Having been back in the blog verse for about week now, it seems like a good time for a quick round-up of where I am on current projects and which ones I'll be looking at in the future.
First up, the 0D&D campaign is going well. I'll have the last two sessions posted in the next few days as a single article on Obsidian Portal. Suffice to say my rookie players blew the Trial of Champions out of the water, beating every NPC team by a mile in the team category and winning three places on the podium in the "class" competitions. Seems my players like puzzles. Damn. That means I'll actually have to sit and think up a few.
Secondly, I've had to reboot the Miniature-a-Day thing. With no George (and therefore no blog) to give it impetus it ever so slightly died a death. So I've restarted my year from 20/03/2011. Meaning that, having painted the D&D campaigns newest PC miniature AND five Copperstone terminator miniatures for my upcoming Tomorrow's War Project (more on this tomorrow) means I'm at least slightly ahead of the game. More so once I've finished my first fire team of Colonial Marines for the same project over the next few days.
The Necromancer 0D&D project needs a Raise Dead spell, and that'll be along shortly in the form of another batch of spells. Finally, the 1st Level Survival Guides are almost complete -only the cleric to go. If there's enough of a demand for it I might branch out into sub-classes such as Paladin, Cavalier, Assassin etc, but I'm not sure how much mileage there is in that. We'll have to wait and see.
Anyway, more pics of painted mini's coming soon. Soon as I can persuade the missus to set up her gear and take a few snaps.
Showing posts with label Necromancer. Show all posts
Showing posts with label Necromancer. Show all posts
Wednesday, 23 March 2011
Saturday, 4 December 2010
The Necromancer: A New OSRIC Class. Part III
Second Level Necromancer Spells:
Agent of Shadow
Level: 2
Range: 60 ft
Duration: See below
Area of Effect: 1 Shadow under the Necromancers control.
Components: One eye from a specially sacrificed human or demi-human victim.
Casting Time: 1 turn
Saving Throw: none.
This spell allows the Necromancer to send a single Shadow which must already be under the Necromancers control far beyond the normal distance at which he could retain control of an undead creature. The creature will perform one task for the Necromancer (typically scouting or assassination) before returning to the Caster. If the Shadow's task takes it beyond the Necromancers Shadow Agent radius (equal to 2 miles for every level of the Necromancer) it will either abandon it's mission and return to the Necromancer (50% chance) or else attempt to complete the mission. If it attempts to complete the mission it will break out of the Necromancers control after fulfilling it's objective. If this is the case it will not return to the Necromancer once it's errand is complete.
Corpse Touch:
Level: 2
Range: Caster
Duration: 3 rounds plus 1 round/level
Area of Effect: Caster
Components: Grave Dust
Casting Time: 2 segments
Saving Throw: vs Spell
The spell causes the Necromancers hands to turn a shade of corpse-blue. Each round until the spells duration expires, the Necromancer may make a normal weapon attack using only his hands. Any foe hit suffers D4+1/level hit points of cold damage as the chill of the grave suffuses their bones and must take a saving throw vs spell. If the save succeeds, there is no further affect from the Necromancers touch this round. If the save fails, the victim must take -1 to all future dice rolls until he has had to chance to warm up around a fire. This is a cumulative effect, so a victim who fails this saving throw twice suffers a -2 to all dice rolls. The Necromancer can make one such attack per round until the spell expires, counting as a weapon attack. The Necromancer is free to cast other spells without causing the spell to expire, but may not make a Corpse Touch attack and cast a spell in the same round.
Improved Animate Dead
Level: 2
Range: As Animate Dead
Duration: As Animate Dead
Area of Effect: As Animate Dead
Components: As Animate Dead
Casting Time: As Animate Dead
Saving Throw: As Animate Dead
As Animate Dead, except that the 1d6 creatures affected reanimate with half the hit dice they possessed while living. They attack as they did in life, but lose the benefits of strength, dexterity or weapon specialisation. They have D8 for hit dice, regardless of their previous hit dice type, may wear armour, attack with normal weapons and turn as ghouls. The bodies cannot have been dead for longer than a week and must be more or less whole.
