Grimoire Mortalitas (PFRPG)

Grimoire Mortalitas (PFRPG)
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Rise, Grimoire Mortalitas!

Behold this grimoire's 91 necromancy spells! Conjure departed souls, beckon shadows to unlife and wield cascading currents of negative energy.

These spells are crawling with immersion and have been thoroughly playtested.

Design Goals:

  • Bring necromancy to life! Flavor, flavor, flavor.
  • Make necromancy dangerous; temper that risk with potential rewards.
  • Revisit necromancy's historically accurate, non-evil divination role.
  • Use partial effects to add versatility to a school weak against high-save foes.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Subscribe at dreadfox.com for $3.99 during the month of February, 2012 and get Grimoire Mortalitas for free.

Grimoire Mortalitas Tips are also freely available. We encourage you to check them out for a glimpse at what you can expect in this Grimoire (as well as a few tricks to optimize it, if you've already purchased it).


Preview: A browser-based preview of Grimoire Facilitas (works best in Internet Explorer - unless you're an advanced Chrome/Firefox user that has disabled the browsers' PDF viewers).

Design Spoils: Coming soon... no really, they are...

Playtest Changelog: Check out the changes that were inspired by the public playtests.

Spoilers:

Animate Shadow:

Animate Shadow
School necromancy Level cleric 5, magus 5, sorcerer/wizard 5
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature not in darkness
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes

You infuse the subject’s shadow with negative energy, calling it to undeath if the subject fails a Will save. The shadow rises in a space adjacent to the subject and acts immediately, on your turn. If you share a language with the subject, the shadow will obey your command. Otherwise, it attacks your opponents to the best of its ability. If the subject is evil, the shadow will attack the subject exclusively before attacking you upon the subject’s death.
Unlike a normal shadow, this shadow’s alignment matches that of the subject, and the shadow cannot create spawn. The shadow’s attack bonus is equal to ½ your caster level, its size is equal to the subject’s size and its hit points are based on its size. The shadow has the ability scores of a shadow, not the subject, and they remain unchanged by its size.
-[table omitted]-
If a subject’s shadow is destroyed, they suffer 2d6 points of Strength damage.
A subject that makes their Will save suffers 3d6 points of negative energy damage as the negative energy courses through their body instead of their shadow.

Epidemic:

Epidemic
School necromancy Level cleric 6, druid 6, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

You infect the subject with an extremely swift and contagious disease. The subject suffers 3d8 points of damage +1 per caster level (maximum +15), coughing blood violently. Creatures within the subject’s reach must attempt a Reflex save to avoid contact with the blood. Any creature that comes into contact with the blood must save or contract the disease themselves. Every creature that contracts this disease suffers the spell’s damage, coughing blood and continuing to spread the contagion. If this effect kills a creature, living creatures within 20 feet of the fallen must succeed at a Fortitude save or contract the disease. Although a creature can be subjected to this save several times over the course of a single epidemic, no creature can suffer a single epidemic’s damage more than once.

Feeble Body:

Feeble Body
School necromancy Level antipaladin 1, cleric 1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a ground kobold pelvis)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes

Every time the subject suffers damage in excess of 20 – (half your caster level) in a single blow they must attempt a Fortitude save or fall prone. A successful Fortitude save reduces the duration of this effect to 1 round.


    How to navigate the PDF:
  • Click the name of a spell to travel directly to that spell's description.
  • Click a class to travel to that class's spell list.


Reviewed here, on DTRPG and sent to GMS magazine. Cheers!

Dark Archive

Pathfinder Roleplaying Game Superscriber

Interesting review End. This is one I have been thinking about picking up in the future.


Thanks, D_M! I think you'll enjoy some, though not all of the new spells. I'm also working on my review of "Grimoire Illusionatus", btw.. :)

Liberty's Edge

Its in my shopingcart but I was waiting for a review by D_M or End.
:-)
Thank you. I think I will buy it


Glad I could be of assistance and that my review helped!


Updated to fix the typo in Resist Negative Energy, Communal. Nice catch!

Quick note on Revenant Sense: We had given Revenant Sense a much higher spell level to begin with. After a playtest's wild goose chase taught us the hard way that it gives the "What" and "When" but not the "Who" "Where" "Why" or "How" of a kill, we lowered it to a 1st/2nd level spell. While it has the potential to solve a lead, it takes a lot of sleuthing (or a very small town) to put it in a position to do so; it is much more likely to open new leads (enhancing the roleplay of investigation rather than supplanting it).

Quick note on Kiss of Death: Creatures that kiss you have to make the save (not creatures that you kiss) - kissing a creature does not necessarily make them kiss you back. It is possible in the midst of combat, but more than likely you would need a charm or compulsion spell (unless you are just that sultry); active and semi-voluntary participation is required.

Contributor

Free Preview PDF now available!


10 new spells coming to each grimoire soon!

Of all our grimoires, this one might have been the most fun to supplement.

Here's a sneak peak...

Ancestral Bones:

Ancestral Bones
School necromancy; Level cleric 1, druid 1, inquisitor 1, witch 1
Casting Time 1 minute
Components V, S, F (6 dice carved from the bones of your ancestors worth 1 gp each)
Range personal
Target you
Duration instantaneous

Your ancestors speak to you through dice carved from their remains. Specify one event or situation that has already occurred or is already in effect, then roll 1d4, 1d6, 1d8, 1d10, 1d12 and 1d20. If you can reach at least three results of 3 or 7, you can interpret a clue from your ancestors regarding the event or situation. Die results can be added to or subtracted from each other to reach a result of 3 or 7, but an individual die can only apply once per casting of ancestral bones. For instance, a result of 2, 2, 3, 7, 11 and 17 could apply as one result of 3 (3) plus two results of 7 (7, 11 - 2 - 2). Clues are never given in the form of direct information, but rather a means of acquiring relevant and useful information. Common clues include a person of interest or a location that holds a relevant secret.

You can cast this spell multiple times with regards to one event or situation, so long as each instance is cast within 1 minute of the previous instance. However, subsequent castings do not allow you to roll again; they allow you to reroll any number of dice and will only reveal a clue if all six dice can be used to reach at least three results of 3 or 7.

Effects that alter a spell’s numeric variables have no effect on ancestral bones.


Waiting anxiously for 'soon' to happen. There is good stuff in those spell compendiums!

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