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 [3.5e] Revised Deities: Jergal, the Pitiless One
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LordofBones
Master of Realmslore

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Posted - 17 Aug 2025 :  15:33:27  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
JERGAL
Lord of the End of Everything, Scribe of the Doomed, the Forgotten One, Seneschal of the Crystal Spire, Seneschal of Bone Castle, the Pitiless One, the Final Scribe, the Bleak Seneschal
Demipower (formerly Greater Power) of Hades
Symbol
Jawless skull and writing quill on scroll
Realm Crystal Spire [formerly Bone Castle] (Hades/Oinos)
Alignment Lawful Neutral (previously Lawful Evil)
Aliases Nakasr
Superior Kelemvor (previously Cyric, initially Myrkul)
Allies Amaunator (dead)
Foes Cyric, Velsharoon
Servants none
Servitor Creatures nightshades, shadows, spectres, undead tied to the Negative Energy Plane, vultures and other animals seen as harbingers of death, wastrels, wraiths, xeg-yi
Manifestations the sound of a heavy tome being closed with chilling finality
Signs of Favor none
Worshipers guardians of tombs, monks, proponents of white necromancy, protectors of the names of the dead, scribes, those who wish to preserve order in death
Cleric Alignments LE, LG, LN
Specialty Priests Doomscribe
Holy Days Night of Another Year
Important Ceremonies the Sealing
Portfolio Fatalism, guardianship of tombs, order in death, proper burial, protection of the names of the dead
Domains Death, Fate, Law, Protection, Repose, Rune, Time
Favored Weapon unarmed strike

JERGAL
Male Cloistered Cleric 31, Necromancer 25, Void Disciple 13
LN Medium Outsider (Extraplanar, Lawful)
Divine Rank 4
Init +26 (+18 Dex, +8 Superior Initiative); Senses 4-mile-radius; Listen +60, Spot +60; remote sensing (2 locations), portfolio sense
Aura divine (200 ft., Will DC 64); Languages can communicate with any living creature; Dark Speech, Words of Creation
____________________________________________________________________________________________________________

AC 82, touch 52, flat-footed 72 (+16 deflection, +18 Dex, +4 divine, +17 natural); uncanny dodge as a 69th level rogue
hp 1,330 (44d6 + 25d4 plus 966), divine shield 17/day (180 hp); DR 25/chaotic, epic and silver
Immune ability damage, ability drain, antimagic, banishment, cold, death effects, disease, disintegration, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation
Resist acid 24, electricity 24; SR 70
Fort +44 Ref +45 Will +57
____________________________________________________________________________________________________________

Speed 60 ft. (12 squares)
Melee unarmed strike +57/+52 (2d6 + 13 plus 1d8 negative levels/20/x2 plus 2d8 negative levels) or
Melee touch +57 (1d8 negative levels) or
Melee spell +57 or
Ranged spell +57
Base Atk +35; Grp +52
Atk Options death touch 4/day (instantly kill a creature with less than 69d6 hp), divine blast 19/day (4 miles, 24d12 damage), void strike 1/day, void suppression 1/day; Life Drain (+16; Improved Energy Drain), Spell Drain (16 spells)
Special Actions alter reality, alter size, altering the course 1/day, moment of clarity 4/day, protective ward 4/day (+69 resistance bonus to next save within 1 hour), rebuke undead 19/day as a 31st level cleric (check +28, damage +47), sense void 7/day; Negative Energy Burst
Combat Gear none

Spell-like Abilities (CL 69th; +3 law spells)
At will – animate dead, antimagic field, augury, bestow curse (DC 33), calm emotions (DC 32), cause fear (DC 31), contingency, create greater undead, create undead, death knell (DC 32), death ward, deathwatch, destruction (DC 37), detect evil, detect magic, detect thoughts (DC 28), dictum (DC 37), discern lies (DC 30), dispel chaos (DC 35), drawmij’s instant summons, erase, explosive runes (DC 34), foresight, freedom of movement, geas/quest, gentle repose, greater glyph of warding(DC 36), greater teleport, glyph of warding (DC 33), haste, hold monster (DC 36), lesser planar binding (DC 35), magic circle against chaos, mark of justice, mind blank, moment of prescience, order’s wrath (DC 34), permanency, prismatic sphere (DC 39), protection from chaos, protection from energy, repulsion (DC 37), sanctuary (DC 31), secret page, shield of law (DC 38), shield other, slay living (DC 35), speak with dead (DC 33), spell immunity, spell resistance, status, summon monster IX (lawful only), surelife, symbol of death (DC 38), teleportation circle, time stop, true strike, undeath to death (DC 36), vision, wail of the banshee (DC 39).