Manufacture Ghoul
Level: 2
Range: touch
Duration: Permanent
Area of Effect: 1 unwilling Sacrificial Victim (see below)
Components: 1 Formally sacrificed victim, human flesh and 1000gp worth of rare herbs, unguents and lotions.
Casting Time: 1 night
Saving Throw: none
Creates a ghoul from a sacrificial victim (willing or otherwise). The victim must be human, and no other activity can be conducted that night. At midnight, the victim is first fed the flesh of another human (who must be a friend or loved one of the victim) and then sacrificed, his bleeding heart removed from his or her chest and held before his still living eyes until he expires. At which point, the Necromancer must anoint and paint the body using foul, ancient runes. At dawn the ritual ends, and at dusk that same day, the sacrificial victim shall arise as a ghoul under the control of the Necromancer. The ghoul will count towards the maximum hit dice of undead the caster can have under his control at any one time.
Sense Life
Level: 2
Range: caster
Duration: From Dusk till Dawn or Dawn till Dusk
Area of Effect: 120 ft radius
Components: A drop of still-warm blood dabbed on the forehead of the caster.
Casting Time: 1 round
Saving Throw: none
Three times during the spells duration, the Necromancer may concentrate for a single round to sense the presence of life within 120ft of his current position. Walls, doors, fences and the like prove no barrier to this ability. However, the Necromancer will only learn the direction in which the life is present and the intensity of that life force (number of warm bodies present, their rough size and so on). He will not be aware of the exact location of these living beings. if, for any reason, the blood is wiped from the casters forehead, the spell expires.
Summon Ghouls or Ghasts
Level: 2
Range: As Summon Skeletons or Zombies
Duration: As Summon Skeletons or Zombies
Area of Effect: As Summon Skeletons or Zombies
Components: As Summon Skeletons or Zombies
Casting Time: As Summon Skeletons or Zombies
Saving Throw: As Summon Skeletons or Zombies
This spell follows the rules for the first level Necromancer spell Summon Skeletons or Zombies, with the exception that it first attempts to Summon Ghouls or Ghasts, only summoning skeletons or zombies if no Ghouls or Ghasts are within range of the spell.
Wisdom of the Dead:
Level 2
Range: 60ft
Duration: 1 turn per level.
Area of Effect: The intact body from which the skull spell component was taken.
Components: 1 Skull. Grave Dust. 10gp worth of unguents and ink
Casting Time: 1 round
Saving Throw: None
By means of this spell, the Necromancer can interrogate the soul of the being to whom the skull belongs regarding events that have occurred within fifty feet of the body. This body must have previously undergone a night long ritual in which the body is adorned with dark runes which will tie the soul of the dead being to it's corpse. Should the body ever be dismembered or the skull destroyed, the soul will be freed from it's bondage and the skull in question may never be consulted again.
Corpses which have been prepared in this manner do NOT count towards the maximum HD of undead the caster can have under his control at any given time. They are not motile and, other than the ability to sense events around them (line of sight is not required) count as ordinary corpses for all other purposes and game rules.
Agent of Shadow
Level: 2
Range: 60 ft
Duration: See below
Area of Effect: 1 Shadow under the Necromancers control.
Components: One eye from a specially sacrificed human or demi-human victim.
Casting Time: 1 turn
Saving Throw: none.
This spell allows the Necromancer to send a single Shadow which must already be under the Necromancers control far beyond the normal distance at which he could retain control of an undead creature. The creature will perform one task for the Necromancer (typically scouting or assassination) before returning to the Caster. If the Shadow's task takes it beyond the Necromancers Shadow Agent radius (equal to 2 miles for every level of the Necromancer) it will either abandon it's mission and return to the Necromancer (50% chance) or else attempt to complete the mission. If it attempts to complete the mission it will break out of the Necromancers control after fulfilling it's objective. If this is the case it will not return to the Necromancer once it's errand is complete.
