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Veldrin Freth

 

Cleric of Vhaeraun  15

Hierophant 2

Fighter 6

 

 

 

    Veldrin Freth is the twin of Honglath Freth, is a devout cleric of Vhaeraun the Masked Lord (CE drow deity) and is also a fighter.

The twins are draconic drow with a lightning-blue intense gaze; they are actually the grandchildren of a silver dragon named Namhias. Their hair is pure white, perfectly straight, and long. Both brothers stand at 5’9, making them very tall for any drow. The brothers sometimes wear ponytails, have their hair loose, or in a braid, but as a 'rule' whatever one twin does with his hair the other does as well at the same time. Their faces are angular and smooth and very handsome by drow standards as well.

    As draconic drow, they have an alternate form. They have black wings that extend seven feet in length each, as black as their skin but with striking silver veins. The brothers’ height becomes a bit taller at 6’3, and their hands end in thick black talons instead of nails, though the talons are small enough to grab and hold onto something comfortably. Their hair is much thicker too, falling in layered silvery manes down their backs, almost representing the frills that silver dragons have trailing from the head to the tail. Because this form is actually their true form, they have the special spell-like ability Alternate Form; an aura of the spell polymorph constantly surrounds them (for example, those using the spell true seeing can view them in their true form); they can disable and use it whenever they wish. Stepping into an anti- or dead-magic zone negates this and they will revert back to their true form.

    The brothers have inherited the breath attack abilities of their silver dragon relation, a cone of cold and a cold of paralyzing gas, in which they must swallow and trigger a reaction in their lungs to use. They do not need to be in their alternate form to use it, of course, they just don’t often bother. Sometimes they go by the last name of Barriath, which means Spawn of the Dragons.

    Unlike his brother, who is neutral good, Veldrin is neutral evil and thinks nothing of lying, tricking or betraying others to further his own goals--which are usually Vhaeraun's goals as well. He also has many children, most of which he doesn't know about since he always acts as a noble drow's unofficial patron for whatever time period he feels like--to women and men alike.

    Veldrin usually wears his priest robes, which are black and with a blue outline, tight around the bust and fanning out towards the bottom. He carries on him an enchanted dire flail, scimitar, and multiple daggers.

To see more on Honglath, visit his page.

 

Class and Level: (Enhanced +4) ECL 27/Clr 15/Hie 2/Ftr 6

Race: Draconic Drow (Silver)  Height: 5’9  Weight: 170  Eyes: Blue  Hair: white  Skin: Black  Age: 200  Alignment: NE Speed: 30 feet  Gender: Male  Deity: Vhaeraun  Size: Medium  HP 247 Hit Dice 17d8 + 6d10 + 92

Abilities 

Str 18 +4 Initiative +5
Dex 20 +5 AC +19 = 10+4+0+5+0
Con 18 +4 Flat Footed +?
Int 18 +4 Touch +15
Wis 24 +7  Fort Save 17 = 15+2
Cha 20 +5  Ref Save 11 = 7+4

 

 

Will Save 16 =12+4
Base Attack +18/+8/+2 
SR: 38 
Grapple +22/+12/+6
 

 

 

 

 

 

 

 

 

 

Weapons 

+3 holy scimitar 1d6+3
+1 masterwork dire flail 1d8+1
Claw Attack 1d3
Claw Attack 1d3
Breath Weapon (Cone of Cold, 3d6) 

Feats

Brew Potion, Combat Casting, Spell Penetration, Greater Spell Penetration, Still Spell, Silent Spell, Weapon Focus (Dire Flail), Weapon Specialization (Dire Flail), Two Weapon Fighting, Two Weapon Defense, Improved Two Weapon Fighting, Greater Two Weapon Fighting

Class and Racial Abilities

Cleric. Rebuke Undead 23/day; Cast Evil spells at +1 caster level

Drow. Faerie Fire 1/day; Dancing Lights 1/day; Darkness 1/day; Darkvision 120 ft.; +2 save (charm magic)  

Draconic. Cloud walking 1/day; Alternate Form; +6 save (sleep spell); Breath Weapon; +4 save (paralysis)
 