Cleric Spells Prepared (CL 67th or 68th for divination spells; 73rd vs SR or 74th for divination spells; all spells are lawful)
22nd (3+1/day) – heightened brain spider (DC 79), heightened wail of the banshee (D) (DC 80), heightened quickened withering palm (x2) (DC 76).
21st (3+1/day) – heightened dictum (D) (DC 78), heightened twinned energy ebb (x2) (DC 75), heightened imprison soul (DC 79).
20th (3+1/day) – heightened familiar geas (DC 77), heightened intensified mass inflict critical wounds (x2) (DC 71), heightened twinned slay living (D) (DC 74).
19th (3+1/day) – empowered heightened twinned blood to water (DC 71), heightened twinned dictum (D) (DC 72), heightened implosion (x2) (DC 76).
18th (4+1/day) – empowered heightened twinned blood to water (x2) (DC 70), fell draining heightened maximized greater harm (x2) (DC 70), heightened wail of the banshee (D) (DC 76).
17th (4+1/day) – fell draining heightened erupt (x3) (DC 72), enhanced intensified blade barrier (DC 63), quickened twinned wail of the banshee (D) (DC 67).
16th (4+1/day) – intensified energy drain (DC 67), maximized twinned energy drain (DC 67), fell draining intensified greater harm (x2) (DC 65), heightened wail of the banshee (D) (DC 74).
15th (4+1/day) – empowered twinned energy drain, intensified mass inflict critical wounds (DC 66), extended heightened prismatic sphere (D) (DC 71), heightened twinned destruction (x2) (DC 69).
14th (5+1/day) – enhanced twinned heat drain (x3) (DC 64), intensified greater harm (x2) (DC 65), extended quickened time stop (D).
13th (5+1/day) – heightened quickened mummify (x2) (DC 67), quickened implosion (x3) (DC 66), quickened wail of the banshee (D) (DC 67).
12th (5+1/day) – quickened dimensional lock, intensified divine retribution (DC 62), heightened twinned hold monster (D) (DC 65), heightened mark of sin (DC 69), intensified touch of the pharaoh (x2) (DC 63).
11th (5+1/day) – fell draining maximized blade barrier, quickened destruction (D) (DC 65), quickened greater harm (x2) (DC 64), heightened quickened pronouncement of fate (DC 65).
10th (6+1/day) – maximized blood to water (DC 65), maximized greater harm (x2) (DC 65), quickened hold monster (D) (DC 66), fell draining mass inflict critical wounds (x2) (DC 65), fell draining fell weakening ravenous darkness (DC 65).
9th (8+1/day) – anathema, call marut, elder glyph of warding (DC 66), quickened greater command (DC 62), fell draining fell weakening harm (DC 64), quickened slay living (D) (DC 63), summon golem, tomb ward, undeath’s eternal foe.
8th (8+1/day) – dimensional lock, extended greater consumptive field (DC 65), greater spell immunity, heat drain (x2) (DC 66), mass inflict critical wounds (DC 66), surelife (D), true banishment, truename dispel.
7th (8+1/day) – blood to water (DC 65), brain spider (DC 64), dictum (D) (DC 64), greater bestow curse (DC 65), mark of the unfaithful, mass inflict serious wounds (DC 65), planar bubble, ravenous darkness (DC 64), withering palm (DC 65).
6th (9+1/day) – antimagic field (D), blade barrier (DC 63), extended channel the void, quickened denounce (DC 59), ghost trap, mass frostburn (DC 64), spiritual guardian, extended subvert planar essence (DC 62), weight of sin (x2) (DC 63).
5th (10+1/day) – bleed (DC 63), boreal wind (DC 62), condemnation (DC 62), disanimate (x2) (DC 63), mass curse of ill fortune (DC 63), spurn the supernatural (DC 62), summon undead V, touch of the pharaoh (DC 63), quickened true strike (D), true seeing.
4th (10+1/day) – castigate (DC 61), dimensional anchor, doomtide (x2) (DC 61), freedom of movement (D), fell weakening mark of doom, spiritual advisor, summon undead IV, vision of the omniscient eye, wall of law (DC 62), watchful ancestors.
3rd (10+1/day) – alter fortune, axiomatic storm (x2), black sand (DC 61), darkfire (DC 60), devil blight (DC 60), extended death knell (D) (DC 60), mass conviction, summon undead III, suppress glyph, true prayer of the chosen.
2nd (11+1/day) – augury (D), benediction, bewildering visions (DC 59), close wound, darkbolt (DC 59), deific vengeance (x2) (DC 59), divine insight, expose the dead, summon undead II, thin air (DC 60), turn anathema.
1st (11+1/day) – conviction, deathwatch, exorcism (DC 58), impede (DC 58), inflict light wounds (DC 59), inhibit (x2) (DC 58), omen of peril, painless death, scholar’s touch, shield of faith, true strike (D).
Orisons (6/day) – inflict minor wounds (x6) (DC 58).

