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Death Knell, Level 2 Cleric, Death 2 Domain spell
A very seldom-used spell that allows a cleric to finish off a dying target, gaining a little toughness and strength from the process. It's a fairly low level spell, so it is only temporary (the extra toughness, not the death. That's permanent, obviously), which is probably why no one ever uses it. It doesn't really help much in the long run, and the situation in which you can use it is very limited.
Probably the only reason someone would enact such an ability is out of spite or to power up a bit before a battle. maybe with some sacrifices.
Or perhaps to make sure a vicious werewolf doesn't recover from near death through mystical regeneration! Ooo handy~
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Death Knell, Level 2 Cleric, Death 2 Domain spell
A very seldom-used spell that allows a cleric to finish off a dying target, gaining a little toughness and strength from the process. It's a fairly low level spell, so it is only temporary (the extra toughness, not the death. That's permanent, obviously), which is probably why no one ever uses it. It doesn't really help much in the long run, and the situation in which you can use it is very limited.
Probably the only reason someone would enact such an ability is out of spite or to power up a bit before a battle. maybe with some sacrifices.
Or perhaps to make sure a vicious werewolf doesn't recover from near death through mystical regeneration! Ooo handy~
©

Category All / All
Species Unspecified / Any
Size 1000 x 848px
File Size 371.2 kB
Death Knell
Necromancy [Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Spell Resistance: Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
I'm a nerd.
Necromancy [Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Spell Resistance: Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
I'm a nerd.
My main villain walks around with the party stealing souls, and this kinda made me think of that. She's currently tricking the party into finding the pieces of an ancient artifact she intends on stealing from them XD
Eitherway, I actually usually prepare a few Death Knell spells when I can (Mostly because my DM allows us to cast it without being evil). I use it to finish off regenerating creatures, like trolls. Who needs fire? :3
Eitherway, I actually usually prepare a few Death Knell spells when I can (Mostly because my DM allows us to cast it without being evil). I use it to finish off regenerating creatures, like trolls. Who needs fire? :3
Mmmmm, delicious hit points.
Ah, such a little used spell, but useful if you have a moment to cast it in combat. The problem is most casters aren't standing next to the target they just nuked with a magic missile, ya gotta run up to them and drain off their life energy. Sometimes I wish they had made a more powerful, area of effect version of this spell.
Ah, such a little used spell, but useful if you have a moment to cast it in combat. The problem is most casters aren't standing next to the target they just nuked with a magic missile, ya gotta run up to them and drain off their life energy. Sometimes I wish they had made a more powerful, area of effect version of this spell.
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