Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Forgotten Realms Journals
 General Forgotten Realms Chat
 [3.5e] Revised Deities: Myrkul, Lord of the Dead
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Author Previous Topic Topic Next Topic  

LordofBones
Master of Realmslore

1590 Posts

Posted - 16 Jun 2024 :  07:39:00  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
MYRKUL
Lord of the Dead, Lord of Bones, the Reaper, Old Lord Skull, Lord of Death, the Deathless Lord of Death
Greater Power of Hades
Symbol
A white human skull face-on against a black field or a reaching white skeletal hand in white on a black field, (in recent years, either symbol usually shown on an inverted black shield with a continuous border of white, stylized human fingerbones)
Realm Bone Castle (Hades/Oinos)
Alignment Neutral Evil
Aliases N’asr (among the Bedine)
Superior none (AO)
Allies Arawn, Bane, Bhaal, Hades, Hel, Kiaransalee, Shar, Talona
Foes Chauntea, Labelas Enoreth, Lathander, Mielikki, Naralis Analor, Orcus, Segojan Earthcaller, Sehanine Moonbow, Urogalan
Servants Jergal (seneschal); the Horned Harbingers
Servitor Creatures allips, angels of decay, bhuts, blasphemes, bloodhulks, bone creatures, boneclaws, bonedrinkers, boneyards, corpse creatures, corrupted creatures, crawling apocalypses, crows (normal and fiendish), cursts, deathbringers, deathshriekers, death knights, dreads, entropic reapers, ghosts, gravewyrms, grimweirds, hellhounds, leopards (normal and fiendish, always black), liches (normal and demiliches), night riders, nighthaunts (all types), nightmares, panthers (normal and fiendish, always black), ravens (normal and fiendish), serpentirs, skeletons, shadows, shadows of the void, skull lords, spectres (often carrying scythes), winterwights, worms that walk, wraiths (normal and dread, often carrying scythes), zombies (normal and juju)
Manifestations a swooping human skull with blazing lights for eyes; a disembodied flying skeletal arm that can point, gesture, or wield a scimitar
Signs of Favor deepest red roses that look black and crumble into dust when touched, jet, obsidian, onyx
Worshipers the bereaved, embalmers, the elderly, gravediggers, intelligent undead, morticians, mourners, necromancers, pale masters, relatives of the recently deceased, those who desire power beyond death, those who fear the afterlife, those who revere the cycle of dawn and dusk, true necromancers
Cleric Alignments LE, NE, CE
Specialty Priests Gray One
Holy Days the Day the Dead are Most With Us
Important Ceremonies the Dusking, Flagons of the Fallen
Portfolio autumn, corruption, the dead, decay, dusk, exhaustion, old age, parasites, wasting
Domains Corruption, Death, Decay, Evil, Fate, Hades, Pestilence, Spirit, Suffering, Time
Favored Weapon Reaper’s Smile (scythe)

MYRKUL
Male Cleric 15, Necromancer 26, True Necromancer 14, Master Necromancer 10
NE Medium Outsider (Evil, Extraplanar)
Divine Rank 17
Init 46 (+18 Dex, +8 Superior Initiative), Supreme Initiative; Senses 17-mile-radius; Listen 92, Spot 92; remote sensing (20 locations), portfolio sense
Aura divine (17 miles, Will DC 78), major zone of desecration (140 ft.); Languages can communicate with any living creature; Dark Speech
___________________________________________________________________

AC 109, touch 79, flat-footed 91 (+19 deflection, +18 Dex, +17 divine, +30 natural, +15 profane); improved uncanny dodge as an 82nd level rogue
hp 2,015 (65d12 plus 1,235), divine shield 22/day (360 hp); DR 40/epic, good, and adamantine
Immune ability damage, ability drain, antimagic, banishment, cold, critical hits, death effects, disease, disintegration, energy drain, exhaustion, fatigue, fire, imprisonment, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, rebuking, sleep, stunning, transmutation, and turning; healed by negative energy
Resist electricity 37, sonic 37; SR 81
Fort 103 Ref 98 Will 109
___________________________________________________________________