Necromancer Spells Prepared (CL 59th or 60th for divination spells; 65th vs SR or 66th for divination spells; all spells are lawful)
20th (4/day) – heightened imprisonment (DC 72), heightened mass hold monster (DC 72), heightened unname (x2) (DC 73).
19th (4/day) – enhanced intensified horrid wilting (DC 61), intensified quickened horrid wilting (DC 61), heightened probe thoughts (DC 72), heightened programmed amnesia (DC 72).
18th (4/day) – heightened twinned finger of death (DC 67), heightened intensified night’s caress (DC 64), fell draining fell weakening intensified touch of the graveborn (x2) (DC 61).
17th (4/day) – enhanced intensified disintegrate (x2) (DC 57), fell draining heightened night’s caress (x2) (DC 68).
16th (5/day) – heightened feeblemind (DC 58), enhanced twinned horrid wilting (X2) (DC 61), fell draining intensified maximized reciprocal gyre (x2) (DC 57).
15th (5/day) – intensified twinned enervation, enhanced extended frostfell (DC 61), heightened imprisonment (DC 67), intensified touch of the graveborn (x2) (DC 61).
14th (5/day) – quickened twinned heartfreeze (x2) (DC 59), intensified mass flesh to salt (DC 59), empowered fell draining sphere of ultimate destruction (x2) (DC 61).
13th (5/day) – quickened greater dimension jumper, quickened dominate monster (DC 60), empowered maximized twinned enervation, quickened srinshee’s spell shift, quickened unname (DC 60).
12th (6/day) – heightened baleful blink (DC 64), quickened chain dispel, enhanced twinned doom scarabs (DC 57), quickened twinned withering death (x2) (DC 57).
11th (6/day) – quickened avasculate (DC 60), maximized blackfire (DC 60), extended heightened gelid blood (DC 63), twinned stun ray (DC 59), intensified wither (x2) (DC 57).
10th (6/day) – heightened desert binding (DC 60), extended dimension jumper, quickened greater dispel magic, empowered horrid wilting (DC 61), fell weakening maximized mass desiccate (DC 59), intensified shivering touch.
9th (8/day) – absorption, black blade of disaster, extended blackfire (DC 61), mass hold monster (DC 61), reaving dispel, sphere of ultimate destruction (DC 61), unbinding, unname (DC 62).
8th (9/day) – avascular mass (DC 61), quickened baleful blink (DC 57), chain dispel, devastate undead (DC 61), expunge the supernatural (DC 60), greater celerity, touch of the graveborn (DC 61), trap the soul (DC 60), wall of greater dispel magic.
7th (9/day) – avasculate (DC 60), bonemelt (DC 60), fell draining cloudkill (DC 57), control undead (DC 60), crown of despair, finger of death (DC 60), extended spectral touch (DC 59), stun ray (DC 59), transfix (DC 59).
6th (9/day) – ashen union (DC 59), disintegrate (DC 58), greater anticipate teleportation, heartfreeze (DC 59), mass desiccate (DC 59), mass suggestion (DC 58), maximized negative energy burst (x2), (DC 56), tactical teleportation.
5th (9/day) – fell weakening blast of sand (x2) (DC 56), channeled lifetheft (x2), choking sands (DC 58), cryptwarden’s grasp (DC 58), greater blink, spiritwall (DC 58), waves of fatigue.
4th (10/day) – assay spell resistance, backlash (DC 56), beckon monster (DC 56), enervation, mass whelm (DC 56), stiffen (DC 57), warp truename (DC 56), wither (DC 57), withering death (DC 57), zone of revelation.
3rd (10/day) – aging touch (DC 56), cone of dimness (DC 55), control darkness and shadow, crown of the grave, negative energy burst (DC 56), fell draining negative energy ray (x2) (DC 54), tormenting thirst (DC 55), vampiric touch, wall of ectoplasm.
2nd (10/day) – beckon person (DC 54), black karma curse (DC 54), blindness/deafness (DC 55), choke (DC 54), cloud of bewilderment (DC 54), crystalline memories (DC 54), horror of the spoken name (DC 54), sure strike, whelming blast (DC 54), wracking touch (DC 55).
1st (10/day) – backbiter (DC 54), bulwark of reality, chill touch (DC 54), negative energy ray (x2) (DC 54), reaving aura (DC 54), spirit worm (x2) (DC 54), sunstroke (DC 54), whelm (DC 53).
Cantrips (4/day) – disrupt undead, read magic, touch of fatigue (DC 53), unnerving gaze (DC 52).
Prohibited Schools Evocation and Illusion