Corpse Touch:
Level: 2
Range: Caster
Duration: 3 rounds plus 1 round/level
Area of Effect: Caster
Components: Grave Dust
Casting Time: 2 segments
Saving Throw: vs Spell
The spell causes the Necromancers hands to turn a shade of corpse-blue. Each round until the spells duration expires, the Necromancer may make a normal weapon attack using only his hands. Any foe hit suffers D4+1/level hit points of cold damage as the chill of the grave suffuses their bones and must take a saving throw vs spell. If the save succeeds, there is no further affect from the Necromancers touch this round. If the save fails, the victim must take -1 to all future dice rolls until he has had to chance to warm up around a fire. This is a cumulative effect, so a victim who fails this saving throw twice suffers a -2 to all dice rolls. The Necromancer can make one such attack per round until the spell expires, counting as a weapon attack. The Necromancer is free to cast other spells without causing the spell to expire, but may not make a Corpse Touch attack and cast a spell in the same round.
Improved Animate Dead
Level: 2
Range: As Animate Dead
Duration: As Animate Dead
Area of Effect: As Animate Dead
Components: As Animate Dead
Casting Time: As Animate Dead
Saving Throw: As Animate Dead
As Animate Dead, except that the 1d6 creatures affected reanimate with half the hit dice they possessed while living. They attack as they did in life, but lose the benefits of strength, dexterity or weapon specialisation. They have D8 for hit dice, regardless of their previous hit dice type, may wear armour, attack with normal weapons and turn as ghouls. The bodies cannot have been dead for longer than a week and must be more or less whole.
Manufacture Ghoul
Level: 2
Range: touch
Duration: Permanent
Area of Effect: 1 unwilling Sacrificial Victim (see below)
Components: 1 Formally sacrificed victim, human flesh and 1000gp worth of rare herbs, unguents and lotions.
Casting Time: 1 night
Saving Throw: none
Creates a ghoul from a sacrificial victim (willing or otherwise). The victim must be human, and no other activity can be conducted that night. At midnight, the victim is first fed the flesh of another human (who must be a friend or loved one of the victim) and then sacrificed, his bleeding heart removed from his or her chest and held before his still living eyes until he expires. At which point, the Necromancer must anoint and paint the body using foul, ancient runes. At dawn the ritual ends, and at dusk that same day, the sacrificial victim shall arise as a ghoul under the control of the Necromancer. The ghoul will count towards the maximum hit dice of undead the caster can have under his control at any one time.
Sense Life
Level: 2
Range: caster
Duration: From Dusk till Dawn or Dawn till Dusk
Area of Effect: 120 ft radius
Components: A drop of still-warm blood dabbed on the forehead of the caster.
Casting Time: 1 round
Saving Throw: none
Three times during the spells duration, the Necromancer may concentrate for a single round to sense the presence of life within 120ft of his current position. Walls, doors, fences and the like prove no barrier to this ability. However, the Necromancer will only learn the direction in which the life is present and the intensity of that life force (number of warm bodies present, their rough size and so on). He will not be aware of the exact location of these living beings. if, for any reason, the blood is wiped from the casters forehead, the spell expires.
Summon Ghouls or Ghasts
Level: 2
Range: As Summon Skeletons or Zombies
Duration: As Summon Skeletons or Zombies
Area of Effect: As Summon Skeletons or Zombies
Components: As Summon Skeletons or Zombies
Casting Time: As Summon Skeletons or Zombies
Saving Throw: As Summon Skeletons or Zombies
This spell follows the rules for the first level Necromancer spell Summon Skeletons or Zombies, with the exception that it first attempts to Summon Ghouls or Ghasts, only summoning skeletons or zombies if no Ghouls or Ghasts are within range of the spell.