Speed 60 ft. (12 squares), fly 60 ft. (perfect)
Melee reaper’s smile 109/109/104/99 (63 plus 18 cold plus 14 against living plus 12 against good outsiders plus 2 physical ability score drain plus 8 negative levels plus 68 negative energy plus 68 divine plus fleshrot/19-20/x4 plus 72 cold plus 38 against living plus 60 against good outsiders plus 8 physical ability score drain plus 10 negative levels) or
Melee unarmed strike 92/87/82 (31 plus 68 divine plus 68 negative energy plus fleshrot/20/x2) or
Melee spell 92 or
Ranged spell 91
Base Atk 56; Grp 92
Atk Options corruption touch 17/day (ignore the hardness of any object during an attack), death touch 17/day (kill creatures with less than 390 hit points), decay touch 17/day (4 Con damage to a living creature or 77 damage to undead, objects or constructs), divine blast 22/day (17 miles, 432 damage), smite good 17/day (+19 attack and +65 damage), suffering touch 17/day (-2 to Str and Dex melee touch); Cleave, Combat Reflexes, Epic Combat Reflexes, Power Attack
Special Actions alter reality, alter size, create spirit doll 17/month (17 at any time; 3,000 ft.), major school esoterica 3/day, command or destroy outsiders, undead, and unnaturally long-lived creatures 21/day as a 69th level cleric (turning check 64, turning damage 100); Charnel Miasma, Negative Energy Burst, Zone of Animation
Combat Gear reaper’s smile

Spell-like Abilities (CL 65th or 71st for necromancy spells; +1 evil spells, +1 ability damage, ability drain, or level drain spells)
At will – animate dead, antilife shell, augury, bane (DC 46), bear’s endurance, befoul, bestow curse (DC 48), blasphemy (DC 52), blight (DC 50), blindness/deafness (DC 47), cause fear (DC 46), contagion (DC 48), contingency, create greater undead, create undead, crushing despair (DC 50), curse of lycanthropy (DC 51), death knell (DC 47), death ward, desecrate, despoil (DC 54), destruction (DC 52), dispel good (DC 50), doom (DC 46), energy drain, enervation, eyebite (DC 52), feeblemind (DC 50), finger of death (DC 53), foresight, gate, geas/quest, gentle repose, greater teleport, harm (DC 51), haste, horrid wilting (DC 54), freedom of movement, insanity (DC 52), magic circle against good, magic jar (DC 50), mantle of evil, mark of justice, mind blank, mind fog (DC 51), moment of prescience, morality undone (DC 49), otyugh swarm, permanency, plague of rats, plane shift (DC 50), poison (DC 49), pox (DC 51), protection from good, ray of enfeeblement, resist planar alignment, scare (DC 47), scourge (DC 52), slay living (DC 50), status, soul bind (DC 54), summon monster IX (evil creatures only), summon swarm, symbol of pain (DC 53), time stop, true strike, unholy aura (DC 53), unholy blight (DC 49), vision, wail of the banshee (DC 54), waves of exhaustion, waves of fatigue, withering palm (DC 52).

Cleric Spells per Day (Levels 0-21st) 6/11+1/10+1/10+1/10+1/10+1/8+1/8+1/8+1/8+1/5+1/5+1/5+1/5+1/4+1/4+1/4+1/4+1/3+1/3+1/3+1/3+1; all spells are fell weakening, evil, maximized and quickened; all necromancy spells are intensified and reaping; 3 quickened spells/round; Caster Level 56th or 80th for necromancy spells; 73rd vs SR or 97th for necromancy spells; +9 [death] spells; base DC 54 + spell level or 74 + spell level for necromancy spells; +8 [death] spells

Necromancer Spells per Day (Levels 0-22nd) 4/11/11/10/10/10/10/9/9/9/7/6/6/6/6/5/5/5/5/4/4/4/4; all spells are fell weakening, evil, maximized and quickened; all necromancy spells are intensified and reaping; 3 quickened spells/round; Spontaneous Wizard Spells; Caster Level 66th or 80th for necromancy spells; 83rd vs SR or 97th for necromancy spells; +9 [death] spells; base DC 55 + spell level or 75 + spell level for necromancy spells; +8 [death] spells
Prohibited Schools Enchantment and Illusion