Epic Spells Prepared 7 arcane and 7 divine, up to Spellcraft DC 115 or 110 for evocation and illusion spells and 117 for necromancy spells; Epic Spells Known Jergal knows most common epic spells. He has developed new epic spells to aid him in defending the names of the dead, deliver lawful death to those that have dared cheat the ordained cycle of life and death, as well as create new forms of ancient dead to unceasingly hunt down desecrators of their tombs and thieves of their artifacts.
____________________________________________________________________________________________________________

Abilities Str 37, Dex 46, Con 38, Int 50, Wis 55, Cha 42
SQ aligned spellcaster, avatar (2), bonus domain (Knowledge), divinity, godly realm (Hades 4 miles), immortality, lore +46
Feats Aligned Theurgy (law), Dark Speech (B), Divine Metamagic, Empower Spell, Extend Spell, Fell Drain, Fell Weaken, Greater Named Spell, Heighten Spell, Improved Energy Drain, Improved Initiative (B), Improved Unarmed Strike, Law Devotion, Life Drain, Maximize Spell, Named Spell, Quicken Spell, Scribe Scroll (B), Skill Focus (Knowledge [religion], Profession [scribe]), Spell Drain, Spell Focus (law, necromancy), Spell Penetration, Superior Unarmed Strike, Truename Training, Twin Spell, Weapon Finesse, Words of Creation (B)
Epic Feats Enhance Spell, Epic Skill Focus (Knowledge [religion], Profession [scribe]), Epic Spellcasting (B), Improved Alignment-based Casting (law), Improved Heighten Spell, Intensify Spell, Negative Energy Burst, Planar Turning, Scribe Epic Scroll, Spectral Strike, Superior Initiative
Salient Divine Abilities Divine Skill Focus (Knowledge [religion], Profession [scribe]), Divine Spellcasting, Hand of Death (Fort DC 64 or die; 14d6 damage on a successful save), Know Death, Lord of the End of Everything (unique salient divine ability), Scribe of the Doomed (unique salient divine ability)
Skills Bluff +45, Concentration +91, Craft (bookbinding, calligraphy) +97, Decipher Script +97, Diplomacy +66, Forgery +49, Heal +35, Hide +34, Intimidate +49, Knowledge (arcana, architecture and engineering, dungeoneering, geography, history, local, nature, nobility and royalty, the planes) +97, Knowledge (religion) +124, Listen +60, Move Silently +47, Profession (scribe) +126, Search +49 (+58 secret doors and compartments), Sense Motive +109, Spot +60, Spellcraft +105 (+100 evocation and illusion spells, +107 necromancy spells, +109 scrolls), Truespeak +97, Use Magic Device +45 (+61 scrolls); Others +8 Knowledge checks to conduct truename research
Possessions none

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

Alter Reality Jergal 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 Jergal 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 protection of the dead. He can create any negative energy-based effect and summon guardians to protect and defend the sanctity of death.