Possessions (Anything marked with an asterisk is worn by him or on his person at all times)

+3 unholy scimitar
+1
human bane elf bane unholy dire flail

 

 

Vhaeraun

The Masked Lord, the Masked God of Night
Lesser Drow Deity

Symbol: A pair of black glass lenses that form a mask
Home Plane: Demonweb Pits
Alignment: Chaotic Evil
Portfolio: Thievery, drow males, evil activity on the surface.
Worshipers: Assassins, male drow and half-drow, poisoners, shadowdancers, rogues, thieves.
Cleric Alignments: CE, CN, NE
Domains: Chaos, Drow, Evil, Travel

Favored Weapon: "Shadowflash" (short sword)

Dogma: The shadows of the Masked Lord must cast off the tyranny of the Spider Queen and forcibly reclaim their birthright and rightful place in the Night Above. The existing drow matriarchies must be smashed, and the warring practices of twisted Lolth done away with, so that the drow are welded into a united people, not a squabbling gaggle of rival Houses, clans and aims. Vhaeraun will lead his followers into a society where the drow once again reign supreme over the other, lesser races, and there is equality between males and females.

Clerical Spells

The ones he prays for the most have asterisks by them.

0:6, 1:5+1+2, 2:5+1+2, 3:5+1+2, 4:5+1+1, 5:4+1+1, 6:4+1+1, 7:3+1+1, 8:2+1, 9:1+1

 

Level 0 – Orisons

Create Water. Creates 2 gallons/level of pure water.

Cure Minor Wounds. Cures 1 point of damage.

Detect Magic. Detects spells and magic items within 60 ft.
Detect Poison. Detects poison in one creature or object.
Guidance. +1 on one roll, save, or check.

Inflict Minor Wounds. Touch attack, 1 point of damage.

Light. Object shines like a torch.

Mending. Makes minor repairs on an object.

Purify Food and Drink. Purifies 1 cu. ft./level of food or water.

Read Magic. Read scrolls and spellbooks.

Resistance. Subject gains +1 on saving throws.

Virtue. Subject gains 1 temporary hp.

 

Level 1

Bane. Enemies suffer –1 attack, –1 on saves against fear.

Bless. Allies gain +1 attack and +1 on saves against fear.

Bless Water. Makes holy water.

Cause Fear. One creature flees for 1d4 rounds.

Command. One subject obeys one-word command for 1 round.

Comprehend Languages. Understand all spoken and written

languages.

Cure Light Wounds. Cures 1d8 +1/level damage (max +5).

Curse Water. Makes unholy water.

Deathwatch. Sees how near death subjects within 30 ft. are.

Detect Chaos/Evil/Good/Law. Reveals creatures, spells, or objects.

Detect Undead. Reveals undead within 60 ft.

Divine Favor. You gain attack, damage bonus, +1/three levels.

Doom. One subject suffers –2 on attacks, damage, saves, and checks.

Endure Elements. Ignores 5 damage/round from one energy type.

Entropic Shield. Ranged attacks against you suffer 20% miss chance.

Hide from Undead: Undead can’t perceive one subject/level.

Inflict Light Wounds. Touch, 1d8 +1/level damage (max +5).

Magic Stone. Three stones gain +1 attack, deal 1d6+1 damage.

Magic Weapon. Weapon gains +1 bonus.

Obscuring Mist. Fog surrounds you.

Protection from Chaos/Evil/Good/Law. +2 AC and saves,

counter mind control, hedge out elementals and outsiders.

Remove Fear. +4 on saves against fear for one subject +1/four levels.

Sanctuary. Opponents can’t attack you, and you can’t attack.

Shield of Faith. Aura grants +2 or higher deflection bonus.

Summon Monster I. Calls outsider to fight for you.

 

Level 2

Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.

Align Weapon. Weapon becomes good, evil, lawful, or chaotic.

Augury. Learns whether an action will be good or bad.

Bear’s Endurance. Subject gains +4 Con for min/level.

Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.

Calm Emotions. Calms creatures, negating emotion effects.

Consecrate. Fills area with positive energy, making undead weaker.

Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).

Darkness. 20-ft. radius of supernatural darkness.

Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2

Str, and +1 level.

