebuke or command undead.

This spell is restricted to undead spellcasters.

Vilnai's Punishment, Mass
Necromancy [Evil]
Level: Clr 8
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature level in a 30-ft. radius
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As Vilnai's punishment, except that this spell protects up to 1 undead per three caster levels in range of the spell. Damage from this spell applies only once if a cleric or paladin attempts to turn more than one creature under the effect of Vilnai's mass punishment.

This spell is restricted to undead spellcasters.

Withering Touch
Necromancy [Evil]
Level: Clr 6, Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

Upon casting this spell, one of the caster's hands (his choice) gains a black aura and appears withered and skeletal. The caster can make an armed touch attack with this hand; the target must make a Fort save or have the limb struck wither away to uselessness in one round. Besides dealing 1d2 points of Con damage, it also renders the limb useless – if an arm, the creature cannot wield a weapon or shield; if a leg, the creature's Dex score is reduced by 4 and speed is halved (or Dex is reduced by 2 and speed by 1/4 if it has four or more legs); if a wing, the creature cannot fly. Heads and torsos cannot be affected by this spell. If the caster does not specify a target when making the attack, roll a based on the number the target has to determine the limb randomly. A withered limb cannot be restored short of a heal or regenerate spell.

Arcane Material Component: A piece of flesh from a lich or mummy.

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