The Lord of the End of Everything can create temporary, nonmagical objects, magic items or creatures for up to 4 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, Jergal can assume any size from Fine to Colossal. He also can change the size of up to 400 pounds of objects he touches.

Altering the Course (Su) Once per day, Jergal can add a +20 bonus on any single attack roll, skill check, or ability check he makes. He cannot transfer this bonus to another character by any means. This supernatural ability requires no action and lasts only the duration of the single check.

Avatar Jergal can have up to two avatars at any given time. The Lord of the End of Everything appears as a wizened and insubstantial mummy of some ancient alien race. His skin is gray and drawn tightly across his frame. His bulbous, yellow, lifeless eyes and insectoid mandibles resemble a cross between a humanoid and a praying mantis. His nose and ears are barely distinguishable from his elongated skull. Most of his body is covered with an utterly lightless cloak that seems to absorb the very atmosphere that envelops it. His white gloves cover elongated, claw-like hands and forearms. He always clutches a thick scroll covered in an intricate and incomprehensible script and a freshly inked quill in his hands.

The Pitiless One can also take on the form of a mortal man with a great white beard, bent with extreme age yet holding intelligence and a driving energy within his sunken eyes.

Divine Blast Jergal can create a ray of divine power that extends for up to 4 miles, dealing up to 20d12 points of damage, as a ranged touch attack with no saving throw. Jergal can unleash a divine blast 18 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Jergal’s divine blasts usually manifest as the ominous sound of a heavy book being closed.

Divine Shield As a free action 17 times per day, Jergal can create a shield that lasts 10 minutes and stops 180 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Jergal is naturally immune to does not count towards the shield’s limits.

Lord of the End of Everything (unique salient divine ability) Jergal embodies the inevitable end of all things, and the entropic energies of the Negative Material Plane infuse his divine essence. The touch of Jergal’s white gloved hand is similarly infused with these necrotic energies and thus carries an energy drain effect, inflicting 1d8 negative levels with each strike, which is doubled on a critical hit. His Void Strike ability is similarly enhanced and deals the same number of negative levels as his touch.

Jergal’s own body is a gateway to entropy itself. As a standard action, he can sweep his cloak around him and extend its dimensions to a radius of 40 feet centered on him, forcing all creatures within range to make a Reflex save (DC 64) or be engulfed and suffer 4 negative levels. Any creature engulfed by Jergal’s cloak must also succeed at a Will save (DC 64) or be banished to the Negative Energy Plane to die there.

Finally, Jergal’s ability to channel the necrotic energies of the Negative Material Plane is so potent that he can also assume the forms of creatures similarly attuned to that plane. As a standard action, the Lord of the End of Everything can take on the form of any non-divine undead creature as per a shapechange spell limited only by Jergal’s own Hit Dice, gaining all its special abilities and defenses, for as long as he desires.

Moment of Clarity (Su) Jergal can grant an ally the temporary ability to perform any skill or feat (with the exception of ancestor feats) 4 times per day. He must use a standard action to touch the target. The target gains either one feat or a number of ranks in one skill equal to his relevant ability modifier for that skill. For example, a character with Dexterity 14 could gain 2 ranks in Ride, for a total skill modifier of +4. The effect lasts for 13 rounds.

Scribe of the Doomed (unique salient divine ability) Jergal can read the entire tapestry of a creature’s life and death, regardless of any magical protections or psionic defenses, and distill it to its simplest expression. Any creature that meets the Pitiless One’s gaze must succeed at a Will save (DC 64) or be paralyzed for 3d6 rounds. Hereafter, as a standard action, Jergal may write the creature’s name on his scroll, forcing it to succeed at a Will save (DC 64) or be sent to the exact moment of its demise and die instantly. On a successful saving throw, the target creature is rendered staggered and sickened from its brush with true death for the next 24 hours.