Epic Spells per Day 6 arcane and 6 divine, up to Spellcraft DC 138 or 143 for necromancy spells; Epic Spells Known animus blast, animus blizzard, crown of vermin, eclipse, epic mage armor, epic spell reflection, gathering of maggots, greater ruin, hellball, horrendous desiccation, horrible army of the dead, let go of me, momento mori, mummy dust, necromantic singularity, pestilence, ruin, tolodine’s killing wind. Myrkul has additionally devised many unique epic spells that allow him to corrupt the mind, body and soul as well as “expedite” the appearance of new arrivals to Bone Castle.
___________________________________________________________________

Abilities Str 48, Dex 46, Con -, Int 54, Wis 52, Cha 48
SQ aligned spellcaster, avatar (20), caster level increase (necromancy) +2, divinity, godly realm (Hades 180 miles), immediate magic (cursed glance), immortality, minor school esoterica (10 rounds), moderate school esoterica (1 round/spell level), necromantic prowess +4
Feats Aligned Theurgy (evil), Black Lore of Moil, Chain Spell, Charnel Miasma, Combat Reflexes, Dark Speech (B), Empower Spell, Enervate Spell, Extend Spell, Fell Drain, Fell Weaken, Fortify Spell, Greater Spell Focus (necromancy) (B), Heighten Spell, Improved Initiative (B), Improved Unarmed Strike, Irresistible Spell, Maximize Spell (B), Master of the Dead, Mother Cyst, Power Attack, Quicken Spell, Repeat Spell, Skill Focus (Spellcraft) (B), Spell Focus (necromancy), Spell Rehearsal, Superior Unarmed Strike, Theurgic Specialist (necromancy), Twin Spell, Weapon Focus (scythe)
Epic Feats Enhance Spell, Epic Combat Reflexes, Epic Spellcasting (B), Epic Spell Focus (necromancy), Epic Weapon Focus (scythe), Improved Heighten Spell, Intensify Spell, Multispell (x2), Negative Energy Burst, Planar Turning, Superior Initiative, Undead Mastery, Zone of Animation
Salient Divine Abilities Annihilating Strike (Fort DC 86 or die; destroy 17,000 ft of matter), Arcane Mastery, Ashes to Ashes (unique salient divine ability), Automatic Metamagic (fell weaken, quicken spell), Divine Spell Focus (necromancy), Divine Spellcasting, Divine Weapon Focus (scythe), Divine Weapon Specialization (scythe), Hand of Death (Fort DC 86 or die, 162 damage on a successful save), Hand of Myrkul (unique salient divine ability), Know Death, Know Me and Fear Me (unique salient divine ability), Know Secrets (Will DC 78), Life and Death (Fort DC 86 or die, 340 damage on a successful save), Life Drain (Will DC 86 or die, cloud 170 ft wide), Lord of Bones (unique salient divine ability), Mass Life and Death (any number of creatures no more than 17 miles apart, Fort DC 86 or die, 340 damage on a successful save), Spontaneous Wizard Spells, Supreme Initiative, The Reaper (unique salient divine ability), Undead Mastery (17 creatures), Undead Qualities
Skills Appraise 84 (92 alchemical substances and reagents, books and scrollwork), Balance 80, Bluff 90, Concentration 124, Craft (alchemy) 127, Craft (bookbinding) 127, Decipher Script 127, Diplomacy 126, Disguise 81 (85 acting), Forgery 84, Gather Information 94, Hide 80, Intimidate 94, Knowledge (arcana, architecture and engineering, dungeoneering, geography, history, local, nature, religion, the planes) 127, Listen 92, Move Silently 88, Profession (judge) 124, Search 127 (135 secret doors and compartments), Sense Motive 92, Spot 92, Spellcraft 138 (123 epic enchantment and illusion spells, 133 non-epic enchantment and illusion, 140 necromancy spells, 142 scrolls, 143 epic necromancy spells), Survival 83 (91 above ground, avoid getting lost and hazards, extraplanar, tracking, underground), Use Magic Device 81 (97 scrolls)
Possessions black robe of the reaper, reaper’s smile

Aligned Spellcaster Myrkul has traded away his ability to summon a familiar to imbue his every spell with the power of his conviction. Myrkul casts all spells (except those with the good descriptor) as evil spells. Spells he casts that target good creatures are cast at +1 caster level (+2 if they have the good subtype). Area of effect and other spells that affect such creatures without targeting them do not gain this bonus.