Delay Poison. Stops poison from harming subject for 1 hour/level.

Desecrate. Fills area with negative energy, making undead stronger.

Eagle’s Splendor. Subject gains +4 Cha for 1 min/level.

Enthrall. Captivates all within 100 ft. + 10ft/level.

Find Traps. Notice traps as a rogue does.

Gentle Repose. Preserves one corpse.

Hold Person. Holds one person helpless; 1 round/level.

Inflict Moderate Wounds. Touch attack, 2d8 +1/level damage

(max +10).

Make Whole. Repairs an object.

Owl’s Wisdom. Subject gains +4 Wis for 1 min/level.

Remove Paralysis. Frees one or more creatures from paralysis, hold,

or slow.

Resist Energy. Ignores 10 0r more points damage/attack from specified energy type.

Restoration, Lesser. Dispels magical ability penalty or repairs 1d4 ability damage.

Shatter. Sonic vibration damages objects or crystalline creatures.

Shield Other. You take half of subject’s damage.

Silence. Negates sound in 15ft radius.

Sound Burst. Deals 1d8 sonic damage to subjects; may stun them.

Spiritual Weapon. Magic weapon attacks on its own.

Status. Monitors condition, position of allies.

Summon Monster II. Calls extraplanar creatures to fight for you.

Undetectable Alignment. Conceals alignment for 24 hours.

Zone of Truth. Subjects within range cannot lie.

 

Level 3

Animate Dead. Creates undead skeletons and zombies.

Bestow Curse. –6 to an ability; –4 on attacks, saves, and checks; or

50% chance of losing each action.

Blindness/Deafness. Makes subject blind or deaf.

Contagion. Infects subject with chosen disease.

Continual Flame. Makes a permanent, heatless torch.

Create Food and Water. Feeds three humans (or one horse)/level.

Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).

Daylight. 60-ft. radius of bright light.

Deeper Darkness. Object sheds absolute darkness in 60-ft. radius.

Dispel Magic. Cancels magical spells and effects.

Glyph of Warding. Inscription harms those who pass it.

Helping Hand. Ghostly hand leads subject to you.

Inflict Serious Wounds. Touch attack, 3d8 +1/level damage (max

+15).

Invisibility Purge. Dispels invisibility within 5 ft./level.

Locate Object. Senses direction toward object (specific or type).

Magic Circle against Chaos/Evil/Good/Law. As protection spells,

but 10-ft. radius and 10 min./level.

Magic Vestment. Armor or shield gains +1 enhancement/three

levels.

Meld into Stone. You and your gear merge with stone.

Obscure Object. Masks object against divination.

Prayer. Allies gain +1 on most rolls, and enemies suffer –1.

Protection from Energy. Absorb 12 damage/level from one

kind of energy.

Remove Blindness/Deafness. Cures normal or magical conditions.

Remove Curse. Frees object or person from curse.

Remove Disease. Cures all diseases affecting subject.

Searing Light. Ray deals 1d8/two levels, more against undead.

Speak with Dead. Corpse answers one question/two levels.

Stone Shape. Sculpts stone into any shape.

Summon Monster III. Calls outsider to fight for you.

Water Breathing. Subjects can breathe underwater.

Water Walk. Subject treads on water as if solid.

Wind Wall. Deflects arrows, smaller creatures, and gases.

 

Level 4

Air Walk. Subject treads on air as if solid (climb at 45-degree angle).

Control Water. Raises or lowers bodies of water.

Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).

Death Ward. Grants immunity to death spells and effects.

Dimensional Anchor. Bars extradimensional movement.

Discern Lies. Reveals deliberate falsehoods.

Dismissal. Forces a creature to return to native plane.

Divination. Provides useful advice for specific proposed actions.

Divine Power. You gain attack bonus, 18 Str, and 1 hp/level.

Freedom of Movement. Subject moves normally despite

impediments.

Giant Vermin. Turns insects into giant vermin.

Imbue with Spell Ability. Transfer spells to subject.

Inflict Critical Wounds. Touch attack, 4d8 +1/level damage (max

+20).

Magic Weapon, Greater. +1 bonus/three levels (max +5).

