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Vampire Spells
Requires the use of the Dungeons & Dragons ® Player’s Handbook
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Athenaeum Arcane:
Spells of the Vampire
Introduction
Vampires make very effective spell-
casters. Their bonuses to Intelligence and
Charisma make them good wizards and
exceptional sorcerers, while many vam-
pires enjoy the clerics’ ability to rebuke
and control other forms of undead. In
either case, with their improved Hit Die
and bonuses to Strength and Dexterity,
they are far-more resilient and therefore
independent than mortal spellcasters.
This allows them to explore the bound-
aries of their foul magic in private, and
without disturbance. For vampire spell-
casters, the transformation to undeath is
only one more stepping stone on the path
to absolute power.
Uninterrupted centuries in which to
research and experiment have led to
numerous dark, arcane spells unique to
vampire-like. Some spells are designed
to reflect a vampire’s obsession with
blood. Other spells improve a vampire’s
natural abilities, and compensate for its
weaknesses.
Athenaeum Arcane: Spells of the
Vampire presents twelve spells unique to
the Lords of the Night, arranged in alpha-
betical order.
the spells
A NTICOAGULANT
Necromancy
only be halted with a successful Heal
check (DC 15) or with the use of any cure
spell or other healing spell.
Material Components: A mosquito.
Level: Clr 1, Sor/Wiz 1
Components: S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harm-
less)
Spell Resistance: Yes (harmless)
B LOOD C LOT
Necromancy
Level: Sor/Wiz 6
Components: V, S. M
Casting Time: 1 action
Range: Touch
Target: Living creature bitten
Duration: See text
Saving Throw: Yes (see text)
Spell Resistance: Yes
You make an arcane gesture with one
hand, targeting a single creature within
range. The subject must make a Fortitude
save or its blood becomes dangerously
thin. For one round per level of the caster,
each successful attack against the crea-
ture acts as if by a wounding weapon
(lose 1 additional hp/round from each
consecutive attack). This bleeding can
After casting this spell, you must suc-
cessfully drink blood from a target within
2 rounds/per level or it dissipates. Your
blood drain attack deals damage as nor-
mal, but in addition your saliva contami-
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Athenaeum Arcane:
Spells of the Vampire
nates the victims’ veins, causing blood to
rapidly coagulate in its heart.
Creatures of HD less than the vam-
pire’s caster level must succeed at a
Fortitude save or die instantly. On a suc-
cessful save, the victim takes 2d6+1d6
per level points of damage, up to a maxi-
mum of 12d6 damage. Creatures of HD
greater than the caster level take no dam-
age on a successful save, but take suffer
2d6+1d6 per level points of damage, up
to a maximum of 12d6 damage, on a
failed save.
A powerful spell, it is nonetheless only
selectively used by vampires because the
victim is rendered dead, and thus its
blood unpalatable. This ability can only
be used once per casting.
This spell has no effect on creatures
that are not subject to critical hits.
Material Components: A small vial of
congealed blood.
victim at the casting vampire’s normal
rate (typically 1d4 points of Constitution
per round), and can be stored within the
bloodskin as sustenance for 1 day per
level of the caster.
Once drained, or when the spell’s
duration expires (whichever comes first),
the bloodskin quickly rots into a foul,
maggot-infested blob of meat.
Material Component: A sliver from a
waterskin that held blood.
F RENZIED F EEDER
Transmutation
Level: 1
Components: V
Casting Time: 1 action
Range: Touch
Target: One vampire
Duration: see text
Saving Throw: None
Spell Resistance: No
B LOODSKIN
Necromancy
You allow the target vampire to drain
blood from its victims much more rapidly
than is otherwise possible, invaluable
when it’s not possible to find a secure,
secluded place to feed. Though the vam-
pires teeth do grow marginally larger
(providing +1 to Bite attacks), the ability
to drain blood faster is largely a matter of
magically expanded throat and tissue
(where the blood is stored prior to “diges-
tion”) capacity. A vampire under the
effects of frenzied feeding drains 2d4
points of Constitution damage each
round, instead of 1d4.
This spell lasts for 1 hour per level of
the caster, or until such time as the vam-
pire feeds. Once the vampire begins to
drain blood, the spell remains in effect for
1 round for every 2 levels of the caster.