Wisdom of the Dead:
Level 2
Range: 60ft
Duration: 1 turn per level.
Area of Effect: The intact body from which the skull spell component was taken.
Components: 1 Skull. Grave Dust. 10gp worth of unguents and ink
Casting Time: 1 round
Saving Throw: None
By means of this spell, the Necromancer can interrogate the soul of the being to whom the skull belongs regarding events that have occurred within fifty feet of the body. This body must have previously undergone a night long ritual in which the body is adorned with dark runes which will tie the soul of the dead being to it's corpse. Should the body ever be dismembered or the skull destroyed, the soul will be freed from it's bondage and the skull in question may never be consulted again.
Corpses which have been prepared in this manner do NOT count towards the maximum HD of undead the caster can have under his control at any given time. They are not motile and, other than the ability to sense events around them (line of sight is not required) count as ordinary corpses for all other purposes and game rules.
Friday, 3 December 2010
The Necromancer: A New OSRIC Class. Part II
Necromancer Spell-List:
The Necromancer may learn and cast spells from the following list. Like Magic-Users and Illusionists, they learn these spells from spellbooks and scrolls, but cannot learn or use spells from Magic-User or Illusionist scrolls, they may use Necromancer scrolls only. The Necromancer must memorise his spells in accordance with the rules for Magic-Users and Illusionists.
(Note In the Necromancer class/sp table, Spell levels are referred to as "grades". In the original WD35 article, these were spell-like abilities, rather like spells).
Level 1 Necromancer Spells:
Animate Dead
Level: 1
Range: Caster
Duration: Until Next Dawn
Area of Effect: 60ft radius centred on caster.
Components: A number of human-sized, humanoids corpses. 1 Black gemstone worth at least 100gp.
Casting Time: 1 turn
Saving Throw: none
Enables Animation and control of 1d6 +1/level humanoid corpses of human size or less, which rise as zombies at the end of the casting time, whereupon the gemstone crumbles to dust. These zombies will serve the Necromancer until destroyed, affected by a "D" turning result or sunrise. The corpses must have been dead for no more than one week plus 1 day per level of the Necromancer.
Note that there are serious social and legal consequences for the Necromancer is caught in the act of casting this spell.
Cause Darkness
Level: 1
Range: See Darkness 15ft radius.
Duration: See Darkness 15ft radius.
Area of Effect: See Darkness 15ft radius.
Components: See Darkness 15ft radius.
Casting Time: See Darkness 15ft radius.
Saving Throw: See Darkness 15ft radius.
As per MU Spell Darkness 15ft radius.
Evil Eye
Level: 1
Range: 60ft
Duration: Until eye contact is broken
Area of Effect: 1 PC or NPC vulnerable to the effects of a Charm Person spell.
Components: none
Casting Time: 1 segment
Saving Throw: Save vs Spells
The Necromancer catches the victims eyes with a soulless, terrifying gaze. The affected character must save vs spell or be affected as per a Hold Person spell for as long the Necromancer continues to hold his gaze. This spell will not affect any character or creature not normally vulnerable to a charm person spell.
Feign Death
Level: 1
Range: self
Duration: 1 hour per level
Area of Effect: self
Components: Grave Dust
Casting Time: 1 segment
Saving Throw: none
The Necromancer falls to the ground lifeless, simulating death in all respects. His heart rate, pulse and breathing slow to an imperceptible degree. Only a medical examination or a Detect Life can detect the ruse. Of course, the Necromancer is just as vulnerable to having his head lopped off as any other corpse. The effect will persist for one hour per level, or until the Necromancer takes additional damage, whereupon he shall awake next round and must re-roll his initiative.
Grave Noises
Level: 1
Range: As per Audible Glamour
Duration: As per Audible Glamour
Area of Effect: As above
Components: As above
Casting Time: As above
Saving Throw: As above
This spell works in all respects as an Audible Glamour, save that it can be used only to simulate sepulchral noises, such as moans, groans, scuffling feet, howling, the clanking of chains - in shirt, any noise that might indicate the presence of the Undead.