Neutralize Poison. Detoxifies venom in or on subject.

Planar Ally, Lesser. Exchange services with an 8 HD outsider.

Poison. Touch deals 1d10 Con damage, repeats in 1 min.

Repel Vermin. Insects stay 10 ft. away.

Restoration. Restores level and ability score drains.

Sending. Delivers short message anywhere, instantly.

Spell Immunity. Subject is immune to one spell/four levels.

Summon Monster IV. Calls outsider to fight for you.

Tongues. Speak any language.

 

Level 5

Atonement. Removes burden of misdeeds from subject.

Break Enchantment. Frees subjects from enchantments,

alterations, curses, and petrification.

Command, Greater. As command, but affects one subject/level.

Commune. Deity answers one yes-or-no question/level.

Cure Light Wounds, Mass. Cures 1d8 damage +1/level for many creatures.

Dispel Chaos/Evil/Good/Law. +4 bonus against attacks.

Disrupting Weapon. Melee weapon destroys undead.

Flame Strike. Smites foes with divine fire (1d6/level).

Hallow. Designates location as holy.

Inflict Light Wounds, Mass. Deals 1d8 damage +1/level for many creatures.

Insect Plague. Insect horde limits vision, inflicts damage, and weak

creatures flee.

Mark of Justice. Designates action that will trigger curse on subject.

Plane Shift. Up to eight subjects travel to another plane.

Raise Dead. Restores life to subject who died up to 1 day/level ago.

Righteous Might. Your size increases, and you gain +4 Str.

Scrying. Spies on subject from a distance.

Slay Living. Touch attack kills subject.

Spell Resistance. Subject gains 12 +1/level SR.

Summon Monster V. Calls outsider to fight for you.

Symbol of Pain. Triggered runes wracks nearby creatures with pain.

Symbol of Sleep. Triggered rune puts nearby creatures into catatonic slumber.

True Seeing. See all things as they really are.

Unhallow. Designates location as unholy. Casting time: 24 hours.

Wall of Stone. Creates a stone wall that can be shaped.

 

Level 6

Animate Objects. Objects attack your foes.
Antilife Shell. 10-ft. field hedges out living creatures.
Banishment. Banishes 2 HD/level extraplanar creatures.
Blade Barrier. Blades encircling you deal 1d6 damage/level.
Create Undead. Ghouls, shadows, ghasts, wights, or wraiths.
Etherealness. Travel to Ethereal Plane with companions.
Find the Path. Shows most direct way to a location.
Forbiddance. Denies area to creatures of another alignment.
Geas/Quest. As lesser geas, plus it affects any creature.
Greater Dispelling. As dispel magic, but up to +20 on check.
Greater Glyph of Warding. As glyph of warding, but up to 10d8
damage or 6th-level spell.
Harm. Subject loses all but 1d4 hp.
Heal. Cures all damage, diseases, and mental conditions.
Heroes’ Feast. Food for one creature/level cures and blesses.
Planar Ally. As lesser planar ally, but up to 16 HD.
Summon Monster VI. Calls outsider to fight for you.
Wind Walk. You and your allies turn vaporous and travel fast.
Word of Recall. Teleports you back to designated place.

 

Level 7

Blasphemy. Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather. Changes weather in local area.
Destruction. Kills subject and destroys remains.
Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects.
Greater Restoration. As restoration, plus restores all levels and
ability scores.
Greater Scrying. As scrying, but faster and longer.
Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects.
Refuge. Alters item to transport its possessor to you.
Regenerate. Subject’s severed limbs grow back.
Repulsion. Creatures can’t approach you.
Resurrection. Fully restore dead subject.
Summon Monster VII. Calls outsider to fight for you.
Word of Chaos. Kills, confuses, stuns, or deafens nonchaotic
subjects.

 

Level 8
Antimagic Field. Negates magic within 10 ft.
Cloak of Chaos. +4 AC, +4 resistance, and SR 25 against lawful
spells.
Create Greater Undead. Mummies, spectres, vampires, or ghosts.
Discern Location. Exact location of creature or object.
Earthquake. Intense tremor shakes 5-ft./level radius.
Fire Storm. Deals 1d6 fire damage/level.
Greater Planar Ally. As lesser planar ally, but up to 24 HD.
Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells.
Mass Heal. As heal, but with several subjects.
Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic
spells.
Summon Monster VIII. Calls outsider to fight for you.
Symbol. Triggered runes have array of effects.
Unholy Aura. +4 AC, +4 resistance, and SR 25 against good spells.