Level: 4
Components: V, S. M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: See Text
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
This spell draws blood from a victim
in the form of a red mist, which condens-
es into a stream of fluid and is then stored
in a magically created flask made of
human epidermis. The bloodskin is warm
to the touch, ruddy in complexion with
small veins crisscrossing its surface, and
pulsates mildly. Blood is drained from a
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Athenaeum Arcane:
Spells of the Vampire
R ULES FOR F EEDING
Vampire’s feed exclusively on the fresh blood of humanoids, draining 1d4
points of Constitution each round a bite is maintained. Only creature’s that are
subject to critical hits may be drained of blood: constructs, elementals (save for
the extremely rare Blood Elemental), oozes, plants, and undead with the excep-
tion of other vampires are immune to this ability. Vampires cannot ingest normal
food or liquids, and take 1d6 points of damage and must make a Fortitude save
(DC 16) to avoid being shaken for 1d10 rounds should they elect to consume
them.
Vampires prefer humanoid blood, but will also willingly drink from giants,
monstrous humanoids, shapechangers, and most magical beasts. However, aber-
rations, animals, beasts, and vermin are typically avoided as their blood tastes foul
to vampires and is somehow less nourishing.
H EART R ENDER
Transmutation
pire suffers a -2 circumstance penalty on
its Fortitude save against destruction.
While it would seem this spell would
be most readily used by crusaders and
witch-hunters, in fact it most often sees
use among vampires themselves, espe-
cially younger sires seeking to partake of
the power of their elders.
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
H UNGRY G RAVE
Transmutation
You cause the skin of the target crea-
ture’s hands to transform into rowan
wood, a species of tree known to be par-
ticularly deadly to vampires. The affected
creature’s slam attacks are thereafter
treated as a +1 weapon for purposes of
overcoming a vampire’s damage reduc-
tion. The critical threat range of these
slam attacks are 17-20 against vampires,
and on a successful critical hit the target
literally thrusts his fist into the vampires’
heart, paralyzing the creature as if it had
been staked. The target deals double dam-
age on a successful coup de grace attack
against a helpless vampire, and that vam-
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an area 6 feet square and 6
feet deep
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: No
The earth forms skeletal-looking arms
that reach out to attack a single Medium-
size or smaller foe within 30 feet. Unless
the foe succeeds at a grapple check (the
animated earth is considered to have
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Athenaeum Arcane:
Spells of the Vampire
Strength 21), the arms grab hold and
begin to drag the victim into the earth. In
the first round, the victim sinks to his
waists and can no longer move and loses
any Dexterity bonus to AC. On the sec-
ond round, the victim is pulled complete-
ly underground to a depth of six feet.
Other characters can help pull the victim
free by winning an opposed Strength
check against the earth, as per the “Break
Another’s Pin” action (see “Grapple” in
Chapter Eight of the Players handbook ).
Starting on the third round, the victim
must make Fortitude saves as per drown-
ing.
The animated earth can only attack
one individual at a time, and once a vic-
tim is grappled cannot turn its attention to
another until its victim is either dead or
has broken free. If cast within the con-
fines of a graveyard, the spell’s duration
lasts twice as long (4 rounds/level) and
the animated earth is considered to have
Strength 24.
Material Components : A handful of
grave soil and a humanoid finger-bone.
tures there. A creature in the rain who takes
no actions other than shielding himself
from the maggots takes 1 point of damage
on its turn. A creature in the rain who takes
any other action, including leaving the
swarm, takes 1 point of damage per caster
level. Spellcasting or concentrating on
spells within the swarm is impossible.
Damage reduction, being incorporeal, and
other special abilities makes the creature
immune to damage from the swarm.
Creatures within the rain who suffer
slashing or piercing wounds from may also
find their wounds infested by the maggots.
The creature must make a Fortitude save
(DC 10+ 1 per point of damage suffered in
the wound in question) to prevent maggots
from burrowing into the exposed flesh.
These ravenous maggots cause 1 point per
two caster levels of bite damage per infect-
ed wound every hour. Cleansing the body
of maggots requires a Heal roll (DC 12 +1
per hour of infestation), or a cure light
wounds spell per infected wound.
Material Components: A single maggot
and a drop of water.
M AGGOT R AIN
Conjuration (Summoning)
M IRROR G EIST
Illusion (Figment)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: Swarm of maggots in one 20-ft.
cube/2 levels
Duration: Concentration + 2 rounds
Saving Throw: None, or Fortitude negates
(see below)
Spell Resistance: No
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment confined to reflec-
tive surface
Duration: 1 minute/level
Saving Throw: Will disbelief
Spell Resistance: No
A rain of vile maggots rains down on
the effect’s area and then pools on the floor,
viciously attacking all other living crea-
A vampire does not appear in mirrors,
still waters, or any other reflective sur-
face. Moreover, the sight of a mirror, or
more properly his lack of a reflection in
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