Speak With Dead
Level: 1
Range: As third level Clerical Spell of same name
Duration: As third level Clerical Spell of same name
Area of Effect: As third level Clerical Spell of same name
Components: The head (or complete corpse) of the dead individual to be consulted.
Casting Time: As third level Clerical Spell of same name
Saving Throw: As third level Clerical Spell of same name
Functions as the third level Clerical Spell of the same name in all respects save level requirements and the requirement for a Holy Symbol.
Speak With Dead (Normal) Animals
Level: 1
Range: As Speak with dead, but affects only normal animals
Duration: As Speak with dead, but affects only normal animals
Area of Effect: As Speak with dead, but affects only normal animals
Components: The head or full corpse of the animal to be interrogated
Casting Time: As Speak with dead, but affects only normal animals
Saving Throw: As Speak with dead, but affects only normal animals
Treat this spell as the Speak With Dead Necromancer spell above. However, this version of the spell affects only dead, normal animals. It does not affect giant animals or insects (giant or otherwise).
Summon Skeletons and Zombies
Level: 1
Range: Centred on Caster
Duration: 1 turn per level of caster
Area of Effect: 125ft per level of the caster.
Components: A Bone Wand carved from the forearm of a fallen warrior, worth 150gp.
Casting Time: 1 full round
Saving Throw: none
The following information applies to all similar "Summon" spells cast by A Necromancer.
The Necromancer may summon up to a dozen undead creatures of this type or types within range to his present location. The combined Hit Dice total of the summoned undead must not exceed three times his Necromancer level. The summoned Undead will immediately move as rapidly as possible to the location of the Necromancer. If no Undead of the summoned type are within the Area of Effect, then up to a dozen lesser undead will be attracted instead. If the Summoned undead creatures are under the control of another there is only a fifty percent chance (+5% per level of the caster above that of the Controller, -5% per level if Controller is of a higher level than the caster) that the summoned undead will obey the summons.
The caster does not need to continue concentrating on the spell once cast. The summoned undead will move to the location of the summoning regardless of whether or not the caster is still present. However, if the caster does maintain his concentration the undead will travel to his current location, regardless of whether or not the caster has moved to a different location after casting the spell.
Summoned undead may be brought under the Casters control using the Turn Undead matrix. Summoned undead are NOT automatically under the casters control and may even attack him once they arrive.If, after the spells duration expires, if the Summoned Undead are not under the casters control, they may remain at the location they were summoned too (50% chance) or else return to their previous location (50%) chance. Intelligent undead, however, are likely to begin a "man-hunt" for the creature that dared summon them.
Tomorrow: Level 2 Necromancer Spells
The Necromancer may learn and cast spells from the following list. Like Magic-Users and Illusionists, they learn these spells from spellbooks and scrolls, but cannot learn or use spells from Magic-User or Illusionist scrolls, they may use Necromancer scrolls only. The Necromancer must memorise his spells in accordance with the rules for Magic-Users and Illusionists.
(Note In the Necromancer class/sp table, Spell levels are referred to as "grades". In the original WD35 article, these were spell-like abilities, rather like spells).
Level 1 Necromancer Spells:
Animate Dead
Level: 1
Range: Caster
Duration: Until Next Dawn
Area of Effect: 60ft radius centred on caster.
Components: A number of human-sized, humanoids corpses. 1 Black gemstone worth at least 100gp.
Casting Time: 1 turn
Saving Throw: none
Enables Animation and control of 1d6 +1/level humanoid corpses of human size or less, which rise as zombies at the end of the casting time, whereupon the gemstone crumbles to dust. These zombies will serve the Necromancer until destroyed, affected by a "D" turning result or sunrise. The corpses must have been dead for no more than one week plus 1 day per level of the Necromancer.