Level 9
Astral Projection. Projects you and companions into Astral Plane.
Energy Drain. Subject gains 2d4 negative levels.
Gate. Connects two planes for travel or summoning.
Implosion. Kills one creature/round.
Miracle. Requests a deity’s intercession.
Soul Bind. Traps newly dead soul to prevent resurrection.
Storm of Vengeance. Storm rains acid, lightning, and hail.
Summon Monster IX. Calls outsider to fight for you.
True Resurrection. As resurrection, plus remains aren’t needed.


 

Veldrin’s Domains and the Granted Power that goes with them (this has nothing to do with the domain spells he can do; this is automatic) and domain spells:
 

Evil: You can cast evil spells at +1 caster level.

*1: Protection from Good. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

2: Desecrate. Fills area with negative energy, making undead stronger.

*3: Magic Circle against Good. As protection spells, but 10-ft. radius and 10 min/level.

*4: Unholy Blight. Damages and sickens good creatures.

5: Dispel Good. +4 bonus against attacks by good creatures.

6: Create Undead. Create ghouls, ghasts, mummies, or mohrgs.

7: Blasphemy. Kills, paralyzes, weakens, or dazes nonevil subjects.

*8: Unholy Aura. +4 to AC, +4 resistance, SR 25 against good spells.

9: Summon Monster IX: Calls extraplanar creature to fight for you.


Travel
: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to total daily limit of rounds). This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.

1: Longstrider. Increases your speed.

*2: Locate Object. Senses direction toward object (specific or type).

3: Fly. Subject flies at speed of 60 ft.

4: Dimension Door. Teleports you short distance.
*5: Teleport. Instantly teleports you as far as 100 miles/level.

*6: Find the Path. Show most direct way to a location.

*7: Teleport, Greater. As teleport, but no range limit and no off-target arrival.

8: Phase Door. Creates an invisible passage through wood or stone.

*9: Astral Projection. Projects you and companions onto Astral Plane.

 

Hierophant Special Abilities

 

Divine Reach (Su): A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell required a melee touch attack, the hierophant must make a ranged touch attack instead.

Faith Healing (Su): A hierophant can use healing spells to their maximum effect on creatures of the same alignment as he hierophant (including the hierophant himself). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feet (without using a higher-level spell slot).

 

Special Spells from Vhaeraun

 

2nd Level
Blessing of Vhaeraun
(Pr 2; Conjuration/Summoning)
Sphere: Combat
Range: Touch
Components: V,S
Duration: 1 turn or until used
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
This spell enables any one single use of a thief skill or single
weapon attack of the caster or a touched spell recipient to be
performed with a +3 attack roll bonus or +15% ability bonus.
Any damage caused by this action (harm- ful or beneficial to the
recipient) is the maximum possible on a ld8 roll of 1-6; otherwise,
determine damage normally. The spell lasts for up to 1
turn or until the single use or attack is made. When the aid
granted by the spell is to be used, the spelt recipient must state
so aloud before making the skill check or attack roll. The latent
bonus granted by the spell also dissipates unused if a successful
dispel magic is cast on the recipient before the round in
which the blessing is used.
 