Alter Reality Myrkul is an embodiment of divine power and reality is his to alter as he sees fit. This effectively functions as the wish spell that costs him no XP and requires a standard action to implement. In effect, this allows Myrkul to duplicate any effect as long as it relates to his area of influence. For example, he can duplicate any class skill, ability or spell that relates to the dead, darkness, corruption or decay. He can create any necromantic effect and animate any form of undead. He can wither away even immortals and summon the spirits of the dead. He can deny death to the dying, call forth the chill of autumn or blanket entire areas in the pallor of eternal twilight.

The Reaper can create temporary, nonmagical objects, magic items or creatures for up to 17 hours, and can also create permanent nonmagical objects. He can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.

Alter Size As a free action, Myrkul can assume any size from Fine to Colossal. He also can change the size of up to 1,700 pounds of objects he touches.

Ashes to Ashes (unique salient divine ability) Myrkul’s hideous skeletal arms bear a dreadful malediction that rots away at body and soul and drives even the hardiest to madness. Any creature that Myrkul touches or strikes with an unarmed strike suffers 136 points of damage (half of which is divine and half of which is negative energy damage) and must additionally succeed at a Fortitude save at DC 78 or contract fleshrot.

Fleshrot is a fearsome supernatural disease that in many ways is a far more powerful counterpart of mummy rot (2d8 Con and 2d8 Str damage; incubation period 1d6 rounds). Immunity to disease does not apply to fleshrot inflicted by Myrkul (although such creatures gain a +8 bonus to the saving throw made to resist) and healing spells cast on the victim must succeed at a caster level check against CL 82nd or only function at 50% normal effectiveness. Any creature that dies from the disease rises as a juju zombie under Myrkul’s control. A living being suffering fleshrot also sees all living things within its visual range slowly rotting away and decaying into undead creatures and must further succeed at a Will save (DC 78) or be driven to insanity by the horrific sight.

Fleshrot can only be cured by a deity with the Gift of Life or Hand of Death salient divine abilities, or by an epic spell using the Life seed that must succeed at a caster level check against Myrkul. He can channel Ashes to Ashes through any weapon he wields and through his natural attacks.

Avatar Myrkul can have up to twenty avatars at any given time. Old Lord Skull enjoys appearing as a skeleton clad in a billowing black cowled robe and wielding a scythe. He has scaly, wrinkled skin covered with knobby lesions and black, cracked lips. His eyes gleam with a cold, evil light and are so sunken that his face looks like a skull. His chest and torso are bones, and he has four bony arms, not the usual two. Below the waist his bones are covered by withered sinews and wasted flesh.

Caster Level Increase (Ex) Myrkul adds +2 to his caster level when casting spells from the school of necromancy.

Cursed Glance (Sp) When a visible enemy within 60 feet targets Myrkul with an attack or spell, he can respond with a curse. If the enemy fails a Will save (DC 41), it takes a -2 penalty to AC and on saving throws. Myrkul has traded away his ability to summon a familiar for this ability.

Divine Blast Myrkul can create a ray of divine power that extends for up to 17 miles, dealing up to 432 points of damage, as a ranged touch attack with no saving throw. Myrkul can unleash a divine blast 22 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Myrkul’s divine blasts generally take the form of grasping skeletal hands made of gray-black fire.

Divine Shield As a free action 22 times per day, Myrkul can create a shield that lasts 10 minutes and stops 360 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Myrkul is naturally immune to does not count towards the shield’s limits.

Hand of Myrkul (unique salient divine ability) 17 times per day, Myrkul may create a rotting cloud of dolorous decay and corruption from which extends 17 Hands of Myrkul - massive skeletal arms wreathed in the crackling black-and-gray flames of the Gray Waste, each 40 ft. long, and far more potent and horrific than the eponymous power granted to his Gray Ones.

