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Epic Spell, Lilith’s Life Siphon

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

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Lilith’s Life Siphon
Necromancy [Evil]
Spellcraft DC: 102
Components: V, S, XP
Casting Time: 10 minutes
Range: 60-ft
Area: 60-ft radius emanation, centered on the caster
Duration: 60 hours
Saving Throw: Fortitude half
Spell Resistance: Yes

To Develop: 918,000 gp; 19 days; 36,720 XP. Seeds: drain (DC 23), fortify (DC 17), transform (DC 21). Factors: change target from touch to 20-ft radius emanation (+14), increase area by 200 % (+8), allow caster to decide each round what ability to drain, or whether to in-stead deal energy drain (ad hoc +6), increase damage die by 3 steps (+30), allow duration to be set by the fortify seed (ad hoc +13), increase ability drain by 2 points (+8), increase duration by 200% (+4). Mitigating factors: increase casting time by 9 minutes (-18), burn 2,400 XP (-24).

Speaking in a measured cadence, the caster opens her arms to the earth beneath, and demands the power of those that walk it. An inky cloud, half-hidden from vision, permeates the area of effect, centered on the caster. Any living creature that enters the cloud has its life steadily siphoned away.

The caster can decide round by round what ability score the cloud will drain, or whether the cloud will in-stead deal energy drain. Each creature within the area of effect is entitled to a Fortitude saving throw to take only half damage of 4d4 points of ability drain, or 4d4 negative levels. Failure, of course, means that the creature takes the damage in full.

The drain dealt to each creature is tabulated separately, and the caster receives an enhancement bonus to an ability score equal to one quarter of the amount drained from a particular creature. Thus if Lilith were to cast this spell and drain 13 points of Strength from a hu-man paladin, she would gain a +3 enhancement bonus to Strength for the duration of the spell. If an elven wizard entered the area of effect in the next round, so that both the wizard and the paladin took 8 points of Strength damage, she would gain an enhancement bonus to Strength of +5 (one quarter of the 21 points of Strength drain dealt in total to the paladin). Enhancement bonuses granted in this fashion last for 20 minutes.

In the case of energy drain, the caster receives 5 temporary hit points for each negative level bestowed upon a creature. Temporary hit points granted in this fashion last for 20 minutes. The negative levels last for 24 hours, at which time the affected creature must make another Fortitude save for each negative level received (at the spell’s original save DC), with success meaning that the negative levels disappear. A failure converts the negative levels to actual level loss.

XP Cost: 2,400 XP.

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