4th Level
Dark Embrace
(Pr 4; Conjuration/Summoning)
Sphere: Combat
Range: 10 yards+10 yards/level
Components: V
Duration: 1 tum+1 round/level or until used
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
This spell manifests as a dark shadow that flits about the spellcaster for a few moments before coalescing into a half-mask of black velvet on the spellcaster's face. Vhaeraun's dark embrace
lasts for at most 1 turn plus 1 round per level of the spellcaster
before dissipating into nothingness. Once clad in the black halfmask created by Vhaeraun's dark embrace- although not in the same round in which the dark embrace is cast-a priest can
unleash another memorized spell of 3rd level or less with a single
word of power: in other words, a casting time of 1. Such
spells must be touch spells or must be area effect spells that
have no physical manifestation. For example, cause light
wounds or hold person could be delivered by a dark embrace,
but a flame strike could not.
Upon the utterance of the command word, the black half-mask
dissolves once again into a dark shadow that then moves to
envelop the intended target. The dark embrace acts as a carrier
of the second spell: No magic resistance check or saving
throw is allowed against it. Instead, the target creatures
receives magic resistance checks and saving throws only
against the spell delivered. Such magic resistance checks are
made with a -10% penalty, and all saving throws are made with
-3 penalty. Only the target creature is affected by the transferred
spell, even if it is normally an area effect spell.
If the spell transferred by means of a dark embrace requires a
holy symbol as a material component, the black half-mask created
by the dark embrace serves as such.


6th Level
Deceive Prying
(Pr 6; Divination)
Sphere: All
Range: Touch
Components: V, S, M
Duration: 1 hour /level to a maximum of 1 day
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: None
Priests of Vhaeraun use this spell to hide from those trying to
discover their identities. This spell protects the priest or another
touched being from magical and psionic examination (not
attack). The alignment aura, faith, and thoughts of the recipient
are overlaid by a false alignment and set of beliefs chosen during
casting, and random surface thoughts are supplied by the
spell in response to what the being sees happening and the
false alignment and faith chosen. The being can cast spells without
breaking this protection, and conduct any mental activity
desired (including the use of psionics or telepathy) behind the
mental screen. A deceive prying spell provides no protection
against any enchantment/charm spells or psionic attacks
except to give a +1 bonus to the initial saving throw against a
charm person or charm person or mammal magic (not the
more powerful charm monster) by making the attacker's mind
assault less precise.
 

7th Level
Soultheft
(Pr 7; Alteration, Necromancy)
Sphere: Necromantic
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Neg.
The material components are a drop of cranial fluid and a small
cube of iron.
This spell enables the caster to steal the soul or spirit of a
recently slain being to empower magic. The caster's holy symbol
must be touched to the corpse within 1 turn per level of the
caster of its death. If the target succeeds at a saving throw vs.
death magic, the spell tails. The spell calls the life force of the
dead being hack into the holy symbol. It escapes again, by
itself, if the holy symbol is not touched to another specially prepared magical object within 4 turns. (Note that the corpse is not harmed by the soultheft.)
The object to receive the life force must be touched by the holy
symbol as a secret word is spoken. The transfer takes 6 rounds
to occur. If the transfer is interrupted, the life force snaps back
into the holy symbol, but the transfer can be attempted again.
Once transferred, the life force empowers an item to function
magically for 1 month or 10 charges per level or Hit Dice (in life)
of the dead being. The spell uses a trapped soul or spirit as an
engine to power a previously enchanted magical item. It cannot
be used to turn a plain item into a magical one; in other
words, one cannot use soultheft to turn a sword into a holy avenger +5. The magical item must either be specially crafted
to harness a stolen life force (in which case the time duration is
used) or must be a charged item that is already enchanted (in
which case the recharging function applies). Once this duration
is at and end or these charges are used (such charges are
always used first), the spirit is released unless the spell is
renewed.
Renewing soultheft involves simply recasting the spell on the
enchanted item and does not require the original corpse. When
such a spell is renewed, the imprisoned life force must make a system shock survival check or it is annihilated. The being whose life force has been stolen cannot be contacted, raised, wished back, or otherwise called back to living existence unless the object empowered by the stolen life force is identified, seized, and held by the being doing the raising. The
enchanted object betrays the fact that it holds the essence of
the particular being to any magical scrutiny-in other words, a
detect magic not only shows a magical aura, but also reveals
the ghostly image of the stolen soul trapped within the item.
The material component of this spell is the priest's holy symbol.
A suitable enchanted item must also be prepared, but need not
be present at the initial casting of the soultheft (It must, of
course, be present at any renewal).

 

 

 

 

 

 

 

 

Honglath & Veldrin Freth character concepts copyright DrowElfMorwen (me). Two drawings of Veldrin copyright Anna Rigby. Top picture copyright me.

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