Any creature struck by a hand risks being grappled, suffering 4 points of Strength, Dexterity, and Constitution drain (or Charisma, for undead, constructs and creatures that lack a Constitution score) and being aged to the next age category for every round they are grappled. A successful Fortitude saving throw (DC 78) halves the drain and negates the aging process. Any creature that ages beyond venerable age dies as its body withers away into gray sand, while its spirit is reanimated as a ghost under Myrkul’s control. Any creature that normally increases in power as it ages or is immune to aging is treated as middle-aged for the purposes of determining the effects of the Hand of Myrkul.

However, a far worse fate awaits those dragged to the cloud itself, for any creature that enters it must succeed at a Fortitude save (DC 85) or die instantly as its body is burnt into fine ash by the flames of Hades. Any creature that dies in such a manner is immediately condemned to Bone Castle to await Myrkul’s judgement and cannot be resurrected save by divine intervention or by Myrkul himself.

Each hand has a grapple check of +106, a Strength score of 35, and inflicts 2d6 + 12 damage per round in addition to its other effects. Myrkul has absolute control over his Hands and they persist for 17 rounds before dissipating.

Know Me and Fear Me (unique salient divine ability) Myrkul’s presence is a reminder to mortal and immortal alike that he awaits their coming. Any creature of more than 32 Hit Dice that looks upon the Lord of the Dead or that meets his gaze must succeed at a Will save (DC 78) or become frightened and additionally suffer a -17 penalty to ability and skill checks, armor class, attack rolls, and saving throws for as long as Myrkul remains within visual range and for 17 rounds after his departure. A successful saving throw still renders the creature shaken and inflicts a -8 penalty instead. Any creature with less than 32 Hit Dice does not gain a saving throw against Know Me and Fear Me.

In addition, any creature that fails its saving throw against Know Me and Fear Me additionally has the exact nature of its history of extended longevity (undeath, magical items, class features and so forth) revealed to Myrkul. If Myrkul takes any offensive action, such as casting a spell or making an attack, then any creature affected by Know Me and Fear Me is panicked instead.

Finally, any creature within the range of Old Lord Skull’s divine aura feels the cold grasp of death clawing at it and must succeed at a Fortitude save (DC 78) or have its fast healing, natural healing, regeneration, immunity to death effects, fatigue, exhaustion, disease, negative levels, ability damage and ability drain completely suppressed for 24 hours. Any creature within 170 ft. of the Lord of the Dead suffers a -8 penalty to its saving throw. Spells and effects within the area that restore hit point or ability score damage, remove diseases or negative levels, or raise the dead must succeed at a caster level check against Myrkul, who is treated as an 82nd level caster for the purpose of this effect, or fail utterly.

Lord of Bones (unique salient divine ability) As the power that governs the dead of Abeir-Toril, Myrkul’s dominion extends to the undead and those that have extended their lifespans beyond their allotted times. This mastery manifests in the following manners:

• Myrkul uses the totality of his Hit Dice to determine his effective clerical level for the purpose of commanding and destroying undead. Undead do not apply their turn resistance against Myrkul’s command and destroy attempts and he has no limit to the amount of undead he can command or control at any given time.
• Any creature that has extended its lifespan beyond the maximum allowed by its race, whether by magic, undeath, or the Extended Lifespan epic feat, is considered undead for the purposes of Myrkul’s ability to command undead.
• By touching his hand to a corpse, Myrkul can reanimate it as any form of undead creature of his choice. Undead raised in this manner with 17 Intelligence or less are under his absolute control, while intelligent undead with 18 Intelligence or higher must perform a single service and are then free-willed. Undead animated in such a manner do not count against his limits for controlling and creating undead.
• Myrkul can also destroy undead with a touch unless a Fortitude save (DC 78) is made, turning it to dust even he cannot reanimate.

Finally, Old Lord Skull shares many qualities with the eldest of his undead servants. He uses his Charisma in place of Constitution to determine his bonus hit points.

Major School Esoterica (Ex) Three times per day, whenever Myrkul casts a necromancy spell, undead allies within 60 feet gain fast healing 10 for 5 rounds.

