Nightveil

Class GroupPriest (Specialty Priest of Lyncion)
Ability RequirementDexterity 9, Intelligence 13, Wisdom 16, Charisma 13
Prime RequisiteIntelligence, Wisdom, Charisma
Races AllowedCetandari Human
Alignments AllowedNeutral Evil, Chaotic Neutral, Chaotic Evil
Weapons AllowedAll bludgeoning weapons, daggers, short swords
Armor AllowedAny lighter than chainmail, no shields
Major SpheresAll, Astral, Chaos, Charm, Divination, Numbers, Summoning, Travelers
Minor SpheresCombat, Creation, Elemental Fire, Elemental Water, Guardian, Healing, Thought, Wards
Magic ItemsSame as clerics
Required ProfsForgery
Bonus ProfsDisguise

Nightveil Abilities

    • Nightveils can cast arcane spells from the illusion and divination schools in addition to divine spells. These spells are cast as if the Nightveil were a mage of two levels lower. Nightveils pray for their arcane spells instead of studying to memorize them, but must still learn the spells as normal and so do not have access to the full arcane spell list. They begin play knowing two arcane spells—one from the school of illusion and one from the school of divination and begin play with a spellbook similarly to a wizard.
      • Nightveils gain access to 8th-level arcane spells at 16th level and 9th-level arcane spells at 18th level. A Nightveil must have a Wisdom of 18 or higher and an Intelligence of 16 or higher to gain access to 8th level spells, and a Wisdom of 18 or higher and an Intelligence of 18 or higher to gain access to the 9th-level spells.
        • If a Nightveil is able to gain high-level wizard spells, every 8th-level spell prayed for occupies a 6th-level priest slot and every 9th-level spell prayed for occupies a 7th-level priest spell slot.
        • Nightveils are always able to read illusion and divination spells on arcane scrolls or in wizard spellbooks as if they were under the effects of read magic.
      • No more than half of a Nightveil's total number of spells available can be taken as arcane spells.
    • At 3rd level, Nightveils gain a +2 bonus to saving throws vs. illusions and mind-affecting spells.
    • At 5th level, Nightveils gain the ability to cast invisibility (as the 2nd-level arcane spell) once per day.
    • At 7th level, Nightveils gain the ability to cast clairvoyance (as the 3rd-level arcane spell) once per day.
    • At 9th level, Nightveils can cast invisibility twice per day instead.
    • At 11th level, Nightveils gain the ability to cast demon summoning I once per day.
    • At 13th level, Nightveils gain the ability to cast demon summoning II once per day.
    • At 17th level, Nightveils have no chance of losing control over demons they summon.
    • This does not apply to demons summoned by demons the Nightveil summons.

 

Lyncite Spells

1st Level

Veil of Shadows (Illusion/Phantasm)

Sphere:
Range:
Self
Components
V, S, M
Duration:
1 turn/level
Casting Time:
4
Area of Effect:
The caster
Saving Throw:
None
This spell cloaks the caster in shifting shadows, causing it to be harder to detect them in areas of darkness, and granting the caster the ability to see through darkness. The caster gains infravision to a range of 60 feet and gains a -1 bonus to Armor Class against melee attacks, and a -2 bonus to Armor Class against ranged attacks.
  The material component for this spell is a piece of black silk.
 

3rd Level

Shadow Step (Conjuration)

Sphere:
Range:
100 feet
Components
V, S
Duration:
Instantaneous
Casting Time:
8
Area of Effect:
The caster
Saving Throw:
None
This spell allows the caster or a creature the caster touches to step into one shadow or patch of darkness and emerge from another shadow within range. The shadows or darkness must be large enough to conceal the caster.
 