Note that there are serious social and legal consequences for the Necromancer is caught in the act of casting this spell.
Cause Darkness
Level: 1
Range: See Darkness 15ft radius.
Duration: See Darkness 15ft radius.
Area of Effect: See Darkness 15ft radius.
Components: See Darkness 15ft radius.
Casting Time: See Darkness 15ft radius.
Saving Throw: See Darkness 15ft radius.
As per MU Spell Darkness 15ft radius.
Evil Eye
Level: 1
Range: 60ft
Duration: Until eye contact is broken
Area of Effect: 1 PC or NPC vulnerable to the effects of a Charm Person spell.
Components: none
Casting Time: 1 segment
Saving Throw: Save vs Spells
The Necromancer catches the victims eyes with a soulless, terrifying gaze. The affected character must save vs spell or be affected as per a Hold Person spell for as long the Necromancer continues to hold his gaze. This spell will not affect any character or creature not normally vulnerable to a charm person spell.
Feign Death
Level: 1
Range: self
Duration: 1 hour per level
Area of Effect: self
Components: Grave Dust
Casting Time: 1 segment
Saving Throw: none
The Necromancer falls to the ground lifeless, simulating death in all respects. His heart rate, pulse and breathing slow to an imperceptible degree. Only a medical examination or a Detect Life can detect the ruse. Of course, the Necromancer is just as vulnerable to having his head lopped off as any other corpse. The effect will persist for one hour per level, or until the Necromancer takes additional damage, whereupon he shall awake next round and must re-roll his initiative.
Grave Noises
Level: 1
Range: As per Audible Glamour
Duration: As per Audible Glamour
Area of Effect: As above
Components: As above
Casting Time: As above
Saving Throw: As above
This spell works in all respects as an Audible Glamour, save that it can be used only to simulate sepulchral noises, such as moans, groans, scuffling feet, howling, the clanking of chains - in shirt, any noise that might indicate the presence of the Undead.
Speak With Dead
Level: 1
Range: As third level Clerical Spell of same name
Duration: As third level Clerical Spell of same name
Area of Effect: As third level Clerical Spell of same name
Components: The head (or complete corpse) of the dead individual to be consulted.
Casting Time: As third level Clerical Spell of same name
Saving Throw: As third level Clerical Spell of same name
Functions as the third level Clerical Spell of the same name in all respects save level requirements and the requirement for a Holy Symbol.
Speak With Dead (Normal) Animals
Level: 1
Range: As Speak with dead, but affects only normal animals
Duration: As Speak with dead, but affects only normal animals
Area of Effect: As Speak with dead, but affects only normal animals
Components: The head or full corpse of the animal to be interrogated
Casting Time: As Speak with dead, but affects only normal animals
Saving Throw: As Speak with dead, but affects only normal animals
Treat this spell as the Speak With Dead Necromancer spell above. However, this version of the spell affects only dead, normal animals. It does not affect giant animals or insects (giant or otherwise).
Summon Skeletons and Zombies
Level: 1
Range: Centred on Caster
Duration: 1 turn per level of caster
Area of Effect: 125ft per level of the caster.
Components: A Bone Wand carved from the forearm of a fallen warrior, worth 150gp.
Casting Time: 1 full round
Saving Throw: none
The following information applies to all similar "Summon" spells cast by A Necromancer.
The Necromancer may summon up to a dozen undead creatures of this type or types within range to his present location. The combined Hit Dice total of the summoned undead must not exceed three times his Necromancer level. The summoned Undead will immediately move as rapidly as possible to the location of the Necromancer. If no Undead of the summoned type are within the Area of Effect, then up to a dozen lesser undead will be attracted instead. If the Summoned undead creatures are under the control of another there is only a fifty percent chance (+5% per level of the caster above that of the Controller, -5% per level if Controller is of a higher level than the caster) that the summoned undead will obey the summons.