Minor School Esoterica (Ex) When Old Lord Skull casts a necromancy spell, undead allies within 60 feet gain +10 turn resistance and a +10 bonus on saves for 10 rounds.

Moderate School Esoterica (Ex) When Myrkul casts a necromancy spell, he gains immunity to ability damage, ability drain, energy drain, and negative levels for a number of rounds equal to the spell’s level.

Necromantic Prowess (Ex) Myrkul has unsurpassed power over death. When he rebukes undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, his effective caster level increases by +4.

The Reaper (unique salient divine ability) Myrkul is the cold inevitability of death. Death cannot be stopped and comes for all, such that even those who claim to be eternal and undying are worn away by its inexplicable approach. Myrkul is the Reaper, the finality of life. No door can bar his way; no guardian can withstand him. Old Lord Skull’s mastery over death grants him a variety of boons:

• Myrkul is incapable of being flanked, caught flat-footed, or otherwise taken unaware except by a character who possesses the Improved Uncanny Dodge class ability and is at least 17 levels higher than Myrkul’s total Hit Dice. He can never be surprised.
• Necromancy spells cast by Myrkul are automatically intensified and reaping (as the Intensify Spell and Reaping spell metamagic feats) and ignore any form of immunity to their effects. Creatures naturally immune to necromantic effects instead gain a +8 bonus to their saving throws against Myrkul’s necromantic spells.
• Myrkul uses the totality of his divine rank to determine the bonus of his Divine Spell Focus salient divine ability. Furthermore, any spell with the [death] descriptor or salient divine ability that brings instant death utilized by Myrkul gains a +8 bonus to the caster level and saving throw DC, which stacks with any existing bonuses.

Zone of Desecration (Su) Myrkul is wreathed in a supernatural aura of negative energy identical to the effects of the desecrate spell in a 140 ft. radius except that it affects only allied undead.

Possessions
Myrkul wields reaper’s smile, perhaps the single most infamous weapon in Abier-Toril. The flawless gleaming blade of the Reaper’s intricate ebony-hafted scythe is a manifestation of the inevitability that eventually claims the living, the divine, and the undead alike, and functions as a +10 keen, mighty cleaving and speed adamantine scythe of icy blast and consumptive and profane burst. Reaper’s smile can cut into both the astral and ethereal planes, allowing Myrkul to strike creatures existing on both planes as well as instantaneously severing the silver cord of any astrally-projecting creature, and can additionally cut through any creature in gaseous form or under similar effects.

As a full round action usable once per minute, and only when held by Old Lord Skull, reaper’s smile can immediately attempt to harvest the souls of all creatures within range by sweeping through the air to create an effect analogous to the ephemeral storm shadowcaster mystery that otherwise functions as a necromantic [death] effect of the highest spell level cast by Myrkul (DC 104). Any creature slain by reaper’s smile immediately has its soul hurled to the Castle of Bones to await Myrkul’s judgement.

The blade of reaper’s smile always bears a faint cold-blue tint and strikes made by the weapon always inflict 2 points of physical ability score damage. When held by Myrkul, reaper’s smile also functions as a mace of ruin and a souldrinker. (CL 65th)

Myrkul always wears the black robe of the reaper. When worn, it bestows a +15 profane bonus to armor class and saving throws, halves all physical and magical damage taken by Myrkul and allows him to fly at his land speed with perfect maneuverability. In addition, it also allows him and his equipment to become ethereal at will for as long as he desires while allowing him to attack and cast spells normally. Any melee or ranged weapon that strikes the wearer of the black robe of the reaper must succeed at a Fortitude save (DC 78) or wither away into dust. Any creature that strikes the wearer with a melee weapon, unarmed strike or touch attack suffers 2 negative levels. (CL 65th)

Other Divine Powers
As a greater deity, Myrkul automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses Myrkul can see (using normal vision or darkvision), hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours.
Portfolio Sense Myrkul is aware of any act involving death and the dead, any act done under the cover of dusk or during autumn, and any act of physical and spiritual corruption regardless of the number of people involved up to 17 weeks in the past and 17 weeks in the future.
Automatic Actions Myrkul can use any skill related to his portfolio as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.
Create Magic Items Myrkul can craft any magical item that associated with the school of necromancy, death and the dead, decay, corruption, dusk or autumn, including artifacts.

