Belvin took part of the skelly battle, commanded some around him. Afterwards, preformed ritual cleansing of corruption and prevention of unholy/evil spirits leaving the necromancy fort. Until it was burnt down to the grounds
Last Edit: Apr 4, 2019 15:27:29 GMT by battlecreeper
Post by battlecreeper on Jun 14, 2019 21:14:35 GMT
A lot of things to update, but has lost his connection to the light and has replaced it with a sinister power - Necromancy. Lost Feat paladin disciple and Paladin spells
He loses his light and paladin powers and feats and spells
he gains this spell instead
Necromantic Touch Cantrip You use your Charisma for attack rolls You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d6+Charisma modifier necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target, Unless the target or his allies uses magic to purge the hand from him, the spell has a range of 60 feet
If you hit an undead target, it also has a disadvantage on attack rolls against you until the end of your next turn
spell is Verbal and somatic(need a free hand to use)
Last Edit: Jun 18, 2019 16:00:10 GMT by ibrahim10: forgot to add Verbal and somatic
Has been cursed, in failing to finish 4 riddles the 4 minor curses is as follows
You become convinced the world is flat. (for every world you visit even)
You become addicted to drinking water. (not drinking water make cause withdrawals, like a true addict)
You become convinced people with light eyes are divinity and those with dark eyes are hellish demons. (Example, a man with green eye you are convinced is a divinity, while a man with brown eyes ia a hellish demon)
You feel maddeningly confused. You don't know why.
Raise Undead : You have the ability to raise 1 small creature as your undead minion, maximum 1 raised per day. You can do this once per day, takes an action. (Not always at full-power, up to the GM) If it is not killed by natural means, then it will expire the next day Plague water: 5 feet radius, 30 feet range, Lowers the enemy attack roll by -2