The caster does not need to continue concentrating on the spell once cast. The summoned undead will move to the location of the summoning regardless of whether or not the caster is still present. However, if the caster does maintain his concentration the undead will travel to his current location, regardless of whether or not the caster has moved to a different location after casting the spell.
Summoned undead may be brought under the Casters control using the Turn Undead matrix. Summoned undead are NOT automatically under the casters control and may even attack him once they arrive.If, after the spells duration expires, if the Summoned Undead are not under the casters control, they may remain at the location they were summoned too (50% chance) or else return to their previous location (50%) chance. Intelligent undead, however, are likely to begin a "man-hunt" for the creature that dared summon them.
Tomorrow: Level 2 Necromancer Spells
Tuesday, 30 November 2010
The Necromancer: A New OSRIC Class. Part I

Necromancers are a very specialised form of magic-user, ones with an unholy interest in the workings of undeath and a morbid desire to prolong their own life through the study and animation of corpses. The "typical" Necromancer (if there is such a thing) is a loner who vastly prefers the company of the undead to living beings, who serve to remind him of his own mortality. Such sinister figures rarely submit their will to anyone save themselves, or their master in the dark art's they pursue. Humanoids rarely enter the service of such a being, lest they wind up serving their masters whim as experimental subjects as well as guards. Even animals tend to avoid a Necromancer, warned away by the all-pervasive stench of death and decay that surrounds them.
As a Necromancer ages in his craft, they become more and more repulsive to other, living beings, loosing what little grasp of their own humanity they once possessed. Desperate to maintain their unholy lifestyle, they must frequently sacrifice intelligent beings in dark rituals to maintain their power, absorbing the life force of the prey to maintain their sinister powers. As they lose more and more of their humanity, they gain a greater affinity with the negative energy of the undead, no longer able to heal themselves naturally or through cure spells, instead requiring the sacrifice of a living being in a long drawn out ritual culminating in the consumption of the victims flesh and blood.
Loathed and hated by all around them, Necromancers face persecution from all sensible folk, yet in certain lands they have found welcome and even high status, though such lands are dark and benighted places indeed.
The Necromancer Character:
Minimum Scores: Int 12+, Con 14+ and Wis no more than 12. Cha is also important, as explained below.
Hit Die Type and Number: D4 (max 9) - Please note this does not match the figure given in the advancement table below. Substitute a D4 instead.
Alignment: Any evil
Experience Bonus: none
Armour/Shield Permitted: none
Weapons Permitted: Dagger, Staff, Sickle, Scythe, Flaming Oil
Weapon Proficiencies: Pick 1 +1 every four levels.
Non-Proficiency Attack Penalty: -4
Saving Throws & Attacks: As Magic User of the same level.

Necromancer Class Abilities:
Magic Items: The necromancer may use potions, rings, rods, staves, wands and misc. magical items. He may not use Cleric, Magic User or Illusionist scrolls. Nor may he use any magical armour. He may only use magical weapons with which he is proficient.
Spell Casting: The necromancer may cast a certain number of Necromancer spells per day depending on his character level. See the Necromancer Advancement Table for details.
Control Undead: The necromancer automatically controls any undead that are of his creation up to his maximum limit of Hit Dice (see below). He may also Rebuke and Control Undead as per an evil cleric of the same level (though this does not require a magical item or any other prop, simply an authoritative command that they obey him). Once he has successfully used his Control Undead ability on an undead creature, that creature remains under his control until one of the following conditions occur:
- The undead creature moves more than 20ft x the Necromancer's level away from him (unless left with specific orders to remain in place and guard a given location).
- A "D" result by a good cleric on the Undead Turning Matrix (a subsequent D result is required to destroy the creature).
- The Undead creature is affected by a Dispel Evil spell.
A Necromancer gains full xp from any kills made by undead creatures under his control while he is present and in line of sight. He receives no experience from their kills otherwise.