Sense Void (Su) Jergal has the ability to reach out with the mind and sense the world around, exploring the unseen layer of reality most people rarely experience. He can use his normal senses (sight, hearing, touch, taste, smell) to perceive whatever area, person, or thing he directs his attention to. The Forgotten One must make a Spellcraft check, with the DC determined by distance, not familiarity.

Line of sight: DC 5
Up to 1 mile: DC 10
Up to 10 miles: DC 15
Up to 100 miles: DC 20
Up to 1,000 miles: DC 25

Jergal cannot sense across planar boundaries. He can also use discern lies, detect thoughts, detect magic and detect evil at will. He has a +10 bonus on Sense Motive checks.

Void Strike (Su) Jergal can make a melee touch attack to bestow 1d4 negative levels on the target. He gains 5 temporary hit points for each negative level he bestows. If the target has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature a –1 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his highest available level. Negative levels stack. Assuming the target survives, he regains lost levels after 13 hours pass. This ability relies on Jergal’s mastery of void, not negative energy, so it cannot be used to benefit undead.

Void Suppression (Su) Once per day, Jergal can make a melee touch attack to force the target to use his lowest ability score modifier in place of any one higher modifier (his choice) for 5 rounds. For example, Jergal could force an ogre to use his low Intelligence modifier in place of his high Strength modifier, severely weakening the brute’s physical blows.

Other Divine Powers
As a demipower, Jergal treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal and cannot die from natural causes.
Senses Jergal can hear, touch, and smell at a distance of four miles. As a standard action, he can perceive anything within four miles of his worshipers, 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 two 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 up to four hours.
Portfolio Sense Jergal is aware of any funeral and burial as long as the event affects at least one thousand people. He is similarly aware of any act of protection of the bodies and names of the dead as well as any act taken with regard to guardianship of tombs and graves as long as the event is of similar scale.
Automatic Actions Jergal can use any skill related to his portfolio as a free action if the DC for the task is 15 or lower, or Knowledge [religion] or Profession (scribe) if the DC is 19 or lower. He can perform up to four such free actions each round.
Create Magic Items Jergal can create any type of magic item related to protection of the dead and dignified death as long the item’s market price does not exceed 4,500 gp.

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.

Named Spell [Metamagic] [Dragon #346]
You increase the potency of your spells by interweaving them with your opponent's truename.
Prerequisite: Truespeak 6 ranks.
Benefit: You can make a Truespeak check to say a creature's personal truename. Until the end of your next turn, the DC of any spell you cast increases by 2 for that creature and you gain a +2 bonus on caster level checks to overcome that creature's spell resistance. The level of the spell does not increase. This bonus stacks with other bonuses on spell DCs and caster level checks, including the ones from Spell Focus and Spell Penetration.
Special: You cannot apply this feat to spells that have area effects or more than one target.

Named Spell, Greater [Metamagic] [Dragon #346]
You speak your foe's truename to make him susceptible to your spells.
Prerequisite: Truespeak 9 ranks, Named Spell.
Benefit: You can make a Truespeak check to say a creature's personal truename. Until the end of your next turn, the DC of any spell you cast increases by +2 for that creature and you gain a +2 bonus on caster level checks to overcome that creature's spell resistance. The level of the spell does not increase. This bonus stacks with other bonuses on spell DCs and caster level checks, including the ones from Named Spell, Spell Focus, and Spell Penetration.
Special: You cannot apply this feat to spells that have area effects or more than one target.

NEW SPELLS
Bonemelt [Wyrms of the North: Daurgothoth]

Necromancy
Level: Sorcerer/Wizard 7
Components: V
Range: Medium (100 ft. + 10 ft./level)
Effect: Special
Duration: 1 day/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
You transform the bones of a living, vertebrate creature to jelly. This spell has no effect on constructs, undead, plants, oozes, vermin, elemental, or aberrations. If the target makes a successful Fortitude save, only one limb is affected (determine randomly, not including the head or tail, if any). The limb becomes a dangling, jelly-like mass lacking the strength to hold or carry things. If the limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a -8 circumstance penalty. If the limb is used for manipulation (for example, an arm), the target's Dexterity suffers a -8 circumstance penalty and all spellcasting requires a Concentration check (minimum DC 15). Held items are dropped, but worn items are not dropped. If the target fails his Fortitude save, the victim collapses (at the end of his next action) into a helpless, amoeba-like slithering blob. Breathing and movement by creeping (speed 10 feet) is possible, but climbing, flying, wielding items, and the like becomes impossible. Death won't directly occur from this alteration but it often results from the lack of swift mobility the spell causes. After failing his initial saving throw, the target of this spell can make an additional Fortitude save every 24 hours. If he succeeds, his form changes to the same state as if he had saved against the spell originally.