4th Level

Demon Summoning I (Conjuration)

Sphere:
Range:
Special
Components
V, S, M
Duration:
2 rounds + 1 round/level
Casting Time:
6
Area of Effect:
60 feet
Saving Throw:
None
Within two rounds of casting this spell, the nightveil magically conjures 1d4 1st-level demons (selected by the DM from his 1st-level encounter tables). The demons appear anywhere within the spell's area of effect, as desired by the nightveil. They attack the spell user's opponents to the best of their ability until either he or she commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned demons can, if the nightveil can communicate with them and if they are physically able, perform other services for the summoning nightveil.
  At the end of each round while summoned, the demons roll a d20 and breaks free if the result is equal to or less than the nightveil's Charisma score. A free demon can attempt to gate in other demons and otherwise attacks the nearest non-demon to it each round if it can. Demons gain a bonus to this roll equal to the level of the table they are summoned from.
  The material components of this spell are a tiny bag of ashes, a small (not necessarily lit) candle, and a vial of human or demihuman blood.
 

5th Level

Nightveil's Grasp (Necromancy, Illusion/Phantasm)

Sphere:
Range:
30 feet
Components
V, S
Duration:
1 round/level
Casting Time:
7
Area of Effect:
1 creature
Saving Throw:
Negates
This spell creates shadowy tendrils that emerge from the ground to entangle and hold the target. The victim must make a saving throw vs. spells or be completely immobilized. Each round, the target may attempt to break free with a successful Open Doors check. While held, the victim takes 1d6 points of cold damage per round. The tendrils are immune to non-magical attacks but can be dispelled.
 

Demon Summoning II (Conjuration)

Sphere:
Range:
Special
Components
V, S, M
Duration:
2 rounds + 1 round/level
Casting Time:
6
Area of Effect:
60 feet
Saving Throw:
None
This spell is much like the 4th-level spell demon summoning I, except that this spell summons either 1 2nd-level demon or 1d6 1st-level demons. These appear anywhere within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight and the nightveil can communicate with them, the summoned monsters can perform other services for the summoning nightveil.
  At the end of each round while summoned, the demons roll a d20 and breaks free if the result is equal to or less than the nightveil's Charisma score. A free demon can attempt to gate in other demons and otherwise attacks the nearest non-demon to it each round if it can. Demons gain a bonus to this roll equal to the level of the table they are summoned from.
  The material components of this spell are a tiny bag of ashes, a small (not necessarily lit) candle, and a vial of human or demihuman blood.
 

6th Level

Demon Summoning III (Conjuration)

Sphere:
Range:
Special
Components
V, S, M
Duration:
2 rounds + 1 round/level
Casting Time:
6
Area of Effect:
60 feet
Saving Throw:
None
This spell is much like the 4th-level spell demon summoning I, except that this spell summons either 1 3rd-level demon, 1d4 2nd-level demons or 1d8 1st-level demons. These appear anywhere within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight and the nightveil can communicate with them, the summoned monsters can perform other services for the summoning nightveil.
  At the end of each round while summoned, the demons roll a d20 and breaks free if the result is equal to or less than the nightveil's Charisma score. A free demon can attempt to gate in other demons and otherwise attacks the nearest non-demon to it each round if it can. Demons gain a bonus to this roll equal to the level of the table they are summoned from.
  The material components of this spell are a tiny bag of ashes, a small (not necessarily lit) candle, and a vial of human or demihuman blood.
 

7th Level

Demon Summoning IV (Conjuration)

Sphere:
Range:
Special
Components
V, S, M
Duration:
2 rounds + 1 round/level
Casting Time:
6
Area of Effect:
60 feet
Saving Throw:
None
This spell is much like the 4th-level spell demon summoning I, except that this spell summons either 1 4th-level demon, 1d4 3rd-level demons, 1d6 2nd-level demons, or 2d6 1st-level demons. These appear anywhere within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight and the nightveil can communicate with them, the summoned monsters can perform other services for the summoning nightveil.
  At the end of each round while summoned, the demons roll a d20 and breaks free if the result is equal to or greater than the nightveil's Charisma score. A free demon can attempt to gate in other demons and otherwise attacks the nearest non-demon to it each round if it can. Demons gain a bonus to this roll equal to the level of the table they are summoned from.
  The material components of this spell are a tiny bag of ashes, a small (not necessarily lit) candle, and a vial of human or demihuman blood.

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