I Am Your Master: Any cleric attempting to turn an undead creature under the Necromancers control in the presence of the necromancer subtracts one from their check result on the Undead Turning Matrix for every two levels of the necromancer.
Undead Resistance: A Necromancer is immune to the special attacks and special powers of any undead creature with fewer Hit Dice than the Necromancer has character levels. A third level Necromancer, for example, is immune to the paralysis induced by ghouls.
Death Holds no Secrets from Me: The necromancers dark knowledge grants him a certain immunity to the fear of death. As such, he gains a +2 bonus to any saving throws against fear where fear of death is a factor. He also receives a +2 bonus to all saves death magic.
The Blood is Life, the Blood is Unlife: Necromancers do not heal wounds naturally or by use of cure spells. Instead they must conduct an hour long ritual in which an intelligent being is sacrificed in order to heal themselves of any wounds or disease. The ritual requires special equipment including an alter and sacrificial knife. The Necromancer heals himself of damage equal to a total of half the victims hit points at the time the ritual began. Otherwise, a Necromancer can only be healed by the fifth level Necromancer spell, Drain Health. Even reversed cure spells have no effect.
Appease the Dark Ones: A Necromancer must periodically make a special sacrifice to the forces of evil and undeath or else lose his powers. The frequency of sacrifice and the rarity of the victim increase with the Necromancers level in accordance with the table below. If the Necromancer misses a ritual, he loses all his non-spellcasting class abilities until such time as he has "caught up" with the missed sacrifices. Even then there is a cumulative1-in-6 chance per missed sacrifice that a demon or powerful undead entity arrives to claim the necromancers soul instead of accepting the sacrifice.

You Cannot Kill What Does Not Live: Necromancers who are slain by any means will always arise again as an undead being on midnight of the 13th day after death. This occurs even if the body has been completely destroyed. the necromancer will rise as a form of undead with hit Dice equal to his Necromancer levels when alive. necromancers of 9th - 14th level always return as vampires. Those of fifteenth level will return as a lich.

Temple of Bone: At tenth level the Necromancer may create a special Stronghold type known as a Temple of Bone. A Necromancer can possess only one such temple at a time, but may create another should his existing temple be destroyed. The temple must be constructed of human, humanoid and demi-human bones, using the blood of those slain to produce the bones as mortar.
Construction requires living beings (undead lack sufficient dexterity) and takes 10 man hours and costs 10gp for every cubic foot of walls, floor and ceiling in the Temple. Every ten cubic feet requires the bones of fifty man size creatures and the blood of five. The Bone Walls of the temple are supernaturally strong - treat as the strongest type of stone for causing damage. While in his Temple, the Necromancer is at his most powerful. All saves against his spells are at -2 and all attempts to turn undead are at an additional -2 (cumulative with other modifiers such as the presence of the Necromancer). While in his Temple the Necromancer radiates damage at a rate of 1/hp per turn. he may also call additional skeleton troops from the walls - up to one skeleton per ten cubic foot of wall per day. These skeletons do not count towards the maximum number of Skeletons the Necromancer may control at any given time. No matter how many skeletons are destroyed, the Necromancer can always summon as many again the next day, unless the temple has since been completely destroyed.
Phylactery: At fifteenth level the Necromancer learns the secrets of becoming a Lich. He can become a Lich at any time by spending 10,000gp on a phylactory and performing a night long ritual. Should he die after reaching fifteenth level but before performing this rite he will rise again as a lich. However, if destroyed again before completing a Phylactery and undergoing this ritual, he will be destroyed permanently. After fifteenth level, the Necromancer can also bestow lichdom on any other willing evil Cleric, Necromancer or Magic-User character of 12th level or greater. Again this requires a Phylactery and an hour long ritual. However, unlike the Necromancer, the participating character must succeed at a system shock roll or else the soul will be forever lost (not even divine intervention, a wish or a True Resurrection spell will restore the character to life or lichdom).
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