Channel the Void [Dragon Magazine 304 36]
Necromancy
Level: Cleric 5, Sorcerer/Wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Opening yourself to the debilitating power of the Negative Energy Plane, you empower your energy-draining attacks. If you have an attack that bestows negative levels, the number of negative levels bestowed is increased by 1. If you have an attack that drains ability scores, the number of points drained is increased by half the normal amount. If you use a spell to duplicate the effect, the effects are affected by this spell.
Material Components: A piece of flesh taken from an energy draining undead.

Crown of Despair [Dragon Magazine 331 72]
Enchantment (Compulsion) [Mind-affecting]
Level: Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
The caster’s head is crowned in ghostly black burial wrappings. All creatures that see you must succeed a Will save or be paralyzed for 1d4 rounds. This spell can only affect any one creature once, whether it succeeds or fails it save.
Material Component: A scrap of a mummy’s burial linen.

Disanimate [Dragon Magazine 304 36]
Necromancy
Level: Cleric 5, Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Undead or construct touched
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
You can sever the connection between an animating force or spirit and the body it animates, destroying the target undead or construct. If the target makes a successful Will saving throw, it instead takes 3d6 points of damage +1 point per caster level.

Tomb Ward [Ravenloft Player’s Handbook 119]
Abjuration
Level: Cleric 9
Components: V, S, DF
Casting Time: 1 day
Range: Touch
Area: One tomb, no more than 18,00 cubic feet
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell enables you to invoke a curse to protect a tomb from defilers. You invoke a triggered curse to protect a tomb. To cast tomb ward, you must walk through every passageway and chamber of the tomb, marking the walls, floors, and ceilings with signs of the curse and your deity. You can select an exact trigger, which may be as broad as “any creature entering this tomb” or as specific as “any mortal disturbing the pharaoh’s body, taking or damaging any of his treasures or defacing his sarcophagus.” You can also choose the exact effects of the curse, which may be of any severity.

If you wish, you can also entomb one or more living humanoids within the tomb, though their combined HD cannot exceed your caster level. If you choose to entomb any creatures, the tomb ward animates them as 1st-rank ancient dead if the curse is triggered, using them as guardians.

It is customary to inscribe the specific effect of the tomb ward on the entrance of the tomb as a warning, though this is not necessary to the casting of the spell.

In Ravenloft, casting this spell requires a powers check, plus a powers check for each humanoid buried alive.

Touch of the Pharaoh [Dragon Magazine 331 73]
Necromancy [Evil]
Level: Cleric 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature contracts mummy rot (dealing 1d6 points of Constitution and Charisma damage), which strikes immediately (no incubation period). The creature cannot be healed normally. Any attempt to be healed by a conjuration (healing) spell requires a caster level check (DC 20).

Edited by - LordofBones on 19 Aug 2025 12:30:18

Lady Iydril
Acolyte

5 Posts

Posted - 19 Aug 2025 :  17:22:44  Show Profile Send Lady Iydril a Private Message  Reply with Quote
I posted kudos over in reddit--but I love this! Thank you for sharing it.
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eldritchq
Acolyte

Canada
8 Posts

Posted - 21 Aug 2025 :  04:50:21  Show Profile Send eldritchq a Private Message  Reply with Quote
Thank you for this series of vibrant and rich visions of statistics for deities, I can see the effort you spend to make each of them as unique and fitting to the source material as possible.
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Galuf the Dwarf
Senior Scribe

USA
738 Posts

Posted - 21 Aug 2025 :  11:51:58  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Fun fact: As far as the relics from Complete Divine, I gave Jergal the Ruby Blade (originally for Wee Jas) but turned it into a Scythe and renamed it the Pallid Blade, and Nerull's Censer of the Last Breath.

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
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