NEW FEATS
ALIGNED THEURGY [General] [Dragon #325]

You can combine different sources of power when using spells that contain the same alignment descriptions (chaotic, evil, good, or lawful)
Benefit: Choose one of your alignment-based cleric domains: Chaos, Evil, Good, or Law. You can cast spells with the related spell descriptor as if your caster level was the sum of all your spellcasting classes that grant spells with that alignment-based descriptor. The effect applies only to a single alignment descriptor chosen when the feat is taken. For example, a 3rd-level cleric/4th-level wizard with the Chaos domain and this feat can cast any spell with the chaotic descriptor as a 7th-level caster.
This does not affect your spells per day or spells known. It only increases your caster level when casting spells of the appropriate descriptor.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new alignment-based domain and spell descriptor.

THEURGIC SPECIALIST [General] [Dragon #325]
Spells from your specialist school benefit from your knowledge of other spellcasting classes.
Prerequisite: Specialist wizard level 3rd, any other spellcasting class level 1st.
Benefit: When casting a spell from your specialist school (off the spell list of any spellcasting class you have), you can add together the caster levels of all your spellcasting classes to determine your caster level. For example, a 3rd-level druid/1st-level sorcerer/3rd-level diviner could cast any spell from the divination school as a 7th-level caster (even when casting a druid or sorcerer spell).
This does not affect your spells per day or spells known. It only increases your caster level when casting spells of the appropriate school.

Edited by - LordofBones on 12 Nov 2025 13:57:33

Galuf the Dwarf
Senior Scribe

USA
746 Posts

Posted - 16 Jun 2024 :  20:15:12  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Master Necromancer is the Master Specialist from Complete Mage, correct? I know the 3.5 True Necromancer is featured in Libris Mortis.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
Go to Top of Page

LordofBones
Master of Realmslore

1590 Posts

Posted - 17 Jun 2024 :  00:37:11  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Galuf the Dwarf

Master Necromancer is the Master Specialist from Complete Mage, correct? I know the 3.5 True Necromancer is featured in Libris Mortis.



Yes.

I'm using the RPGA Living Greyhawk module CORS4-02 Here There Be Dragons True Necromancer, which is exactly the same as the LM True Necromancer, only it gives full spellcasting progression. Just knock off two caster levels from both Myrkul's wizard and cleric casting if you want the LM version.
Go to Top of Page

Galuf the Dwarf
Senior Scribe

USA
746 Posts

Posted - 17 Jun 2024 :  19:59:18  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
quote:
Originally posted by LordofBones


Yes.

I'm using the RPGA Living Greyhawk module CORS4-02 Here There Be Dragons True Necromancer, which is exactly the same as the LM True Necromancer, only it gives full spellcasting progression. Just knock off two caster levels from both Myrkul's wizard and cleric casting if you want the LM version.



Noted.

That's more or less the character stats I could see the Lord of Bones (Myrkul, not you ) having.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
Go to Top of Page

Ayrik
Great Reader

Canada
8043 Posts

Posted - 19 Jun 2024 :  03:14:20  Show Profile Send Ayrik a Private Message  Reply with Quote
2E Forgotten Realms Adventures described "Myrkul's Hands" ... which I don't see here.

[/Ayrik]
Go to Top of Page

LordofBones
Master of Realmslore

1590 Posts

Posted - 19 Jun 2024 :  08:10:45  Show Profile Send LordofBones a Private Message  Reply with Quote
The Hand of Myrkul is a power exclusive to his most powerful Gray Ones, but the god himself doesn't have it in avatar form as seen in Faiths and Avatars.

Go to Top of Page

LordofBones
Master of Realmslore

1590 Posts

Posted - 20 Dec 2024 :  00:25:15  Show Profile Send LordofBones a Private Message  Reply with Quote
Just a revision to Myrkul to bring him in line with my newer deities, which I'll be doing for all my past work.
Go to Top of Page
  Previous Topic Topic Next Topic  
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Jump To:
Candlekeep Forum © 1999-2025 Candlekeep.com Go To Top Of Page
Snitz Forums 2000